Quad problem


#1

When I was tweaking the vertices on a model I’m making, I realized that some of the quads were not planar. If you looked at the quad from the side it looked like a V instead of being flat. So now I have a few questions. 1) Is this bad, 2) How can I avoid it and 3) How can I fix it?

Edit: It took me all of 3 seconds to find that flatten fixes it. So now I only need questions 1 and 2 answered.


#2

I think I had the same problem as you, I’m not sure though but when I rendered the scene, it dissapeared. I think it’s just something with the video card or something. Try rendering your scene next time that happens and if the v shaped surfaces aren’t there in the render, I would just ignore them. Once again, I’m pretty new to wings3d so I’m not 100% sure


#3

Lets just say very distorted polys aren’t good :o)
They can cause rendering artefacts but it wil depend on where they are on your model and what renderer you’re using.
Smoothing will tend to remove/reduce them anyway since every quad is split into 4 smaller quads.
Avoiding them? Well looking at your mesh carefully as you model should avoid them! Also proper placement of edge loops should avoid or at least limit severe cases. Generally this is likely to happen where there is a strong surface feature such as frown lines on a face in which case your polys/edges should be following the feature which will naturally avoid the production of severely non-coplanar polys - Baz


#4

Keep in mind that when you flatten a quad, another adjacent quad or face may itself become non-planar. The best thing to do is triangulate it.


#5

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