Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 27-10-2011 , 07:44 PM
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Weird result when smoothing

Ok, so I wanna make a smooth hole within some geometry.

This is what it looks like before I apply "smooth".
user added image

This is what it looks like after I apply Smooth.
user added image

The hole doesn't retain it's shape very well, in fact, it's way off. I could tighten it up a bit by adding some loops, but the result stays virtually the same. No idea why.

Kinda dove into polygon modelling, but I guess there's a lot I have to learn in terms of polygon efficiency.
Any tips or input would be great. Thanks guys.

For those that are wondering, that's a car I'm trying to model. It's the front end of a Nissan Skyline GTR R32. I'm having one hell of a time with it... especially considering it's a pretty boxy car to begin with, though I think I have the rest of the car looking alright.

This is the rest of the car:
user added image

# 2 27-10-2011 , 08:36 PM
Acid44
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You have to put in edges at the corners of the hole for it to hold it's shape, just bevel the corners and then clean it up and it should be fine. Can't really see the area on the wireframe shot, so cant say much else

# 3 27-10-2011 , 08:51 PM
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The bevel actually makes things worse... I've even tried replicating this problem on a new plane that I made. Same thing. Doesn't really make sense. The normals are all facing the right way as well. I guess I could always just smooth the rest of the geometry except for this part... but I guess I just really wanna know why this isn't working for future reference.

# 4 27-10-2011 , 10:00 PM
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Try adding more edge loops

You should just be able to insert some new edges to fix this problem where are are you adding them I would suggest something like this

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- Jake
# 5 27-10-2011 , 10:02 PM
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It might take a few more than that but not much. Its hard to say about the top of the light if the geometry there is enough on its own if not throw an extra line there just remember to keep the geometry clean.


- Jake
# 6 27-10-2011 , 10:05 PM
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Example

Here is a quick example on a normal plane.

Attached Thumbnails

- Jake
# 7 27-10-2011 , 10:49 PM
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I am not quite following you. I do not know if you want that hole to round out or if you want it to maintain the tightness in the corners.

A. if you want it to round out but be smoother - you need to add more subdivisions

B. if you want it to maintain the tightness in the corners - you need to add more edges in the corners

Maya interpolates between 3 edges to determine the tightness in corners. Therefore for a tighter corner you need 3 edges close together.

For smoothing you simply need more subdivision.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 27-10-2011 at 10:51 PM.
# 8 27-10-2011 , 10:57 PM
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I am not quite following you. I do not know if you want that hole to round out or if you want it to maintain the tightness in the corners.

A. if you want it to round out but be smoother - you need to add more subdivisions

B. if you want it to maintain the tightness in the corners - you need to add more edges in the corners

Maya interpolates between 3 edges to determine the tightness in corners. Therefore for a tighter corner you need 3 edges close together.

For smoothing you simply need more subdivision.

I know about the 3 edges rule to change the direction, gave that a shot here, but still got some weird behavior.

# 9 27-10-2011 , 10:58 PM
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It might take a few more than that but not much. Its hard to say about the top of the light if the geometry there is enough on its own if not throw an extra line there just remember to keep the geometry clean.

Dude, thanks so much. This should help a lot. I'll give it a try in a bit and I'll let ya know how it goes.
I clearly have much to learn... its frustrating sometimes. Glad you guys are here to help,

# 10 27-10-2011 , 11:45 PM
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No problem and again I don't know for sure that those specific lines are the best solution or not but they at least are keeping all your faces Quads. Do let us know if you figure it out. user added image


- Jake
# 11 26-11-2011 , 06:07 AM
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Check this out guys. Not looking too bad...

Unsmoothed -

user added image

Smoothed -

user added image

# 12 06-03-2012 , 01:12 AM
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Been a while since I've posted, but I haven't forgotten this model. Finally got the time to work on it again. Here's an update... looking to finish soon.

user added image

Let me know what you guys think! If you'd like to see other angles and a wireframe, let me know. I'll probably be posting this on the WIP section later.

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