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ktpr
07-10-2003, 05:40 PM
I got funny ninja stars on my smooth proxy model. I'm smoothing with linear interpolation (no problem under expontential except that it doesn't smooth the way I want). Below is a pic.

thanks for your time
cheers
ktpr

mental
07-10-2003, 06:06 PM
heya ktpr,

i once ran into this same error when i had duplicate vertices stacked on top of each other. this could happen if your were to perform an extrude edge or a similar operation without your knowing. you can check this by grabbing a single vertex and moving it to see if there is extra geometry in its place.

if that doesn't work try exporting the model as an OBJ and reimporting it. maya scenes can get funky from time to time and it's best to just start a new scene with the elements salvaged from earlier.

-mental :surprised

anakinskywalker
07-10-2003, 06:54 PM
yep kptr, as mental says, I too had the same problem sometime ago. It happens when you extrude a geometry and there are double vertices. When you later smooth it you get those stars.
You can try turning on normals and see if you have multiple faces. In my case the faces were with opposite normals. Otherwise you can try converting it to SubD. If the SubD thing comes out strange (you will understand what strange means when you look at it) and disjointed definitely you have double geometry.
Its usually bad news. You will have to find your last saved model in good condition. Looking at your model me feels you have worked a lot on it.. :hmm: but thats life I guess.

Any body could throw some light on how to salvage a model in this condition? I tried merging the vertices but it was a pain finding which vertices to merge and playing with the threshold values. So finally I modelled the whole thing again.

ktpr
07-10-2003, 07:55 PM
Hmm still doesnt' work. I made it a while ago, in a combonation of Zbrush and Wings3d. Some Zbrush models can crash Maya now and since there are no obvious doubled up verts or anything else wrong I suspect it's some technical problem. Oh well.

cheers
ktpr

Doogie
07-10-2003, 08:39 PM
Have you tried try exporting the object as an .obj and then importing it again, or saving it as an .ma file? Sometimes exporting as these formats then importing them again helps clean up the extra mess in these files.

The file could be messed up but it does look like a simple case of overlapping verts.

ktpr
07-11-2003, 12:59 AM
I merged verts and exported and re imported it. A cursory check of the normals shows that they are pointing in the right direction. The mesh didn't ahve any uvs either, so I gave it some.

Converting to subd and back to poly worked perfectly.

thanks for the help (I should make another subd script :))

cheers
ktpr

Levitateme
07-11-2003, 01:48 PM
next time do this

edit polygons, normals set vertex normal, make sure unlock vertex normals is on. then you dont have to go through all that work

sillyforever
07-11-2003, 02:46 PM
Could too much extrude leads to such a situation when smooth?
I suffered this too much..
Someone tell me open "keep faces together" can solve this problem more or less, is that ture ?

Levitateme
07-11-2003, 02:47 PM
to much extrudes? no that should never bea problem. did you try that technique i suggesteD?

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