View Full Version : Turbosmooth Pinch

 Decrypt78611 November 2009, 10:23 AMHi Guys Modeling with editpoly on max 2010 Edge seems to pinch when using turbosmooth ive checked the edge to see if theres any extra edges with it and theres none, also checked the vertices but none extra what you think could cause it, could it be the angle of the edges? http://img190.imageshack.us/img190/488/capture01a.jpg http://img682.imageshack.us/img682/4654/capture02d.jpg http://img35.imageshack.us/img35/7590/capture03d.jpg
scrimski
11 November 2009, 11:17 AM
what you think could cause itBad topo. You need quads for clean subdivisions.

Decrypt786
11 November 2009, 12:58 PM

Mind me still a newbie

scrimski
11 November 2009, 01:06 PM
Quad = polygon with 4 vertices/edges, tri = polygon with 3 vertices/edges, nGon = polygon with more than 4 vertices/edges.
When you say quads, which parts arent quads in that area?The pinched parts.
In your first screenshot you have 3 vertices marked, that polgon can't be a quad obviously( I can see 5 vertices on top + 2 invisible vertices on the bottom, maybe even more) hence it get's pinched.

Decrypt786
11 November 2009, 02:59 PM
Quads are good as you say, but i cant find non quads in that area

ive highlighted what i find as quad polygons in colours. the 3 vertices you mention yes there are three there but theres a fourth above which makes all quadfaced

some screens to explain

im a little confused

http://img27.imageshack.us/img27/4425/capture01sec.jpg
http://img194.imageshack.us/img194/7278/capture04e.jpg

musashidan
11 November 2009, 03:07 PM
Those three edges just abruptly stop forming a large n-gon at the back of the hollowed out section of the mesh.connect the verts to their symmetrical opposites(running parallel) to form quads.

scrimski
11 November 2009, 03:54 PM
the 3 vertices you mention yes there are three there but theres a fourth above which makes all quadfaced
Well you can go on and pretend that it is all quads, but as already stated above, the pinched poly has 7 edges(or more), not 4.
ive highlighted what i find as quad polygons in coloursGood for you and quite right, but you still miss the relevant part - ie the nGon you created(no,it's none of the coloured ones).

Decrypt786
11 November 2009, 08:01 AM
Okay guys, since i confused the situation i started afresh

heres the mesh

http://img692.imageshack.us/i/83832588.jpg/

with a turbosmooth modifier it seems to be okay just needs more iterations

http://img39.imageshack.us/i/78687738.jpg/
http://img29.imageshack.us/i/58259394.jpg/

however when i add these extra edge loops to harden the edge

http://img407.imageshack.us/i/48323948.jpg/

thats when this pinching starts to happen

http://img200.imageshack.us/i/90260699.jpg/
http://img211.imageshack.us/i/13527338.jpg/

ericdibuono
11 November 2009, 12:47 AM
you'll need a holding edge on the other side of the edge you are trying to harden as well. That's why you're getting the result you want on the top plane, but the geo is going loopy in the recess. Add one more and you should be good to go.

Decrypt786
11 November 2009, 12:24 PM
Perfect the extra edge as you said cleared the pinch

Thanks Raven means alot

and thank all you guys for the assistance, sorry for being a pain

KevBoy
11 November 2009, 11:20 AM
No problem, having to keep all quads for subdivision, now that's the pain! ;)

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11 November 2009, 11:20 AM
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