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#1 |
Registered Member
Join Date: Apr 2003
Posts: 1
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Hello everyone! I am new to this site as well as to LW. I took a class on LW in college but was very dissapionted when I found out that the teacher had no idea what the program was until the first day of class. needless to say that I learned very little in the 4 months that I took the class. I have my first of many stupid questions to ask here. When I lathe something say a pawn chess peice for example, I activate subpatches and smooth it out real nice. When I do so my original polygon is left the same as it was when created. It is usually sticking out of the side of my model at this point looking real crappy and generally making me angry. I just delete it but Ive found that in some cases this causes me problems later on. How do I avoid this???
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FunBoy ![]() |
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#2 |
Registered Member
Join Date: Mar 2003
Posts: 32
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Press m to merge points.
If you select the polygon first it will be deleted after a 360° lating. |
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#3 |
Registered Member
Join Date: Apr 2003
Location: Petaling Jaya, Selangor, Malaysia
Posts: 8
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Quoted
" I activate subpatches and smooth it out real nice. When I do so my original polygon is left the same as it was when created. It is usually sticking out of the side of my model at this point looking real crappy " Actually sub-patching generally smoothens the surface by making it rounded or sphere like shape... ( thats as far as I know about sub-patch ) and sub-patching juz changes the way your polygon looks not the real polygon...it's like masking the polygon if you get what I tried to say... Hope this works for u... Its actually possible to use a cylinder and bevel it up all the way to make a pawn...it may come out to a better result maybe... By the way, from what my friend told me, sub-patched objects takes longer time to render... ( someone can prove this ??? )
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-howie-~> |
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#4 |
Registered Member
Join Date: Mar 2003
Posts: 32
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Subpatched is the 'same' like multiple Metaform-Subdivitions. The computer subdivides and triples the polygons, that should take a bit longer to render.
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