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Old 14-03-2003, 09:31 AM   #1
NgInE
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Cleaning Meshmodels

i'm still working on my tug boat, but there still seems to be a problem concerning the smoothness of the mesh. somehow i can't get it done to convert a splined model to a good, clean, smooth mesh. my model keeps having all these odd-toeded parts and my question is: how do i get rid of those?! i allready tried to add a smooth to it, but it's no good. help!
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Old 14-03-2003, 10:03 AM   #2
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Hey Ngine!

Maybe your structure need more subdivisions. Can you put a image of the spline cage?
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Old 14-03-2003, 10:18 AM   #3
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ok, here are all the perspectives of the wired model (after putting a surface modifier on it):
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Old 14-03-2003, 10:21 AM   #4
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and the model without the surface modifier:
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Old 14-03-2003, 10:39 AM   #5
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It's good, but i think that you are using too much asimetric bezier points. That kind'a points generates irregularity because it's difficult manipulate the tangent handlers. You could try using bezier (only; it means simetric bezier) or smooth. Try with this and maybe you could get what you want.

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Old 14-03-2003, 10:41 AM   #6
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Het NgInE,
Glad to see you're still at it!!! Right, are the normals facing the right way? Try flipping them and then converting it to a poly. I'd suggest cloning your splines first so you've got a backup which you can hide. Also I've attached a pic showing where you could add another couple of vertexs to clean up the mesh, alternatively you might get an even nicer mesh by not joining those two horizontal lines to one point at the end of the boat.

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Old 14-03-2003, 12:29 PM   #7
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well, i puted a smooth on the vertexes, and after that i converted them to corners and this is the result, no more odd parts. you can still see those straight lines though. so now i only have to bezier the model to make it rounder....i hope.
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Old 14-03-2003, 01:33 PM   #8
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i think what you're encountering here is one of the drawbacks of surface/spline modeling. it tends to create meshes that are uneven and difficult to modify after they've been generated. something that i would consider doing is to drop your spline resolutions down and then after the surface has been created to convert it to mesh or poly and then rely on smoothing to get your final forms. that might provide you with an easier mesh to work with.

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Old 14-03-2003, 02:54 PM   #9
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yeah, you are right. after deleting 2 spline surfaces, i got a better result. no perfect yet, but alot smoother.
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Old 14-03-2003, 02:55 PM   #10
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as long as there is glossiness on the surface, it looks pretty good
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Old 14-03-2003, 05:00 PM   #11
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Excuse me, but why r u bothering yourself using splines ??! I think lofting a custom shape could give the needed results easily!!
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Old 17-03-2003, 02:14 PM   #12
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because i know how to spline model and i don't know how to loft properly
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Old 20-03-2003, 03:20 PM   #13
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well, i promised to keep you updated, so here it is, tell me what you think (it's lowpoly btw):
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Old 21-03-2003, 08:33 AM   #14
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Hey arshol
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