PDA

View Full Version : Hard Surface Texturing Problem


dark_tranquiltiy
03-03-2008, 04:33 AM
Hi,

I have this problem in certin areas of my model when I apply a turbosmooth, my lines bend as you can see in this screenshot:


Before:

http://img217.imageshack.us/img217/3568/beforesmooth1fq1.jpg


After

http://img126.imageshack.us/img126/9089/aftersmooth1aa3.jpg

Here is another example

http://img352.imageshack.us/img352/3426/beforesmoothqi4.jpg

http://img352.imageshack.us/img352/3447/aftersmoothls3.jpg


Every vert is welded and all my faces are quads. Does anyone know how this problem can be fixed?

Any help would be much appreciated

Jim.

CgKumar
03-03-2008, 04:58 AM
Hi, just wanted to post something as i see no other replys. The problem usually lies in the modelling part. One side you have smaller spaced cuts as compared to the other side. And the connecting part usually, you would need to add a cut or seperate the geomatry or smooth or harden the normals.

Sorry as i am a maya user and have tried my best to explain.

dark_tranquiltiy
03-04-2008, 04:46 AM
Yes I noticed that also, but I would have to add alot more cuts to "evenly" space the mesh. Is there better way to retain the loops in a smooth?

Thanks.

CgKumar
03-04-2008, 12:38 PM
Well from what i studied from other people's work, you can look around the forum and look at their wireframes. Is that either its fixed on the UV side of things. (Tweak those UV's till they line up.) Or you can add a triangle cut at the connection. (But i would suggest you try both). View your triangulations and see how to make it work for you. Usually a cut will get it to work.

But in the long run its an understanding of both modelling and UV mapping. Its a balance.

Good Luck,
Kumar

Kalee
03-05-2008, 05:30 AM
I also think it's on the UV side. After you turbo smooth use Unwrap UV and re texture, that should solve your problem

scrimski
03-05-2008, 06:54 AM
I also think it's on the UV side. After you turbo smooth use Unwrap UV and re texture, that should solve your problem

Unwrap after UV is quite more tedious than unwrapping before. I agree that it is a matter of geometry denstiy, but sometimes adding more edges will destroy the shape of your model.

dark_tranquiltiy: Look here
http://forums.cgsociety.org/showthread.php?f=6&t=453214&page=4&pp=15

for help. The workflow explained by davius works quite well, I started scripting a littel tool( would like to have some feedback if you decide to use it), can be found in post #55 in the linked thread.

CGTalk Moderation
03-05-2008, 06:54 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.