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Problems with Subdivision
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Problems with Subdivision // Bugs
Post by dodo502b // Nov 21, 2008, 1:41am
dodo502b
Total Posts: 4
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Hi,
i like truespace. It feels good, it looks good and it is handy. I choosed this as my new favorit low poly modelling, rigging and animation tool.
But i get some frustating moment during the work with subdivision surfaces (SDS). Not all polygon constructions are SDS able.
Based on the tutorial "organic modeling" from the Caligari Training video, i start to model my first little monster. I model my monster in the same way like in the training video, but i get problem modeling the mouth. See the images what happen, after i add SDS to the polygon model.
training video: http://www.caligari.com/products/trueSpace/ts5/Courses/WorkspaceOrganicModeling1.asp?Cate=Training&Subcate=Fundamental
how i could prevent SDS to make such failures? |
Post by dodo502b // Nov 21, 2008, 1:43am
dodo502b
Total Posts: 4
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here are the rest images: |
Post by Steinie // Nov 21, 2008, 2:42am
Steinie
Total Posts: 3667
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Hey another Character modeler! Great to have you here. If you have time check out the different threads here on Characters or watch for the Animation meetings in shared space you might enjoy.
Have you turned on show "two sided" polygons in the stack? It looks to me that some normals are flipped. There is also a flip normal icon.
Cool little Monster. Stick around lots of cool Artist here. |
Post by dodo502b // Nov 21, 2008, 2:57am
dodo502b
Total Posts: 4
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I am not sure. You have to be more specific. Where i can activate two side?
At first i created the plane object to see my concept art in 3d. Here i activated in the Panel->Primetives->Plane->Double Side
Next i created a cylinder and build the body. I extracted the arm and leg with "Sweep Selected Tools".
Maybe the cylinder has the two side configuration added from the plane created before?
When i activet Setting->Scene->Show backfaces i could see the backfaces. So i guess all polygons has the right normal vectors. |
Post by TomG // Nov 21, 2008, 5:12am
TomG
Total Posts: 3397
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It looks like some of your edges are not actually connected - so rather than two faces sharing one edge, there is in fact two edges there, occupying the same place but not joined, resulting in a gap when SDS is applied.
I'd need to see the actual model to confirm for sure, but the only way to get holes is when something is not actually connected. If you can post the model up, pre-SDS, then that would be a help in diagnosing what is happening :)
The Organics video is a good one to watch btw, for modeling characters and using SDS.
HTH!
Tom
PS I am puzzled by the non-SDS version that shows missing faces for his mouth, as if you deleted the outside faces (ie you drew the mouth onto the face, then deleted those faces to give a hole). I would simply have swept those faces inward and not deleted them (drew mouth on face, select faces, sweep inward). This would maintain the geometry you need for inside the mouth. For making a mouth, I would refer you to the Organics video, which does a great job of doing that. Perhaps return to the earlier model version, with mouth drawn on the head but nothing more done, and try a different approach from there.
My thinking is that in adding the new internal faces, they are not all fully connected at all edges, which would be possible depending on how you added those faces into the gaps.
HTH!
Tom |
Post by dodo502b // Nov 21, 2008, 5:44am
dodo502b
Total Posts: 4
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IT WAS MY MISTAKE !!! :banana:
I fond the problem. I tryed to use the tool "form polygonal bridge" to close the mouth model. That was wrong. In the tutorial the tool "form face" was used.
Now i am happy again and love to keep working with truespace.
Bye and thank's. |
Post by TomG // Nov 21, 2008, 6:10am
TomG
Total Posts: 3397
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The form bridge could indeed have left some edges or vertices not connected up, giving a solid looking model since the edges would co-exist in the same location, but pulling on those edges or vertices (or indeed adding SDS) would reveal them not to be connected after all.
Glad you got the solution there :) Looking forward to seeing more of this particular character! Any plans for him, maybe texturing, maybe rigging him with bones and animating?
HTH!
Tom |
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