Bad mesh?

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Bad mesh? // Archive: Tech Forum

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Post by splinters // Aug 10, 2006, 3:31am

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I am having trouble with an old mesh imported into tS7 (probably from tS2 or 3). AS you can see, the wireframe is OK but when I render-many faces are corrupt and some even seem twisted.

Trying to flip normals or fix geometry do not work and I cannot see any open faces on the mesh. Any ideas how to fix it-it is just this part of the whole model (Buzz Lightyear) so I do not want to remodel if necessary.

Post by stan // Aug 10, 2006, 3:45am

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does it still have a ts2 or 3 material on it?

Post by parva // Aug 10, 2006, 3:46am

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n-gon nightmare :D
...there are many vertices not connected and the outer parts seem to have also no connection to the inner shape.
You could try to save it as *.obj file via luuv. I think it will made some tris but this should solve most of the face render problems. Another way to clean it up would be to load this *.obj into a modeler and connect the vertices via lines to get more quads and less n-gon faces.

Post by Bobbins // Aug 10, 2006, 4:18am

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Parva's right - you can clearly see on the wire mesh that there are large faces with dozens of missing vertices that are non-planar. It's a very poor mesh.


Another way to try and fix it is to give it one level of SDS then extract the control mesh as that will add missing vertices. I'm not sure how well it would cope with that model but it's certainly worth a go.

Post by trebs // Aug 10, 2006, 4:44am

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There is a technical term for this mesh:


"well-mullered"


Good luck with the tips posted here. It should be possible to tidy it up.

Post by splinters // Aug 10, 2006, 5:51am

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It's a very poor mesh.


I was young and innocent when I did it...;)


Is that a decent excuse for my laziness?

Post by Steinie // Aug 10, 2006, 5:56am

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I saw your age and your still young and innocent......err....I mean your still young....:rolleyes:

Post by hemulin // Aug 10, 2006, 10:48am

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I saw your age and your still young and innocent......err....I mean your still young....:rolleyes:
I don't agree with that, however I'm not saying which bit. Hopefully that will save me! ;)

You know this "error" could probably be classed as abstract modelling.

Post by splinters // Aug 10, 2006, 12:19pm

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Better classed as crap modelling. I am doing it again...can't stand the ridicule...;)


How's project work going Hemulin, Stoker?

Post by hemulin // Aug 10, 2006, 8:47pm

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Better classed as crap modelling. I am doing it again...can't stand the ridicule...;)

How's project work going Hemulin, Stoker?

Aaah, i'm going on holiday again for a week on Saturday, and I haven't been doing any project work for the past couple of days.

Post by stoker // Aug 10, 2006, 10:50pm

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How's project work going Hemulin, Stoker?

Havent done any for about a week but apart from that pretty good.:D :D

Post by splinters // Aug 11, 2006, 12:05am

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Good to hear. I redid the mesh, it was easier than trying to fix the old one...:)

Post by skipper // Aug 11, 2006, 1:44am

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Good to hear. I redid the mesh, it was easier than trying to fix the old one...:)


Isn't that another rule in 3D modelling? It's easier to start from scratch than trying to fix a bad mesh?!


I'm curious how many people box-model and how many polygon-model. I've seen people model heads and starting with a cube. It's quite impressive to see this happening, not sure if it's something one should do when trying to do hi-poly work.

Post by frootee // Aug 11, 2006, 4:56am

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well, you can start off with box modelling, to get the basic shape before you start adding detail. Once you get the basic shape you can switch over to polygon/line/loop editing for finer details. Then you can sub-D (subdivide) the mesh for smooth shapes.

Post by TomG // Aug 14, 2006, 3:01am

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Yes, lots of the faces are not flat - that is, their vertices are not co-planar. When a face has vertices that do not all lie in the same plane, the renderer has to guess between several different solutions as to where a point on the surface might lie, since the face could curve in different ways. While it may seem "obvious" to us, it is not necessarily mathematically obvious :)


I would do some manual connecting of vertices to edges. I would then do a triangulation, and then do a boolean subtract of a non-touching cube with Remove Edges active to remove all unnecessary triangulation but leave the necessary triangulation.


HTH!

Tom
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