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Subject: OK I need help this time LOL


Lobo3433 ( ) posted Wed, 24 September 2014 at 5:12 PM · edited Mon, 25 November 2024 at 8:43 AM
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So working on a project that I watched from a tutorial but making each part uniquely my own and hopefully to be a prop for Poser. Now Exported the model from Blender as Obj and then imported to Poser made adjustments to scale using a defualt figure Export the odj from Poser now that I have some size refrence but in a test render see strange issue pop up the Poser OBJ is all sort of warped on top but the Blender obj are fine and all I did was some scaling. Granted in the final prop down the road this is still a work in progress the tops of the columns wont be seen but if I want to distribute it dont want there to be imperfections.

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unbroken-fighter ( ) posted Wed, 24 September 2014 at 6:59 PM

be happy you havent done it wrong in this case

what you have is poserfying

thats where poser finds long narrow faces and makes them look relly bad

there is a few ways to fix it but i will give you the easies way

delete the center vertice and then select the ring that is left and extrude it inwards

scale it to about half of the diameter and extrude again and scale it until just before it is 1 vertice diameter

extrude  1 more time and merge at center

resave and pull it into poser and it should be fixed


Lobo3433 ( ) posted Wed, 24 September 2014 at 7:22 PM
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Thanks unbroken will give that a try was trying to keep the verts to a minimun since the final item will have at least 8 of the columns in a circular pattern the final prop will some what like a gazzebo of sorts and the tops of the columns wont be visible but wanted to make it right no half par

 

Thanks again

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Lobo3433 ( ) posted Wed, 24 September 2014 at 8:42 PM · edited Wed, 24 September 2014 at 8:43 PM
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Hi unbroken 

Just to let you know yeah that fixed it still think I need to work on the just that one part since seems a bit to high in polys and there is going to be a number of them plus the other pieces and even doing a test render with 10 of them in a scene it is choking my system some. I know I need a new graphic card to fully take advantage of cycles. But your solution did solve the issue 

 

Thanks again 

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unbroken-fighter ( ) posted Wed, 24 September 2014 at 10:12 PM

file_507464.png

i just ran through a basic version of the model and came up that you could do the same thing by just extruding from the outer loop 2 times

scale the first loop to almost merged and then extrude again and merge that one

it eliminates the un-needed verts and still acts right in poser

 

 

 

 


Lobo3433 ( ) posted Wed, 24 September 2014 at 10:50 PM
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Thanks I will give that a try as well

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heddheld ( ) posted Thu, 25 September 2014 at 11:42 AM

if the tops wont be visible maybe do away with them ? will avoid AO or zfighting if they dont exist BUT may give other problems lol

if poly count is a big issue you can get way with reducing the long (up/down) loops by a third (maybe more) posers remdertime smoothing is far better then even blenders


Cybermonk ( ) posted Thu, 25 September 2014 at 10:51 PM

you can use GRID FILL to cap off the collum. Density of the Grid Fill is adjustable.

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keppel ( ) posted Fri, 26 September 2014 at 2:31 AM

Can you post a wire frame of a single column.  If 10 columns are choking your system then adding a couple of loops to your column caps is probably not causing the problem but a high poly count on the rest of the columns construction would be my guess.

Better yet if you upload your blend file to your file locker and post the link in this thread then we can check it out for you.

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Lobo3433 ( ) posted Fri, 26 September 2014 at 11:01 AM
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Thank you Cybermonk I totally forgot about the Grid Fill tool. And thank you keppel also the caps at first the issue was the bad artifacts that were showing in the poser render adding a couple loops in the cap resolved that issue and it renders normally now smooth and not the way it did in the image I uploaded when I started the thread. The poly count on that particular column was rather high much higher than I wanted so going back and reducing the count and trying another design style for the column that will be a bit lower in poly count but still look good as part of the full project. What I am aiming for is similar to this tutorial for Maya https://www.youtube.com/watch?v=ydUhQZdyq1U&list=UUOk6ffx1URvXnn4jOtsjC9w  While wanting something similar as build is concerned but different so it is not a exact copy of the tutorial. I have been of the frame of mind tutorials are great but if you dont leard the techniques to make some orginal yourself you just copiying and pasting of sorts if that makes sense.

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HMorton ( ) posted Sat, 27 September 2014 at 3:36 PM

The grid fill is a godsend!  It really takes stuff like this to a new level.  I'm not familiar with Poser, or how it manages smoothing, but this kind of triangles on flat surfaces has created problems for me in some render engines too.  You could add a few support edges in there, or also convert them all to quads by removing every other edge in the pie slices, then just add a support loop through them.  Might be less polys then the grid fill, but I dont know.


HMorton ( ) posted Sat, 27 September 2014 at 3:47 PM

I was in the 3d modeling forum here a couple weeks ago, and one of the guys there was addressing situations where you might quad cap a cylinder shape in different ways, creating totally different types of edge flow results.  One of them was simply removing every other edge along the triangular pie slices. That converts the cap to quads really quickly.  Lemme see if I can find the videos again...

Ah, yes, here we go...

http://youtu.be/tSNuWr2KPcE?list=UUjenxjukGduLMXhcN532hTw

Again, for another app, but all the methods are the same in Blender, and I've actually used them for several things.  There's also one other video on this topic he made as well, but I found the first one to be easy and useful in Blender.


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