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assistant pimp
06-11-2008, 09:32 PM
Any tips or advice greatly appreciated. I am getting some pinching and distortions on my mesh and I cannot seem to get rid of them. I used spline modelling and have re-did the patchign several times but still come out with some degree of pinching and distortion. I was fairly new when I stopped using LW and still new that I have picked it back up. So any advice appreciated. I have attached the .lwo as well as pics. Let me know if you need other views. Thanks

I dont have winzip installed so I have uploaded to depositfiles to see the .lwo
http://depositfiles.com/files/5933628

http://img92.imageshack.us/img92/3068/sharkmesherrorsmb5.jpg

StOuen
06-11-2008, 10:02 PM
I would say that you might need to think about the general topography more. Look about for some tuts on edge loops and the spin quads function in lightwave either on the newtek site or gnomonology.com has Tarons excellent tutorial on organic modeling. The mesh is rather dense as well. If you intend to animate then this could affect you modeling style.

assistant pimp
06-11-2008, 10:17 PM
Here is my spline setup. I was using splinegod's spline modelling tutorial as a base. But I will look into the other terms you are referring to.

Any more input?

http://img136.imageshack.us/img136/1101/sharksplineerrorstz1.jpg

hrgiger
06-12-2008, 03:57 AM
On the pic you have above you don't have any geometry on the inside of the mouth which is why you're getting a crease there. If you select all the points on the border of the mouth and extrude them inwards, the crease will disappear in that spot. You'll always get a crease in situations like that. Generally any parts of the model that can be seen should be closed. There's nothing wrong with your topology and spline modeling is a fine way to lay down the initial geometry. I would say though that you could use a lot less polygons for your patching. It will be a nightmare to edit later. You should only use enough polygons to form the shape you are after.

paulhart
06-12-2008, 04:48 AM
I appreciate the effort. Spline modeling is excellent for the getting the overall flow of organic and curved surfaces, but the rest is more of developing loops of geometry to flow with the muscular system of the creature (vehicle) that you are developing. "Edge loops and the spin quads" make all the difference. I am including re-working of your model, still needs work, but the flow of the anatomy is being expressed. As hrgiger suggested, I have added the anatomy to the inside of the mouth to better hold the corner, made an edge loop out of the shape rather than a point. Keep at it.
Paul
http://www.hartworks.net/modo/shark.jpg

assistant pimp
06-12-2008, 04:51 AM
aahhh....I see, that does make sense. FOr some reason spline modelling is making the most sense to me right now so it is what I am going to try to stick with until I get good. I will give it another go with your suggestion and less geometry. I will post what I come up with. I do appreciate the comments.

hrgiger
You use XSI now?

HOLY SMOKE....thanks PaulHart. You posted at the same time I did. Wow. I do have a lot to learn. But I do see the logic in the flow you are using. I guess it is like seeing the matrix. It just comes with time. I am going to give it another swing with what is suggested and post again.

Oh and this will not be animated, but will be used in a illustration.

assistant pimp
06-15-2008, 12:46 AM
Here is a slight update. Based on the suggestions here I reworked a few things, simplified the mesh and tried a better poly flow. Nothing major but I am taking baby steps so I can not only know what to do but why as well.

Oh and no pinching this time :D

Thanks all

http://img242.imageshack.us/img242/6479/sharkmeshcomingalongub3.jpg

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