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miketche
05-20-2003, 05:32 AM
OK, after following all these great car modeling jobs and seeing all the comments about how clean their meshes are, I decided to take a look at the mesh of a car I modeled a little while ago.

Here is what I discovered. A DISASTER!!!:banghead:

http://home.flash.net/~miketche/wips/jagwire.jpg

Well, I'm getting ready to model a new car. So any helpful tips, suggestions, pointers, whatever, on how to create a clean mesh would be very much appreciated. Also keep in mind I'm still on 7.3.:hmm:

Thanks

Mike

AdamT
05-20-2003, 05:41 AM
I wouldn't call that a disaster at all. It just has some rough spots that need to be cleaned up.

JoelOtron
05-20-2003, 05:47 AM
You havent seen a disaster mesh till you look at mine--and I'll NEVER show you mine. :)

But it looks good to me.

pit
05-20-2003, 08:12 AM
What Adam said + you could do with less polys. No big deal - keep it up!

JIII
05-20-2003, 01:46 PM
take the knife tool.

slice randomly maybe 5 times.

then you have what my car meshes look like compared to yours.

not bad, I have seen better, but not bad.

artemesia66
05-20-2003, 03:13 PM
what makes a mesh "clean"? i've seen that term around alot, and i'm not sure exactly what it means. other than 4-sided polys, what else is involved in making good meshes?

miketche
05-20-2003, 03:22 PM
Hey thanks everyone for the encouragement. I guess I just need to keep things as simple as I can, but still be able to get the detail that I need.

I'll probably post WIPs of my new car in a new thread and let you guys follow my progress. That is unless everyone is just all Car WIPed out.:D

JIII
05-20-2003, 04:30 PM
okay artmmesiasda,

Clean is pretty simple. the fewer polys it has while still maintaining a good shape means clean.

look at this image(sorry pit but its about the cleanest head out there so I just had to use it), this is a clean mesh. very judicious use of polys.




does this give you a clearer Idea of what a clean mesh is?

dandavis
05-20-2003, 05:06 PM
Hell yea, let's see those WIPs

artemesia66
05-20-2003, 05:07 PM
thanks, JIII.

that's what i thought, but i wasn't sure if there was something else to it that i might be missing.

that's a great head--really shows where the mesh can be wide, and where density needs to increase.

artemesia66
05-20-2003, 05:08 PM
and why are triangles such a bad thing, anyway?

brammelo
05-20-2003, 05:20 PM
When you put triangles in a HyperNurbs, you get strange effects - mostly unwanted shading artifacts, surface pinching and stuff like that. Difficult to make a clean mesh when you have triangles. It look good as plain poly, but it's hell when smoothed out in HN.

You can use them though, but you have to have a bit of experience. Ikeda's head tutorial for instance uses triangles (like almost every other head tutorial), but only in very specific places.

Cheers,
BaRa

artemesia66
05-20-2003, 05:25 PM
thanks for the enlightment, everyone.

off to make some clean meshes, now...

pit
05-20-2003, 06:06 PM
(sorry pit but its about the cleanest head out there so I just had to use it)

No problem, JII.

Well - it could be reduced too I guess..... Be warned - after a while you´ll find yourself getting totally anal about this - getting desperate when a tri is unavoidable, planning edge loops and remodeling everything when you find a slightly better way to loop etc. It´s horrible.... ;)

Btw. the Joker above is all quads :)

artemesia66
05-20-2003, 06:13 PM
Be warned - after a while you´ll find yourself getting totally anal about this - getting desperate when a tri is unavoidable, planning edge loops and remodeling everything when you find a slightly better way to loop etc. It´s horrible.... ;)

Btw. the Joker above is all quads :)

oh, no, i just re-started an object i've worked on for over a day, because i can see a lower-poly way to make it. you mean to tell me this will become a habit?! ;)

that head is amazing. is there a textured/lit version somewhere?

pit
05-20-2003, 06:28 PM
is there a textured/lit version somewhere?

In the making - for weeks :rolleyes: - have very little timeat the moment. The model is unwrapped, textures beeing painted and the light setup is also almost there.......so... ehem :shrug: ...soon. (Plus 2 new full characters!!).

artemesia66
05-20-2003, 06:33 PM
can't wait to see it.

JIII
05-20-2003, 06:34 PM
remaking a model is not a bad habit if you are still learning. if fact its great and I do it all the time.

however if your whole mesh looks like the monkey head and you have 1 tri somewhere its not worth it to spend 8 hours reworking evrerything to get rid of it.

pit
05-20-2003, 07:21 PM
[QUOTE]its not worth it to spend 8 hours reworking evrerything to get rid of it.

I disagree! ;)

LucentDreams
05-20-2003, 10:46 PM
smtimes I'd agree sometimes I wouldnt' it depends on how badly that area deforms. If its going to deform in a funny way I'd fix it, but if it doesn't then its not worth the time.

Cyborgguineapig
05-21-2003, 12:11 AM
Geese, sometimes I wonder about limitations and just think, if we didn't have to deal with triangles creating strange artifacts, how much more progress we could make... I really don't understand why someone can't just code a fix in the engine over at Maxon so triangles/quads can live together happily ever after inside a hypernurb.. :argh:

LucentDreams
05-21-2003, 01:05 AM
Originally posted by Cyborgguineapig
Geese, sometimes I wonder about limitations and just think, if we didn't have to deal with triangles creating strange artifacts, how much more progress we could make... I really don't understand why someone can't just code a fix in the engine over at Maxon so triangles/quads can live together happily ever after inside a hypernurb.. :argh:

Whoa, this is not a maxon issue, this is a math issu, simple fact of life a trianle is designed not to be flexible. Why do you think so many old religions and cults were based on three, even christianity has huge symbolism in three, because the triangle is the most powerful geomeric structure, its designed not to bend or flex or twis, tyhats why it doesn't deform well, as for hypernurbs, again math related, adn one reson why quads are even better than ngons when subdivision is taken into account, they subdivide perfectly.

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