Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 07 7:37 am)
Noel, Can you give me a little more info? What modeler did you create the mesh in?? Could you , maybe shoe the mesh in the same pose? I have an idea... I've seen this in my models where a subdivided mesh meets mesh of a lower count. Usual triangulating the mesh fixes it, but not always.. You might need to go to the modeling stage but it could be a quick fix. mike
I see mesh areas around his "boxer shorts" edges that are going to cause problems. Specifically, there are places where several tiny polygons line up along the edge of one huge polygon. My advice is to subdivide all the big polygons so they can bend in unison with all the tiny polygons along their edges.
Noel, I just saw your front page article on these (heh, heh, now I know who wins the naming comp). You might want to get it taken down until you can get them in the store. If I knew more about Rhino, I'd offer some advice, but it's not my strong point :-( Could you maybe just joint the thighs to the buttocks and then do the group subdivision in UV mapper after export?
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Thanks a lot, Styxx! I'm looking forward to playing with these guys. I went back for a look at the thread and you did post the announcement of the winner. For some reason I stopped getting ebots from that thread so I just didn't see it. LOL @ Xena. Looks like we agree about defects :-)
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Styxx, I don't use Max so maybe one of those that do, here or at RunTimeDNA might be of more help. Howeve, I've read a book called "Modeling a Character in 3DS Max" by Paul Steed that I highly recommend to anyone doing character creation. In it he appears to perform these operations using "edge" commands called "divide" and/or "turn", perhaps you can find more info on this by looking these commands up in you manual. In RDS/Carrara, which I'm currently using, you would choose each vertices in question and hit the link command. In Lightwave, which I haven't used since school so my memory may be wrong, but, you would have to "remove" the polygon and select the three points then "make" new polygons. In some programs "triangulate" command might do all or most of the repairs for you, but I'm not sure of this would work in Max. mike
Xurge just put up some great info on getting nice meshes out of Rhino over at RDNA. As for Max, I'm pretty sure the commands you're looking for are under the vertex editing rollout, but my copy is a few versions earlier than yours. I remember that polygon editing was one of the few things the help files were pretty clear on.
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I am trying to get the troubleshooters mesh fixed up. I still have these seams. I thought I had them licked, but the store tester found them again. so I deleted the object I had, then replaced it with the one that I had in the store zip file. They were there again! I am pretty much at my wits end! Does anyone know of a good way to fix these without going back to the modeling stage? I have tried running the fix seams and smooth functions in UVMapper to no avail. If anyone can help, I would appreaciate it no end :) Thanks in advance, Noel.