How to Fix these Errors in Hash..


#1

OK All, how can I salvage this model without completly redoing it all?

I need to know how I can geta polygon square to appear when I have control points in between the top and bottom control points that are connected.

For instance, see the two CP’s that compose the neck, in them iddle, right below the jawline? Those two are by themselves and there is nothing in between. However, when I have CP’s in between those to, that solid square never shows up. How can I fix this?


#2

What??? What exactly are you doing?
For the sake of responding, I think you are exporting from a poly app and importing into A:M?
Well I usually only go the other way, A:M to Poly app, but I think you would be best if you kept the poly’s as 4 sided as possible.
Can you ā€œrefineā€ your mesh in you app? That should keep everything as quads.
Try that.

Mike Fitz
www.3dartz.com


#3

Looks like you are new to spline modeling. You need to think about the spline continuity–You don’t want splines to just ā€œdead-endā€ together like you have at the problem areas… It does create a valid patch, but not a smooth surface.
Go to the ARM and look at some beginner tutorials or get some of the training CDs from Hash, and you will quickly see what you need to do.


#4

As will stated splines ā€œMUST FLOWā€ there are certin rules to follow when modeling in A:M…

here are some tuts that really helped me out…

http://www.alienlogo.com/tincan/Spline1.htm
http://www.alienlogo.com/tincan/Spline2.htm
http://www.am-guide.com/TinCan/Room-tut.htm

these should give u some understanding on spline Connectivity and flow… you should be able to fix / save ur model but u may have to start over…


#5

I looked through the tutorials and fixed the dead end Spline problems. I wound up completly redoing it. Yet, it STILL Looks terrible in the middle, even though there are no dead ends. Everything fron every angle seems to look smooth, and line up perfectly with each other, yet it looks horrible using the CopyFlipAttach mode. You can see the recent picture above…

Any ideas?

My Copy of Animation:Master 2002 a Complete Guide came in today. Time for some reading :)…


#6

The plain and simple truth is that the model is not built right… or to say it was built poorley.
Not being harsh, just saying what the problem is.

You are going to have to learn and get comfy working with splines and learn how to flow them nicely.
It will come, you should try and find wireframes the people have posted. You will really get a good sense from seeing that.
don’t forget to go to the hash forum at hash.com

Mike Fitz
www.3dartz.com


#7

It is NOT attached all along the seam. what is happening there is that some of the points along that centerline vary slightly in the X-axis and that is making a gap when you do copy/flip/attach–it is only connected at part of that centerline.

Before C/F/A select the centerline spline, set the pivot to 0 on the X-axis, then change the X scale to 0%–you do all of this in the properties palette. Now when you copy/flip/attach the splines on the centerline will join as they cross over.


#8

Can u upload your mdl-file somewhere? I see, there is a upload-possibility here for zip-files… maybe u could upload it and I would look through it, if i’ve got the time…

Fuchur

PS: You should render it out, and not only show it in the real-time-view… That could make it a bit better…


#9

Thanks for the Copy Flip Attach rule. That fixed that little problem I was having :slight_smile:

Above is the 4th try at rendering out this model. I’d like to think it’s improving each time I learn something different. It looks a bit smoother and less clay like than the last one and has no dead ends. I’ve also been mastering the five point patch tool, heh.


#10

Are you using the ā€˜porcelain’ material ?
The porcelain material can smooth over a lot of problem areas.
( But sometimes makes others worse - 5 point patches with their ā€˜normals’ facing backwards get all screwwy untill you flip the normals. )
It’s in the materials folder ( Materials > Geometry > Porcelain )

Just drag and drop it onto the model and do a test render.
It will quickly become your new best friend. :slight_smile:


#11

Also, it is a good idea to make sure that all the patches are as even in size as possible.


#12

Leave porcelain for the end, once you’ve made the model as smooth as possible, then you add the porcelain on top.

Also, are you going to celshade this? It would look good, I think.


#13

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