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Kev3D
01-28-2010, 03:33 AM
I've been playing around with this car part for ages and I'm having difficulty making it look right.

The car is a Mitsubishi Pajero.

The bits I've pointed out are the bits I'm having trouble with, you can see it looks a bit indented. In the model, you can see that those problem areas roughly correspond to polys at the end of a terminating loop. I believe the problem could be solved if I had better flow. I've tried many different ways but I always get the same problem.

Is there a way to get these loops to flow better or is it just that I'm not tweaking the vertices enough to make it smooth?

http://i.imagehost.org/0667/Pajero_01_smooth.jpg

http://f.imagehost.org/0953/Pajero_01_low.jpg

EricChadwick
01-28-2010, 02:38 PM
Align the edgeloops on either side so they match each other. The side panel also has more edgeloops than the hood. If they matched, most of this would go away.

Kev3D
01-30-2010, 09:44 AM
Eric, thanks for the tip but I'm not sure it's going to be that helpful. I would have to add model loops to the bonnet but it's the side panel that has the issue, it's obvious even when viewing the part by itself.

MasonDoran
01-30-2010, 11:24 AM
the 2 poles on the fender are causing the issue. You have 1 vert with 3 edges, and another vert with 5 edges. Change the edge loops so that these poles are in flat areas without much curve. You will also need to match the edgeloops as suggested. This will guarrantie tangentcy.

EricChadwick
01-30-2010, 08:38 PM
Ah, much better explanation.

Kev3D
01-31-2010, 10:09 PM
Okay, thanks for the help, I'll work on reconfiguring the loops.

In general, with these kinds of problem areas, is it worse to have a triangle than a three or five sided pole or are they on par?

Kev3D
01-31-2010, 10:17 PM
http://f.imagehost.org/0887/Pajero_02_low.jpg

Okay, here's another solution I'm trying. Do you think this has a better chance of success?

EricChadwick
02-01-2010, 03:33 PM
Hard to tell. Is it working for you?

I would move all poles to flatter areas, as MasonDoran suggests, since non-flat poles tend to cause dimples when subdivided. And I would take care to match the edges on either sides of the seams between panels, if the surfaces are meant to "flow" together.

MasonDoran
02-01-2010, 04:07 PM
In hard edged modelling you dont have much to worry about with triangles because when smoothing they will be converted to Quads. Assign a blinn shader and work in smooth preview to see problem areas.

Kev3D
02-01-2010, 09:57 PM
Okay, thanks guys.

Yeh, it is working a bit better for me. The thing is, I have no idea how to move the pole to somewhere else. I always end up with a pole in that same region.

Charlottje
05-14-2010, 10:53 PM
How about something like this?

http://i102.photobucket.com/albums/m98/Evil_Sama/MorlankeyWireframe.jpg

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