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3D Modeling F.A.Q (Last Updated: 2024 Nov 10 9:34 pm)
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Mind Over Matter
"If you don't mind, then it don't matter."
Thanks for the tips!I thought you had to add extra geometry aong the edges. Any chance of a wireframe of that third cylinder? I'm a little confused, have you split it into sections and rotated or added extra points. Either way if it's all one object doesn't that produce n-gons? Or is it six seperate objects grouped? Baz
Mind Over Matter
"If you don't mind, then it don't matter."
basically the last cylinder is 6 seperate entities ... imagine you had a plastic model kit and all the pices fit together to make one continuous object........ BUT you don't glue it............. so esentially its just loads of little objects sitting on top of each other.....but saved as one object.......
if you notice on the 1st wireframe also that the actual wires look identical to the 3rd one..... the problem is in the phong shading value of 100 degrees (everything below 100% gets smoothed , which pretty much includes every man made object EVER) so you have to split it up into lots of little seperate bits to keep the lines crisp..... if yawl moan at me enough i'll do an indepth tutorial on it......... (at the moment i'm too drunk tho)
Thanks for the input, billy! Truthfully, you and Franky were the first people who told me about splitting vertices. I couldn't figure it out back then, chem just patiently took it apart for me. I promise not to give you too much of a hard time with all future models. LOL! :o) Cheers! - M
Mind Over Matter
"If you don't mind, then it don't matter."
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I modeled these cylinders in LightWave, exported the mesh in OBJ format and stuck them into Poser to render. I only used a 20 segment cylinder for a quick and easy example. I was very careful to make sure that there were no polygons with more that 4 points.
Cylinder A shows the object imported straight into Poser and rendered. Due to the default smoothing angle of 100 degrees, the cylinder turns into a marshmallow. This is great if you are modeling organic stuff like... ummmm... marshmallows.
Cylinder B is an exploded view of the same object that illustrates which group of polygons (faces) should remain welded together, and which ones should be split apart in order to create a sharp edge. (Hey, I didn't know that Poser rendered double sides... learn something new every day. Cool.)
Cylinder C is the same cylinder with all the polygons pushed back together. The number of polygons (faces) is still exactly the same. The only difference is that the number of points along the sharp edges has been doubled. The default smoothing angle is forced to stop where the mesh is no longer continuous, and allows for a nice crisp angle.
This is not too bad considering that the render engine calculates based on the number of polygons, and not points (I think). A smaller mesh with optimized geometry frees up a bit of resource that allows for more complex scenes. For secondary props this is ideal, and allows focus to be on other primary elements, like your character.
Hope this helps clarify some basic stuff regarding split vertices and sharp edges. Back to modeling! :o)
Cheers! - M
Mind Over Matter
"If you don't mind, then it don't matter."