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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: My square table mesh is too roundish smooth on import :(


nio103 ( ) posted Sun, 26 June 2005 at 11:10 AM ยท edited Thu, 28 November 2024 at 6:56 PM

HI, I made this 3d Square table but when I send to poser the square legs look very roundish smooth.

How Can I fix this? I need to know before I make a better table.

Sincerely manuel


Fazzel ( ) posted Sun, 26 June 2005 at 11:14 AM

Turn off "smooth polygons" for the legs in your parameters box.



randym77 ( ) posted Sun, 26 June 2005 at 11:29 AM

You can split the vertices. That way, it will render correctly even if smooth polygons is on.


obm890 ( ) posted Sun, 26 June 2005 at 12:40 PM

depends on which version of poser you're modelling for. Poser4 wants to make everything roundy and smooth, P6 allows you to decide what gets smoothed. splitting will result in extra verts but on a simple model that's no problem. The best looking solution requires more work (and more polygons). In real life (on things like furniture) there are no perfectly sharp edges, all corners have a small radius which catches the light. If you place additional edges on your table surfaces near the corners Poser will round them but the rounding will be limited to the very edges. Hmmm... too difficult to explain - I'll do a picture soon.



pdblake ( ) posted Sun, 26 June 2005 at 12:55 PM

Run it through UVMapper and split the verts. (edit->tools->split vertices) I think:)


nomuse ( ) posted Sun, 26 June 2005 at 2:14 PM

Mmm. Once a week we get this question, but I like the phrasing this time. Square cubes that look 'round? (To paraphrase from a book soon to have it's second movie version).


obm890 ( ) posted Sun, 26 June 2005 at 2:39 PM

file_261408.jpg

Ok, here's a pic. As you can see splitting the edges (or turning off smoothing in Poser if it's possible) fixes it but gives you a 'dead' looking model. 'bevelling' the edges helps a little but doesn't doesn't cure it, the smoothing action still goes across one face, round the corner and along the next face (curved arrows). The best-looking model comes from adding extra edges just in from the corners. The smoothing still happens but it is confined to those very narrow faces near the corner, it doesn't affect the big flat faces, giving that little edge hi-light. Sure it costs polygons, but you can make savings elsewhere. You can also leave the bottom faces off completely if they won't be seen, that avoids the problem. So make your table legs as open tubes, no top, to bottom, then you only have to fix up the 4 long edges. Ob



Tashar59 ( ) posted Sun, 26 June 2005 at 4:43 PM

file_261410.jpg

You can add the extra verts, or use UVMapper. Both ways work, just depends on what the model is your working on. A table like your doing I'would use the Mapper way, faster not better and doing it this way, look at image, you reduce the file size, yet works fine in Poser.


nio103 ( ) posted Sun, 26 June 2005 at 7:03 PM

ok, im using lightwave to model i try using the knife tool on every edge but I dont get edges like i want, I also get all those examples obm890, but the look I needed was when I unwelded the whole mesh and then inported it to poser unwelded, but its suposed to be welded right? Sincerly,Manuel ill try this uvmapper example next but can you explain a little about normals, whats a normal.


nio103 ( ) posted Sun, 26 June 2005 at 9:57 PM

file_261411.jpg

Here is a render of a chair test, with vertices split and everything uncheck in uvmapper classic.

looks good but what if I wanted part of the figure smooth only.

Sincerely,Manuel

Excuse my bad english


Tashar59 ( ) posted Sun, 26 June 2005 at 10:39 PM

Create the parts separate and split only the ones you want. Say legs,seat and back. Three groups.


RubiconDigital ( ) posted Mon, 27 June 2005 at 12:35 AM ยท edited Mon, 27 June 2005 at 12:36 AM

nio, if you're modelling in LightWave, you have the best tool for this at your disposal already. Select the polys that you don't want smoothed, then CUT them and PASTE them straight back. This separates the edges so that Poser will not smooth across them. Make sure you give your polys meaningful surface names as you go, to avoid confusion later on.

Message edited on: 06/27/2005 00:36


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