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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Edge bumps after render, how to get rid of them?


TheOwl ( ) posted Sun, 26 September 2010 at 12:05 AM · edited Fri, 22 November 2024 at 8:59 PM

file_459641.jpg

Is there a way to smoothen them so that they wont look like they were knotted at a tight spot?

This is a model exported from Sketchup and the triangulated faces did these.

Passion is anger and love combined. So if it looks angry, give it some love!


TheOwl ( ) posted Sun, 26 September 2010 at 12:08 AM

file_459642.txt

This is the obj.

Passion is anger and love combined. So if it looks angry, give it some love!


markschum ( ) posted Sun, 26 September 2010 at 1:10 AM

file_459645.txt

I found 22 degenerate polygons in the model and deleted them. They were shown  in Lightwave as non-planar triangles. They appear on the display as lines.

I am getting some bad shading in the render due to the small triangles along the tops of the walls. I would merge the triangles and split it differently but your modeller may not allow that.

I am attaching the modified obj file. I have lost the uv mapping if there was any.


TheOwl ( ) posted Sun, 26 September 2010 at 10:51 AM

Thanks for the effort markschum.

Tell me honestly guys. If anyone who would get this model after its all done and textured will scream, curse and denounce it as an inferior product if they find these bumpy lines in the models?

Passion is anger and love combined. So if it looks angry, give it some love!


jdcooke ( ) posted Sun, 26 September 2010 at 1:18 PM

Hello,   here are a few things I'm seeing.....

 Firstly,  scale and location.  Your model appears to be 100 times Poser scale and it's center is  located far from the center of your 3D universe.  Now, 100 times Poser scale is OK, if you know this and you prefer working at this scale,  ( I work at 10 times Poser scale), however, with the object being so far off center, you're just setting yourself up for extra "trickiness" when it comes time to use the model in a practical sense.

So, in Sketchup, locate the center of it's 3D universe and begin your model or reference from that point. Next, you'll need to understand the scale of your source application (modeler) and your target application (Poser) - this is very important for architecture.

Now, the edges...   For hard surface modeling it's very important to bevel your edges to create fillets or chamfers.

In the 3D universe a single edge is infinitely sharp, in the real world this is physically impossible and in the rendering universe it creates crap-tastic renders when you apply smoothing.  To deal with this you need to bevel your edges.   Here's a primer on Fillets and Chamfers: webservices.alibre.com/OnlineTutorials/Lessons/Learning_Modules/FilletsChamfers/Fillet_and_Chamfer_Primer.htm

I think there are some Sketchup plugins for this, but, you may have to go looking for them.

Anywho,  hard surface modeling can be a lot of fun and there are PLENTY of tutorials out there to help you.

One last thing,  if you're serious about this, consider Wings3D - it's very powerful and it can really help you develop good 3D discipline.

take care
Joe


Miss Nancy ( ) posted Sun, 26 September 2010 at 4:30 PM

Quote -
Tell me honestly guys. If anyone who would get this model after its all done and textured will scream, curse and denounce it as an inferior product if they find these bumpy lines in the models?

they could only do that if they paid money for it.  if they got it as a freebie, then they would be
well advised just to thank ye for yer generosity.



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