View Full Version : ways to fix a twisted mesh?
wannabeArtist 06-12-2009, 10:36 AM Hello,
I'm (still) working on a car model and the geometry is getting kind of heavy :)
Overall it's ok, but there are some areas in the side panels of this model that I really think could be smoother - I have tweaked point-by-point quite a lot and created accidental ridges and bumps while fixing others.
So my question is, is there a handy operation or a script that would liberate me from this vicious tweak-cycle. Something that would take the entire mesh, or a set of polygons as input and average out all major deviations from the flow?
Here's an example of what I mean (rear corner, probably the most complex piece of tin on this car) - I took the diffuse channel out of the quick render (don't really know what that means, but seems to highlight the bumps even better than "regular" render). It should be pretty smooth all over, except the opening for tail light (right) and wheel well (down), which have an intended ridge.
http://i44.tinypic.com/243qoaw.jpg
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Stenofo
06-12-2009, 02:29 PM
I don't really know if this is what you're after, but... You could select your object or faces/vertices and apply a smooth operator. Or maybe a relax one. Simply select what you need and hit Deform - smooth. Please let me know if this helps.
See you.
wannabeArtist
06-12-2009, 06:44 PM
Thanks,
I will try that, but I was more after a "fix" than an actual deform.
So far what I have done, is simply check out the render, try to locate the bumps or cave-ins and then select the the surrounding polys and hide everything else. This way it's easier to tweak the off-level vertices to be more aligned with their neighbors, resulting a smoother mesh.
This just gets really tedious :)
Jettatore
06-12-2009, 07:43 PM
Make sure your points are lined up vertically and horizontally and have a nice flow to them, nothing erratic, and then take advantage of moving the camera around to check your object from all angles, making sure the curves of your form are the way you want them, by adjusting your shape point by point.
Once your points are clean and your curvature is smoothly lining up in X, Y and Z you will see the difference and shouldn't have any issues with rendering. You might also enjoy working with the viewport set to hidden line removal from time to time.
PiotrekM
06-12-2009, 11:08 PM
You can use smooth op to do basic smoothing
but car modelling is more about planning and endless tweaking of single vertices
my general help is to:
--hotkey wire on selected mesh and/or mirror instanced model, turn on headlight specular, subd on high level - to see clean shaded mesh when tweaking mesh
--use multiple viewports, another user view on mesh without wires is also handy when tweaking vertices
--extract curve from edges /or make new curve/ tweak curve to get perfect shape, tweak move vertices with snap to this curve
--use curves to shape up your base mesh, then build mesh with curv net/four sided/else and then start to add detail.
wannabeArtist
06-15-2009, 08:13 AM
Response notification failed again! I must stop trusting it and poll these threads manually :)
Anyways, Jettatore, thanks for reminding about the camera. I already froze the mesh, so I really can't go back tweaking the curves :-/
car modelling is more about planning and endless tweaking of single vertices
Oh, I hear you :D Endless tweaking, indeed!
That's why I posted this thread in the first place, with hopes for some magic shortcut :) Oh well, I'm pretty happy with the mesh now - I think I'll give it couple of more hours and then just call it done. Although it wont be perfect, it's much more important to get this model finished some day soon!
Thanks for mentioning the vieports, I may have ignored the importance of checking all of them often enough.
wannabeArtist
06-17-2009, 06:22 PM
Hello again,
I should really avoid over-tweaking this and rather focus on the missing parts, but just a thought...
I advanced in the tutorial to making windows and the instructor used four-sided to do that.
Wouldn't this work for fixing the bumped mesh also? I mean deleting the bumped polygons, picking up the edges that make up the hole, generating curves from those and then making a replacement patch by four-sided, nurbs to mesh and finally merge?
I kind of tried it already, but I ran into some issues with merge for not being careful enough with the process. But would it work in theory?
Jettatore
06-17-2009, 08:35 PM
I wasn't even talking about the original creation curves, what I meant was the actual curvature of the form.
It's simple really, look at it like this. Draw a perfect grid on a piece of paper, then start drawing variations with curved lines. All your curves are going to flow together. They will continue to change direction and be different from each other, but curves that lie right next to each other, will be similar as they flow and branch around the surface. Your not going to have irratic variations without changing the appearance of the flow, and even in this 2D drawing it wouldn't look smooth.
Well it's the exact same concept in 3D, only you also have the 3rd Z dimension to think about. So keep your points flowing nicely in all 3 axis.
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