Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 18-07-2005 , 06:17 AM
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Join Date: Jul 2005
Posts: 8

Models never Smooth :(

during the modeling process i find my self looking at the model and seeing how edgy it is,. and that maybe normal. but i get the same resualt in the rendering

heres a pic of my friend model i have made on my own but can't get it smooth with out messing the thing up

https://img348.imageshack.us/img348/2707/edgey5vy.png

# 2 18-07-2005 , 06:47 AM
dae's Avatar
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Join Date: Apr 2003
Location: Surrey, UK
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Make sure your normals are facing the same way, to check this goto Display -> Polygon Components -> Short Normals
if any are facing the wrong way, select them, then goto Edit Polygons -> Normals -> Reverse

hope this helps
dae


"I THINK, THEREFORE I AM"
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# 3 18-07-2005 , 08:39 AM
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turn on anti aliasing in your render globals by putting quality up to production quality.

user added image
A


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# 4 19-07-2005 , 03:13 PM
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Another overlooked element is whether or not your normals are "hard" or "soft". As a rule, any hard edge should have hard normals, and vice versa. Hence, a perfectly smooth sphere should have all its normals set to soft. Consequently, a hard edge (as where two planes meet at an angle) should have hard normals along the edge in question.

This often becomes a problem when appending to the polygon (ie replacing/repairing deleted faces, &c), as the new normals aren't necessarily as hard or soft as the ones already on the object.

To change the hardness/softness of normals, select the offending edges (or faces) while in component mode and go to Edit Polygons>Normals>Soften/Harden and choose the selection box. When in the selection box, you can select any value between 0 and 180 (zero being all hard, 180 being all soft) to adjust the hardness/softness. Play around with it. I have found it indispensible in making hard surface or organic models look just right!

Hope this helps...

Carry on...

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