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Problems with Subdivision

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Problems with Subdivision // Bugs

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Post by dodo502b // Nov 21, 2008, 1:41am

dodo502b
Total Posts: 4
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
here are the rest images:

Post by Steinie // Nov 21, 2008, 2:42am

Steinie
Total Posts: 3667
pic
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
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
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
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
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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