Go Back   Lightwave Community at SimplyLightwave > Lounges > LightWave Basics
Register FAQ Members List Calendar Mark Forums Read

Reply
 
Thread Tools
Old 21-09-2003, 06:10 PM   #1
PolarBear53
Full Access Member
 
PolarBear53's Avatar
 
Join Date: Sep 2003
Posts: 315
Default Subpatching problems

I am doing the head modeling video but when I subpatch I run into a few problems. When I start off it's all good, but then I add the skin around the eye and subpatch and it's all messed up, it's almost like all the polygons are subpatched individualy and not as one shape, what do I do to fix this?
PolarBear53 is offline   Reply With Quote
Old 21-09-2003, 06:13 PM   #2
DigiMatt
Super Moderator
 
DigiMatt's Avatar
 
Join Date: Jan 2003
Location: Sweden
Posts: 1,182
Default

might be some unwelded points you have there, try hitting 'm' to merge points.
__________________
http://www.digitalmagic.se
mattias@digitalmagic.se
icq:1687432
msn: eternal_e@hotmail.com
DigiMatt is offline   Reply With Quote
Old 22-09-2003, 09:06 PM   #3
mrunion
Full Access Member
 
mrunion's Avatar
 
Join Date: Jan 2003
Location: Jonesborough, TN
Posts: 45
Default

Also, if you had some ploys selected and subpatched, only those are subpatched. If you then don't select any (or select all of them) and subpatch, they "flip-flop" -- ones that were patched are not, ones that weren't are patched. If you were patched, then added eye stuff, this may be what you're noticing.

Pick the non-patched ones and patch them (or vice versa).

Did any of this make sense?
__________________
Thanx,
Matt
mrunion is offline   Reply With Quote
Old 22-09-2003, 10:59 PM   #4
PolarBear53
Full Access Member
 
PolarBear53's Avatar
 
Join Date: Sep 2003
Posts: 315
Default

yea i know what your talking about, that has happened to me before and now I know what to do about it. But that isn't the problem I'm having, It's like having the polygons be their own shape, as though they arn't connected, but yet the ends are touching but the corners are round, ill upload a picture if i have time.
PolarBear53 is offline   Reply With Quote
Old 23-09-2003, 01:43 AM   #5
PolarBear53
Full Access Member
 
PolarBear53's Avatar
 
Join Date: Sep 2003
Posts: 315
Default

It's really weird, so I took it to layout and rendered it and my findings just made me even more confused. So i subpatched my face, took it to lightwave and redered it but when it came out you could see all the polygons but yet there were more than I put it, now this was on subpatch level 3. So I put the level all the way down to 0 and got the exact same thing with the same render time of only a second or two. I put the level all the way up to 15 and same result, same render time. WHATS THE DEAL!!!??? If it makes a difference I still only have most of part one of the video.


GRRRRRRRRRRRRRR!!!!!!!!!!!!!!1
PolarBear53 is offline   Reply With Quote
Old 23-09-2003, 03:32 AM   #6
Johnny9ball
Super Moderator
 
Johnny9ball's Avatar
 
Join Date: Jan 2003
Location: Reno,Nevada
Posts: 1,099
Default

Post a picture, from a pic it should be much easyer to see whats happening.
__________________
www.ThreeDCG.com

Johnny9ball is offline   Reply With Quote
Old 23-09-2003, 10:47 AM   #7
Mark
Super Moderator
 
Mark's Avatar
 
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
Default

You may also find that you have a bunch of degenerate polys in the mesh too.

In the polygon statistics window, look for any 2 or 1 point polys in the mesh. Select them and delete them. Then do a (m)erge points and see how that affects the problem.

However, I do agree with Johnny - a pic would help us visualise this better.
Mark is offline   Reply With Quote
Old 23-09-2003, 08:40 PM   #8
PolarBear53
Full Access Member
 
PolarBear53's Avatar
 
Join Date: Sep 2003
Posts: 315
Default

here is what it looks like when i render it, that is with subpatch level of 3.


you can see right under the nose, how there are like squares, but they are kinda round, that is what i was first complaining about, but when i render it, it gets even more screwed up!
Attached Images
File Type: jpg upload.jpg (26.9 KB, 79 views)

Last edited by PolarBear53; 23-09-2003 at 09:05 PM.
PolarBear53 is offline   Reply With Quote
Old 24-09-2003, 10:16 PM   #9
Tabu
Registered Member
 
Join Date: Jun 2003
Location: Denmark, Cobenhagen
Posts: 44
Default

Im not that good at this.. but i would say that there is some points that are not attached...

Also in surface editor, remember to check the smooth surface...

As said before... thake the supatch of, select all points, press 'm' to merge, and merge !!
Tabu is offline   Reply With Quote
Old 24-09-2003, 11:30 PM   #10
Erwin
Full Access Member
 
Erwin's Avatar
 
Join Date: Jan 2003
Location: San Jose, CA
Posts: 234
Default

Another suggestion if you still can't figure out is to post/upload your .lwo object file. Then we can see what's going on. But make sure you try the suggestions posted above first. Goodluck.
__________________
"An artist's job is to surprise himself. Use all means possible." ~ Robert Henri
Erwin is offline   Reply With Quote
Old 25-09-2003, 07:51 PM   #11
PolarBear53
Full Access Member
 
PolarBear53's Avatar
 
Join Date: Sep 2003
Posts: 315
Default

yea now i got it to work, i think i messed it up when i started dubble siding and it just got all out of whack
PolarBear53 is offline   Reply With Quote
Old 25-09-2003, 08:01 PM   #12
PolarBear53
Full Access Member
 
PolarBear53's Avatar
 
Join Date: Sep 2003
Posts: 315
Default

here is my final product of it, this is just a small project i wanted to do so i think this is it, no body


it kinda looks bad, but it was a learning project
Attached Images
File Type: jpg murphy.jpg (75.4 KB, 50 views)
PolarBear53 is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Subpatching, Freezing and Polycounts Powerdots Modeling 2 31-12-2008 02:30 PM
UV problems bjørn Members Lounge 1 17-01-2006 09:13 PM
Boolean and subpatching PolarBear53 Modeling 2 22-04-2005 09:43 PM
Model Heads-Subpatching guyman182 Modeling 2 08-02-2004 04:35 AM

Thread Tools

Forum Jump




Online since 2001
A good place to start for a newbie
Catch up with SimplyLightWave
SimplyLightWave was first started in London 14 years ago, and we've been dedicated to producing quality software training ever since. Faithful to the principle of learning by doing, our project based courses aim to give you the practical skills to quickly start creating your own work in LightWave. More...
Copyright © 2001-2018 SimplyLightWave | Terms & Conditions | Privacy Policy
/* Contact Form */