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Old 8th October 2007, 23:08   #1 (permalink)
Vertex
 
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[Hexagon]Model artifacts?

Why am I getting these artifacts on my model? It looks like each face has been divided across the long axis with one half getting a darker shader.

I have checked the normals. What else would cause this?

Thanks
Mike
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Old 8th October 2007, 23:13   #2 (permalink)
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Smooth angle (phong). Bad topology.
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Old 9th October 2007, 00:14   #3 (permalink)
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default smooth angle. Which didn't cause a problem before.

Can you be a bit more specific on the topology? I created the edges with the tesselation tool and the edge tool. Then I just moved them around to get my details.
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Old 9th October 2007, 00:28   #4 (permalink)
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Post some wire frames, it's easier to figure what is going on that way (if they are in close enough view)
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Old 9th October 2007, 07:38   #5 (permalink)
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Thanks. Here is the wireframe and image showing the clean image when the cursor is in the workspace and the bad image when the cursor is in the toolbar.

Hmm, it does appear to be connected to the shading or smoothing.
Now what I find strange is when I move the cursor into the toolbar at the bottom to change the display type the image gets the artifacts. Yet, when I move the cursor back into the work area and click on it the image goes back to a clean image.
The problem is that when I import this object into Carrara the smoothing effect carries over and I get the artifacts in Carrara too.
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Old 9th October 2007, 08:07   #6 (permalink)
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If you used tesselate slice or extruded the inner portion with those notches already in place or something like that you may have seperated an edge or have overlapping points, it's fairly common.. In utilities, first thing to do is merge equal points and that will tighten it back up. Second thing and I can't quite tell by the screen cap, too small... I think you may have an overlapping edge/surface on the inner edge where the triangular notches are.

It's easiest sometmes to just upload the Hex file itself to take a look.
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Old 10th October 2007, 04:26   #7 (permalink)
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Thanks. Here is the file.

Sorry about the screen caps. I guess in this case smaller isn't better
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Old 10th October 2007, 21:07   #8 (permalink)
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hi Mike,
i looked at the model, your problem is bad topology like Hugo said.
its where the recesses for the cigarette are.
you have tris and ngons in that area.
all the sides are ngons as are the inner sides.

an ngon or npoly is a poly with more than four points, thats causing the pong shading.
you need to clean up the topology by creating quads.

stu
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Old 10th October 2007, 21:54   #9 (permalink)
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your topology should look like this.

stu
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Old 11th October 2007, 05:27   #10 (permalink)
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Hey Folks, thanks for taking the time to look at this. I don't know, I guess I'm just not getting it. Take a look at the image. I structured it like you showed Lauginhgnome, but I still get the phong shading.
It looks fine until I move the edges down. I can see the shading increasing as I move them down.
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Old 11th October 2007, 06:04   #11 (permalink)
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Switch from smoothed solid to flat solid.
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Old 11th October 2007, 21:48   #12 (permalink)
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Quote:
Originally Posted by mikebres View Post
It looks fine until I move the edges down. I can see the shading increasing as I move them down.
yes you will get shading if you are using smooth solid however the diagonal shadows are no longer there because you have good topology.

stu
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Old 12th October 2007, 03:51   #13 (permalink)
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Thank you all for your help.

Who would have thought that such a simple model would be so difficult. But then I guess anything can be difficult if you don't know what you are doing.
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Old 12th October 2007, 04:00   #14 (permalink)
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The good news is that every one you do, you get better so there's nothing to be worried about.

Keep at it.
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