21-09-2003, 06:10 PM | #1 |
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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?
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21-09-2003, 06:13 PM | #2 |
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might be some unwelded points you have there, try hitting 'm' to merge points.
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22-09-2003, 09:06 PM | #3 |
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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?
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22-09-2003, 10:59 PM | #4 |
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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.
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23-09-2003, 01:43 AM | #5 |
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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 |
23-09-2003, 03:32 AM | #6 |
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Post a picture, from a pic it should be much easyer to see whats happening.
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23-09-2003, 10:47 AM | #7 |
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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. |
23-09-2003, 08:40 PM | #8 |
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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! Last edited by PolarBear53; 23-09-2003 at 09:05 PM. |
24-09-2003, 10:16 PM | #9 |
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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 !! |
24-09-2003, 11:30 PM | #10 |
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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.
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25-09-2003, 07:51 PM | #11 |
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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
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25-09-2003, 08:01 PM | #12 |
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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 |
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