How do I fix this?

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How do I fix this? // TS6 and Older

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Post by pkburr02 // May 10, 2006, 6:16pm

pkburr02
Total Posts: 20
Since i'm not sure if it's a modeling problem or an import issue for poser does anyone have an idea of how to fix the artifacts shown in the image?


I'm trying to turn a gun i've created into a smart prop but the mesh doesn't want to come out right. The import options are default from a fresh install of Poser 6 EXCEPT i checked the weld identical vertices this did fix a lot of the problems, but still not 100%.


http://dragon-hunter.net/image_info/how_do_i_fix_this.htm


Thanks for your help

Phillip

Post by TomG // May 11, 2006, 7:15am

TomG
Total Posts: 3397
Hard to tell without seeing the mesh. Could be triangulation (most other formats use triangulated meshes). Try triangulating and then exporting.


It could be that the faces are non-coplanar and so are appearing broken up - ensure all the points for the flat face are indeed flat ;)


Could be a smoothing issue. Paint the flat surface with a Faceted texture rather than Auto Facet.


HTH!

Tom

Post by pkburr02 // May 11, 2006, 8:41am

pkburr02
Total Posts: 20
Well i kind of got it fixed, it was all triagulated (that's automatic when you export using the LUUV plugin from what I can tell) But I found the triagulate tool the other day and have been using it like crazy. But i guess it was because the gun was actaully 4 object grouped because after I was testing all the ideas i could and i actually booleaned all 4 items together into one object it worked almost 100% perfectly. Now to try to learn how to texture a complex object lol. But thanks for your help anyhow.

Post by GraySho // May 11, 2006, 10:01am

GraySho
Total Posts: 695
pic
I always triangulate objects before exporting for use in other programs.


The problem you see in poser might as well show up in a trueSpace render if you deactivate triangulation in the render options.

Post by andy_k // May 13, 2006, 5:33am

andy_k
Total Posts: 12
try turning down your phong angle in the program you are importing to. A lot of those issues will be caused by auto smoothing.


when you are exporting to other programs it's best to avoid any boolean objects. Whilst they may appear nice3 and neat in trueSpace as soon as you export them the exporter tries to resolve the holes left in the original boolean.


Kind of hard to explain but what you get is at least two seperate objects which trueSpace uses as one, when you export the file conversion sees them as seperate objects and gets confused trying to fill all the holes.


Hope that makes sense


Andy

Post by jamesmc // May 13, 2006, 6:36am

jamesmc
Total Posts: 2566
I would highly recommend the training videos for GameSpace that was done by 3DBuzz. They show the complete process of modeling a figure, starting from a cube.


It also shows how to name items on a body, how to separate them if needed. Separating the head for example is extremely useful when it comes to texture mapping.


The second in the series of videos shows how to bone and skin the figure with detailed instructions.


In the videos the clothing was part of the figure, rather than being a separate prop, so the UV mapping, texturing may be a bit more complicated. However, they wanted the clothing to conform during animation, so they made it part of the figure.


Those videos are five star on the rating scale of 1-5 for instruction.
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