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View Full Version : My First Model (and a seam question)


Phrixus
08-12-2003, 04:22 PM
Hey, just finished my first complete model today... woot... I have a question though, this is one mesh, and someone told me that I might want to detach the head from the rest to make the facial morphs easier. But when I detach the head there is a visible seam... I modeled this as an edit poly, gave it a 1 iteration smooth, then collapsed it to an edit poly. Why does it have a seam after the stack is collapsed and detached? It was smoothed before the collapse... Another reason I would like to detach the head is that I have 2 versions, one with a mouth and one without, both of which are needed for the project I am working on, and I would like to avoid mapping each body individually if possible, and map only the heads individually... Any help here would be appreciated...

Also, here are the images for you to look at, a shaded and a wire... hope there good enough quality, I rendered using Brazil and I don't really know how to use it very well yet... This is obviously the version of the model without the mouth... You may notice the really small toe and finger, this is intentional, they are only partially functional and are meant to be vestigal like our tailbone or the small feetbones on a whale... thanx...
http://www.the3dstudio.com/forum/files/2434/Model.jpg
http://www.the3dstudio.com/forum/files/2434/Wire.jpg

Dave Black
08-12-2003, 05:03 PM
There is a seam because the smoothing groups don't share verts.

If you want to detach the head to do morphs, try this:

1. Detach the head

2. Copy the head to somewhere else

3. Add a morpher modifier to the original head

4. Make multiple copies of the copied head and make your morphs from those

5. Add them to the morpher modifier.

6. Add an editmesh above morpher on the original head.

7. Attach the body

8. Weld the verts around the seam

9. Check to see that morpher works by going down to the modifier, and clicking the "show end result toggle" button to on. Scrub the sliders and see if it morphs. Should be all good now.

10. Add your meshmooth modifier after the final editmesh mod.

You should be golden. Post back if you have questions. REMEMBER: No meshmooth until the end. Leave the mesh lowpoly for doing your morphs. Meshsmooth at the top of the stack...nowhere else. Period.

-3DZ

:D

Phrixus
08-14-2003, 05:48 AM
Sounds cool, although here are some questions... where should the UVW unwrap fit into the stack? And I know how you say to put the meshsmooth at the end of the stack, but if you map the mesh before the meshsmooth, it tends to warp the map applied, its not that big of a deal but I would rather avoid it... And, if you put the morpher on and then a edit mesh to attach the head, can you still mess with the morphs, and keyframe them and such, because I want to be able to mess with the animation... I guess I could always attach the head to the body later... but I would rather avoid it... and what about the skin modifier? should I do that after the morph?

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