|09 September 2013||#1|
Join Date: Sep 2013
soft mesh whacky & split poly issue
Prior to problem:
I created a polygon plane and started subdividing it with split poly and edge loops.
However, somewhere along the way, i guess I accidentally duplicated the vertices (I think I might've been working on an extruded polygonal plane that I removed all the sides from). I could see some weird curvature in the smooth render mesh.
Anyway, so I merged the vertices to their respective duplicates and got this:
The topology seemed fine (but there was obviously something wrong from the lighting). This was the smooth render mesh:
I was hoping there was a way to salvage this object and not have to start all over.
I have tried merging the entire object.
Also, I think I might have found the culprit when it comes to duplicated vertices. When I use split poly tool, quite frequently I get some buggy effect.
I would click my initial vertex point, then click-drag my second point, only to get this weird effect before my second click:
It's as if I clicked the first and second point, and was moving along the adjacent edge for my third point. If I actually "submit" the split poly, nothing is actually split.
Last edited by kinggambit : 09 September 2013 at 02:32 AM.
|09 September 2013||#2|
Lord of the postsportfolio
Join Date: Nov 2003
Select your mesh and Normals > Conform. Then to get rid of the stray vertices, just select all the vertices and hit delete. If this gives you holes in your mesh you need to merge first.
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