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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #1 (permalink) |
| Vertex ![]() Join Date: Nov 2005
Posts: 17
| [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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| | #5 (permalink) |
| Vertex ![]() Join Date: Nov 2005
Posts: 17
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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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| | #6 (permalink) |
| Polygurbs ![]() |
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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| | #8 (permalink) |
| stu ![]() Join Date: Mar 2004
Posts: 905
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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
__________________ just trying to cut down the pain threshold P4 3Gig, 1 Gig DDr ram, GeForce 5900 Ultra ,WinXP Home |
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| | #10 (permalink) |
| Vertex ![]() Join Date: Nov 2005
Posts: 17
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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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| | #12 (permalink) | |
| stu ![]() Join Date: Mar 2004
Posts: 905
| Quote:
stu
__________________ just trying to cut down the pain threshold P4 3Gig, 1 Gig DDr ram, GeForce 5900 Ultra ,WinXP Home | |
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