Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 15 11:01 am)
I tried to reproduce the shaft of the bolt in Wings to see if it was a problem with subdivision, but I dont' think it is. I am thinking you have some extra vertices in there causing that problem. You might want to take a look at it in a view that allows you to see each vert and look at it from the top down along the area where you are getting that crease. I bet you have verts in there over lapping.
YMMV
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
Look at the bottom of your wireframe screw....the beveling doesn't go the whole way around and it will sort of make a nasty edge there since the next long thin poly (which poser doesn't like btw), is really an n-gon (more than 4 edges). It would be a total of 6 vertices there in that long polygon.
Laurie
Laurie
I've been trying to follow your advice, but must be doing something wrong. In Hexagon I select the two vertices then hit the x key, which to the best of my understanding should create an edge between the two vertices, but unfortunately nothing happens, no new edge!???
:sad:
The above image is in Hexagon, with the two vertices selected. Only the shaft group is visible, which I guess is what I should have shown in the first place, if I had any sense.
:blink:
Quote -
Rather than showing pictures, here is the Shaft group itself.
In order to connect those two vertices, you may have to select the corner vert also. Or just move the bottom vert along the Y axis until it aligns. I'll get back to you.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
Ooops...looks like the model is split there, which will definitely cause a seam. Connect the two sides right there where the bottom of the short part runs into the long part. You'll need to go the whole way around tho. And I don't have time to look it over right now :(. You do seem to have overlapping edges where the two pieces don't share edge loops.
Laurie
My python page
My ShareCG freebies
Thanks Ockham. Your new shaft seems to have fixed the problem with the bolt. I should now be able to add the morphs and post it to the free stuff. However there is an ongoing problem, in that I don't yet understand how to fix this sort of thing myself.
Quote - Ooops...looks like the model is split there, which will definitely cause a seam. Connect the two sides right there where the bottom of the short part runs into the long part. You'll need to go the whole way around tho. And I don't have time to look it over right now :(. You do seem to have overlapping edges where the two pieces don't share edge loops.
I'm sure what you say is correct, and good advice. Problem is I don't yet know how to connect the two sides. I tried selecting all the verts and using Weld, and also tried the Average Weld. Since that did not seem to do the job, I'm at a loss for what I do need to do. I guess if I keep looking at the tutorials, eventually I'll learn this sort of stuff.
Thanks to LaurieA, Ockham, and Rokket, for the help and advice.
according to lightwave you have a polygon (actually two) yhay run right where that seam is. That would cause a break in Posers smoothing.
How to fix things is a bit of an art, picking what method will cause the least problems later. You need to look at if your thread part is entirely a seperate pice to see how to either weld points or split polygons so that adjacent polys share vertices. I would probably splot one poly so yhe ywo long ones match and have a tri where the thread is starting.
Very nice bolt though.
I would have to check that the vertex I added actually welded in correctly. I do see the difference. Ockhams fix looked easier , but I dont know if he removed the two bad polygons.
Its really a choice of what works best and causes less hassles later.
Maybe you meant disappearing rather than disparaging ?
I am not a great modeller either. I have a lightwave script that makes bolts when I need one. :lol:
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
![file_487602.png](https://live.cdn.renderosity.com/forum/threads/2857879/file_487602.png)
(click image for larger view)After many years of using Poser, I decided to try my hand at modelling in Hexagon. My first two projects a coffin figure and a chainplate prop (both available in my free stuff) turned out reasonably well for first attempts. But I realize I still have a lot to learn.
In my current project I'm making a threaded bolt. The problem is that I have a visual seam running up the shaft of the bolt, and I have no idea how to get rid of it. The image was rendered with shadows off, Smoothing on, and with the default crease angle of 80°. Setting the crease angle to 10° or lower removes the seam, but shows hard edged facets.
The obj consists of three separate geometry groups, BoltHead, Shaft, and Thread. They all use the same material zone.
Any advice on how to cure the problem welcome. Bare in mind that I am new to modelling, and not familiar with all the terminology and techniques.