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Old 04-29-2008
carme carme is offline
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Edge Loops Crease ?

Do you constantly use edge loops to straighten out a part of the mesh or is there a better way of doing that?

I hate how the edge loops wrap around the entire thing you are building instead of just the area you are trying to straighten. Is there another way? Can I simply use split polygon tool in that one area and have that edge NOT connect? Will that mess up something later (like texturing)?

Please advise/...... too many edges crease an area you don't want while you are trying to straighten another area. What to do better?

The soft and harden edges method is not quite getting the look I want and edge loop seems appropriate, but if someone has better method please advise. Thanks
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Old 04-29-2008
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peterliang peterliang is offline
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Again with images to document what you're doing certainly helps....

Usually the less edge loops you repeatedly use the better as it may not contribute to the shape if used to much and it makes cleanup a pain.

Since its an edge loop tool...it would be wise to get the rough shape and then close it up by using the split polygon tool...depending on the mesh flow your model is.

In Maya I don't recall a proper way to do it but in this article there is a more hack way to do it...

CGTalk - how to move Vertix while preserve the UVs to maintain the map's position?

It'd also be nice to keep your troubleshooting inquiries in one thread as they seem relevant to the one model you're working on...

Last edited by NightEye : 04-30-2008 at 08:18 AM.
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Old 04-30-2008
carme carme is offline
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Well I am sorta not currently working on a model at the moment. I'm just studying up on modeling so don't have any examples to give that I don't throw away once I'm finished learning. So I have to describe it best to my ability. These subjects are different, unrelated topics. Also another, I had many questions on my last thread with the project I had worked on but no answers at all. I reposted the thread to bump it up, but then I figured what for, so deleted the message and put the project on the backburner.

With this current question, I was just wondering how important it was for every edge to connect all the way around a mesh. Or could I simply use split polygon tool in a small area and not have it connect anywhere else? This is a question on topology and how to avoid the 5 start triangle if necessary. I read up on some, but really confused still.

Last edited by carme : 04-30-2008 at 12:59 AM.
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Old 04-30-2008
carme carme is offline
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Ok so let's see if anyone can help me with this?

In polygon mode the edges are all straight along the outside (See photo1)

But going into smooth mode, the one vertex makes the edge curl inward while the rest is still straight.

What happened? Why isn't it all straight? How to I correct this so that all the edges are straight in smooth mode?

I don't want to add anymore edge loops! Otherwise there will be creases in the mesh. Also don't want to keep it in polygons since I worked out the entire mesh with knowledge that it would be smoothed at some point. And yes edeges/vertex all seem to be well lined up in the polygon mode.
Attached Images
File Type: jpg Straight.jpg (119.5 KB, 14 views)
File Type: jpg Curl.jpg (238.5 KB, 15 views)

Last edited by carme : 04-30-2008 at 12:43 PM.
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Old 04-30-2008
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Catlin Catlin is offline
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Looks like unwelded polies to me.
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Old 04-30-2008
carme carme is offline
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What are unwelded polies? How do I fix? Same thing is happening where the vertex shown in the photos. Everything else is straight but that one point. How to fix??? I'm using Maya.
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File Type: jpg midd.jpg (103.6 KB, 10 views)

Last edited by carme : 04-30-2008 at 01:13 PM.
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Old 05-01-2008
carme carme is offline
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Quote:
Originally Posted by peterliang View Post

Since its an edge loop tool...it would be wise to get the rough shape and then close it up by using the split polygon tool...depending on the mesh flow your model is.
How do you close it up with the split poly tool?
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Old 08-13-2008
holden2gether holden2gether is offline
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Go back to '1' mode and check the vertices at the edge closest to where the smoothed mesh goes in. Single click on the vertices (dont drag select as it will select all vertices that share that space, we are looking to see if there's more than one at this point) and move it up or down, does it leave part of the mesh behind or does it move as a whole? Undo the move action so the vertex returns to it's original position.If it sperated then merge the vertices,should cure the problem.
Sorry, just looked at the date of your post! You've probably already sorted it by now

Last edited by holden2gether : 08-13-2008 at 03:28 PM.
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