Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
The most important thing is to split all n-gons into quads or triangles. Poser cannot
handle n-gons well at all. If you don't know, a n-gon is a polygon (face) with more than
4 vertices (points). I have less of a problem with Poser smoothing id I set the crease
angle to 39. It seems to get rid of most smoothing issues. Hope that helps.
Eric
I wouldn't triangulate the whole mesh - the polycount will increase greatly - but I would fix edges where there are unconnected vertices. I found these give more trouble than anything and can make a face fly out of the mesh in an unexpected direction. N-gons aren't necessarily bad, as long as all the verts are connected. The worst problem is when they aren't planar but even a 4 sided poly can be non planar.
Coppula eam se non posit acceptera jocularum.
Quote - Bevel first, triangulate only as last step.
+1
Do everything you want to do, then quadralate or triangulate...
Beveling assumes your object was modeled using quads. The stair steps can be a separate object from the stair walls. Easier to model/manage.
www.youtube.com/user/ShawnDriscollCG
Having attempted this mesh (Escher's Relativity) Ya get props for making the @#$ ^&$% steps line up (drove me 'bout crazy...;)
And if you can get the edges not to smooth over, I will be eager to find out why...
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
Having attempted this mesh (Escher's Relativity) Ya get props for making the @#$ ^&$% steps line up (drove me 'bout crazy...;)
And if you can get the edges not to smooth over, I will be eager to find out why...
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
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For some architectural model I now come across some scenarios where I'm not sure if they will behave well in Poser. I'm talking about edges which share some segments, one ends where the other one continues. The result is a mesh which, if deformed, would leave cracks in the surface.
(See red circles).
The alternative would be to split the other edge, introducing more faces, and also introducing non-quad faces (which showed bad behaviour with smoothing in blender, and also did not perform well when bevelling the edges).
(See blue circle).
Seems I have to select one of the bad alternatives - but which one is better? Or is there a thrid option to solve this?
Best regards,
Michael