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ToastMan
07-07-2008, 05:30 PM
Ok, here's the problem. I have this seam that terminates at both sides of a circle shaped slot. Problem is that it creates these "pinches" at the termination points and ruins the flow of the circle making it "eye" shaped.

Now, I understand why it happens. I was actually expecting it when I did it. My question is whether there's a different way to model the seam while still preserving the circle.

Thanks in advance.

Piflik
07-07-2008, 06:35 PM
You can move the vertices at the end of the seam by hand to restore the circle.

ToastMan
07-07-2008, 06:58 PM
No because I posted it smoothed (1 iteration). And I don't want to collapse the stack.

Piflik
07-07-2008, 07:35 PM
You don't need to collapse the stack. Just activate "show end result" and move the vertices into the right position. They will look wrong on the base mesh, but the smoothed version will look fine.

deleted
07-08-2008, 07:21 PM
The only thing I can thing of, giving that it appears to be one seam leading into another and not just a hard edge going into a round seam, would be to give your base circle more segments. In general, doing a base circle with that low of a segment count is not a particularly good idea when subdividing anyhow unless its really small. Try giving it a base count of 14 or so. It will smooth better and it will force you to learn how to deal with the extra resoloution that results from it.

Best of luck!

phix314
07-08-2008, 08:03 PM
A useful trick I use sometimes is to just line up an edge where you want the seam to eventually be, then smooth when it's all finished. From there, nudge the vertices on the smoothed (an collapsed) mesh.

Or... if possible, you can put it in a normal map.

And deleted sounds good too :)

ToastMan
07-09-2008, 05:28 PM
Piflik - Yup, correct. I could also just add another edit poly modifier on top of turbosmooth and adjust the vertices from there. Thanks!

deleted - Yea, you're right. I actually already thought about it but dismissed it out of laziness. But if we're already on this subject, any tips or techniques on how to go about it? Increasing resolution on a specific location without messing other areas with excess edges that is...

phix314 - Yup, already thought about it. Was looking for a solution on the low poly level though.

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07-09-2008, 05:28 PM
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