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View Full Version : Modeling : Fixing ngon in splinemodel


aor
05-07-2003, 01:12 AM
soo im working on my car.. and there is this section on the hood that has a 5 sided polygon... of course i can't surface it. so i try to divide it up several ways, none of which work.. i just can't seem to make it work. (this is with splines). so my question - hoooow can i fix this? i assume there isn't some hidden way to make 5 sides work, so whats the alternative? just keep trying to break them up? add more vertices? the problem is its a super simple, sleak area.. so whenever i add more vertices it screws it up.. maybe another method to do this?


thanks!

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Ls3D
05-07-2003, 01:17 AM
Cant' you just snap a spline across the points of the Ngon making it valid for surfacing?

I'm confused.. let us know.

-Shea
www.Ls3D.com

:airguitar

aor
05-07-2003, 01:21 AM
yeah, i *think* ive tried that.. if i understand you correctly (im a noob).. basically, you mean just adding more splines? it does make it valid for surfacing.but it doesn't look right, no matter how much i play w/ the splines.. i think because its such a precise serface? i mean, because it has to be smooth.. ive tried copying on the of the sides, and then adjusting it, the problem is its hard to get it to look right w/o this big dent or bump all along the surface.. hope that made sense...


heres an image.. hope this helps

http://www.geocities.com/thebandneo/lambofront2.jpg

thanks!

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Ls3D
05-07-2003, 01:28 AM
Can't see that link, according to captn somebody:

as for geocities, you just have to copy and paste the link into a new window, then it works

Give that a go mate, then will see...

-Shea
www.Ls3D.com

:cool:

aor
05-07-2003, 01:30 AM
Originally posted by Ls3D
Can't see that link, according to captn somebody:



Give that a go mate, then will see...




eh, i think thats you.. you have ta c&p to see it :shrug:


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Ls3D
05-07-2003, 01:37 AM
Duh,.. well its getting late here..

Actually I hade to cut and paste from the link window even though the syntax is the same - strange. Anyway I'll be back in five with a suggestion.

-S

Ls3D
05-07-2003, 01:45 AM
Well I'm not sure how this would best be addressed without the model in my viewport but here is my best guess:

-Shea
www.Ls3D.com

http://www.ls3d.com/FTP/lambofront2edit.jpg [/IMG]

aor
05-07-2003, 01:52 AM
alllrighty, i'll give that a try and see how it goes.. thanks!

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CapnPanic
05-07-2003, 03:04 AM
my suggestion would be to avoid the tri altogether, as it will only cause you misery
instead just make a whole bunch of quads like so:

http://hello-napalm.com/pics/lambofront2edit02.jpg

and really what you should do is promptly convert to editable poly and model the rest that way ;) i've made a couple of vehicles with spline-cages and surface tools, and it's just way too difficult to ever get a perfectly smooth surface :\

good luck :beer:

aor
05-07-2003, 03:14 AM
wow, crazy, right after i finished adding those splines, i check back and you have another reply... good.. cause the adding of splines didn't really do the trick.. heres what happened:



http://www.geocities.com/thebandneo/lambofront4.jpg


http://www.geocities.com/thebandneo/lambofront4.jpg

((hope that works))

anyway.. so then im looking at your post.. and playing in max.. tell me if this is right:

i finish the splines, and then surface.. then convert the surface to editable poly? i guess im kinda confused, because when i did this, it seemed like it would only make it harder.. can you point me in the right direction? im going to go look for a tutorial now, and checfk the help files, but if you have an idea, id certainly appreciate it...


thanks!



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CapnPanic
05-07-2003, 03:20 PM
yeah editable poly will force you to use a different type of modeling, but i think that taking teh time to become more familiar with it now will result in a better end product. meshsmooth seems generally to produce a better surface, especially in the case of something that will be sensitive to ripples and bumps, like a cars surface is.

seems to be a pretty decent car poly modelling tut here:

http://www.3dtotal.com/team/Tutorials/fiat500/fiat500.asp

although i personally like to start with a box the size of my car and work from a broad shape to the details, this persons method is just as valid :)

aor
05-08-2003, 03:50 AM
wow.. ok, welll.. i'll give it a try.. im aaaalllzzzaboot the learning.

thanks! i'lll letcha know how it goes..

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