View Full Version : HELP!!! Aurick...anybody!!!
alienhive
09-21-02, 05:07 PM
I am at my wits end...have not posted anything for a while because I have been trying to find a solution to my problem:
I created a monster using zspheres, applied an adaptive skin with a factor of 4. I then divided the mesh (prior to editing it) and ended up with these strange polys (non uniform shape/size). This has happened on more than one mesh and I am stuck. Can anyone help? :( http://www2.zbrushcentral.com/zbc_uploads/user_image-1032653228zru.jpg
Bruce Gregory
09-21-02, 05:13 PM
Alien Hive:
"It hurts every time I do that." The answer being: "Don't do that." Only use divide if there is no other way. Is there another way to get what you are after? Why do you need so many polys?
Bruce, Gregory
alienhive
09-21-02, 05:30 PM
Because I am greedy :D . Seriously though, to add as much detail to the mesh as I can.
Surely, by not doing it, the problem does not go away. How to avoid it when I divide the mesh, thats what I want to know, and WHY does this happen?
It also seems to occur mostly on the right hand side of the model, strangely ?
:confused:
I've no idea what they are. Maybe the model is so big that it's having trouble drawing the quads. You are using alot of polys there....If you want to animate it, it'll be dog slow and orkward...if it's just for an image using the smooth feature in the modifiers will give you the effect of having more polys.
Hope that helps.
I've noticed this too, but it seem that it is temporary (at least in my case) and rotating the object makes the polys look right. Does that not happen for you? Are these polys messed up from all rotation angles, or just when you first hit the pf button? Try also hitting your "render" button, which is next to the "cursor" button on the render pallette. If it's not a real glitch in your polys, this should do the trick. If not, then I have no clue. Sorry.
Stonecutter
09-21-02, 06:27 PM
Weird...
This double post resulted because I used a word descriptive of the devices used to attach pieces of wood or metal together, and seeing the 'asterixes' generated below, thought well, I'll edit that word out...I used another word related to a 'disorderly' state, that starts with 'M', and guess what? It added another reply...Time to modify the 'Net Nanny' guys...It's as rigid as a noodle in an Alaskan winter... :D ;)
Stonecutter
09-21-02, 06:29 PM
I can't help, but I would suggest working with a lower density on the adaptive skin...
Also, I would add some modelling, and then divide if need be...If you try it, you'll find it's easier to edit the mesh that way, and also you can keep your mesh a lot more organised...
I like to start with a skin density of two, model, then move to three, and do some more modelling work...I use Edit-> Move, and seldom use Edit->Draw, and when you move to a density of 3, you'll find your mesh still looks really clean and organised. Then you can use Tool->Modifiers->Smooth to do a render smooth, without messing up the geometry...I learned this from Ken Brilliant, and I use like .2 or .3 as a smoothing setting. This way, you don't wipe out all the detail...Note that this is a LOT different than using Tool->Deformation->Smooth, which I seldom if ever use anymore...You work hard for the detail...Why wipe it out? ;)
alienhive
09-22-02, 05:41 AM
Thanx for your help guys, I have tried masking the parts I wish to work on, dividing the mesh on the masked areas and then editing them. This seems to work (for now).
I would still like to know the reason why this happens though, just curious :D
Thanx again everybody
alienhive
09-22-02, 05:51 AM
http://www2.zbrushcentral.com/zbc_uploads/user_image-1032699045koi.jpg
Here is the same mesh, masked then divided as descibed above. Nice uniform polys :D
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