modeling solutions..

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modeling solutions.. // New Users

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Post by nealiosnoise // Mar 6, 2009, 6:17pm

nealiosnoise
Total Posts: 77
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i gott'a get off line hear quickly, but i want to post these to get a head start for my next session


i will wait till im back on to reveal what im modeling, along with more picks.


anyways, look at these pics and notice the bottom of this sphere is not looking so good, well, smooth....

here's the problem spot..

1875218753



now a layer of SDS, im planning on just 1 layer of it..


1875418755


so how does a man deal with these spots?


i will be back online in awhile. with more crap to throw at yal.:banana::banana::banana:

so have at it peeps.

Post by jayr // Mar 7, 2009, 6:21am

jayr
Total Posts: 1074
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hi nealiosnoise give this vid a waych, it'll explain a lot:


http://guerrillacg.org/home/3d-polygon-modeling/subdivision-topology-artifacts


you're having this problem beacuse you've got 10-12 triangles next to each other forming a pole:


http://www.lothissen.co.uk/pole copy.jpg


the video above explains why this is a bad thing.


I'm not the worlds best polygon modeller and someone will proably give you a better solution (probably nowherebrain or jack edwards!) but you could try deleting the trianles and redrawing them like this:


http://www.lothissen.co.uk/pole2.jpg


Also check out nowherebrain's tutorials, they cost next to nothing and you will learn a gell of a lot from them, i know i did!

Post by jrboddie // Mar 7, 2009, 6:28am

jrboddie
Total Posts: 91
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...Or restart with the sphere oriented so the poles are along the axis of your object (not on the side).

Post by nealiosnoise // Mar 7, 2009, 2:08pm

nealiosnoise
Total Posts: 77
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thank yal for the input, here's more pics of my model.


i'm trying to model my pair of Headphones,, this supposed to be one of the ear pieces,


you can see i just extruded loops from a half circle to shape it.


i will tryout all suggestions posted, again im at a learning stage and i'm loving the input..


1878218783


1878418785

18786




be back in a jiffy

Post by nealiosnoise // Mar 7, 2009, 2:19pm

nealiosnoise
Total Posts: 77
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also i was wondering if it is overkill with the # of segments im using, i used 12 Long and 12 Latitude from a primitive circle.

and at this stage of the model, my vertice count is 554,

Post by rnotaro // Mar 7, 2009, 4:26pm

rnotaro
Total Posts: 3
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If you would have turned your sphere 90 degrees you could have used your longitudinal splines to create your headset and avoided the problem you have now.

Post by parva // Mar 7, 2009, 11:53pm

parva
Total Posts: 822
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Regarding to your first posted images/thread.

I guess this happens because of the high angle smooth faceting.

Especially if you compare the two images with and without the problem.

The image without hasn't such smooth angles as the one with the problem.

Either you change the faceting angle or you move the edges to the same level.


I don't see any problems with your geometry btw.

Post by TomG // Mar 9, 2009, 2:19am

TomG
Total Posts: 3397
The division of the sphere should have been along its middle, along the equator as it were, rather than through the poles. Then you would have had a nice rounded area coming out without this intense meeting of triangles at a given point.


You could redo it by deleting all the faces that make up the sphere, and extruding outward using sweep from the resulting rounded face.


You could also begin from a geosphere which doesn't have poles, and cut that in half without needing to give much thought as to whether you were cutting in a particular direction :)


HTH!

Tom

Post by nealiosnoise // Mar 9, 2009, 6:45pm

nealiosnoise
Total Posts: 77
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yeah thats what im feeling right now,


i did'nt take in the spheres rotation when modeling, i just started modeling.. now i will keep it in mind all the time!



i tried fixing it but hell, it was a quick lil model and i will start over and get it right


i will try with the sphere rotated with the axis pointing horizontally.


QUESTION!!!:confused::confused: if i start over with a Geo sphere, i would have to go over on the model side to get it.



if i take a Geo sphere, or anything else from the model side, and bridge it over to the workspace side, do i have to keep the bridge on? or do i turn it off once i have everything bridged over to the workspace side??


im a workspace sider.. i love having the CRTL and Shift navigation buttons...:banana:

Post by TomG // Mar 10, 2009, 2:20am

TomG
Total Posts: 3397
You can enable and disable the bridge at will. If you are moving back and forth a lot, then just leave it set to On or Auto. If you just have an occasional need to move from one aspect of the program to another, leave it off, then activate it when you need it. On switching it on, tS will ask if you want to sync from the Model or workspace side, choose the relevant side, and the scene from that side will be sent over to the other side, eg pick Model if you have just added a primitive on the Model side and want it on the workspace side.


Note that the process is destructive - don't model in workspace, add primitive in Model, then activate bridge and sync from Model as your one primitive there will replace anything in the workspace. Instead, model in workspace, activate bridge and synch from workspace, now go to Model (where you will find your workspace scene copied) and add the primitive which then gets moved over the bridge automatically since it's still on.


Best to save your work prior to enabling the bridge just as a precaution.


HTH!

Tom

Post by marcel // Mar 10, 2009, 6:44am

marcel
Total Posts: 569
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If you don't want to use a geosphere (good for sds) you can try to avoid triangles at the top of the sphere. The sds will be more clean.

Post by Nez // Mar 10, 2009, 7:46am

Nez
Total Posts: 1102
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Or you could generate your starting 'sphere' by subdividing a cube a few times - gives a spherical shape with no triangles at all...


learnt that from someone else on here (but can't remember who...!)

Post by marcel // Mar 10, 2009, 1:27pm

marcel
Total Posts: 569
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Yes but the result is not a perfect sphere. ;)

Post by jamesmc // Mar 10, 2009, 1:49pm

jamesmc
Total Posts: 2566
Always liked the spheres from Hexagon. the one closest and on the left is made from a cube.

Interesting to see the geometry used to make the spheres.
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