Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 07-03-2005 , 10:18 AM
frippz's Avatar
Registered User
Join Date: Nov 2004
Location: Sweden
Posts: 11

Round edges on a polyplane mesh

Hi folks!

I've run into a snag when modelling a polyplane mesh. Here's how the model looks like:

user added image

user added image

user added image

As you can see, the cube is made up of polyplanes of different colors. I choose this way of modelling since I'm doing a Maya Vector render for Flash. Now I am trying to find a way to get more round edges, but I just can't seem to find a good way of doing it.

I've tried Combine and then Smooth, but each former polyplane in the mesh is still treated as an individual plane and get smoothed this way:

user added image

That happens even if I choose Delete by type > History. I of course figured that it wouldn't be that easy making the the corners of the cube smoother, but I had to try. user added image

So, any suggestions?


//frippz
# 2 09-03-2005 , 08:03 AM
Subscriber
Join Date: Jan 2004
Posts: 83
maybe you have double verts at the shared corners between your planes? if so try merging them after combining the seperate parts. should work i think.

# 3 09-03-2005 , 08:14 AM
mhcannon's Avatar
Subscriber
Join Date: Sep 2004
Location: Waianae, HI
Posts: 1,275
Combine doesn't actually fuse the geometry together. Think of it more as permanent group that is recognized a single piece of geometry. You will either need to merge vertice or edges in order to make a single shell. Which kind of defeats what you're trying to do doesn't it?

Try beveling the edges of a regular cube or creating a subdiv cube and coverting it to polys.



AIM: mhcannonDMC

"If you love your job, you'll never work another day in your life."
# 4 10-03-2005 , 12:51 AM
Registered User
Join Date: Dec 2004
Posts: 47
ya i reckon extrude all faces of a cube (scale it inwards and extrude again into the cube), then delete the original faces on the side then just merge vertices!

user added image

# 5 13-03-2005 , 07:39 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
I think you will need to also make sure that your poly planes are all 4 sided too because if you added points the way it is now and merged them they are all gonna be 6 sided polys and thats not really ideal.

_J

# 6 22-03-2005 , 01:05 PM
frippz's Avatar
Registered User
Join Date: Nov 2004
Location: Sweden
Posts: 11
Thank you for all your replies. Seems that in the end, we decided to use the models as they are since the rounded corners wouldn't show. user added image


//frippz
# 7 22-03-2005 , 02:35 PM
lisa_gonzalez's Avatar
Subscriber
Join Date: Jun 2004
Location: London, England
Posts: 301
What are the models exactly?? Not many things in reality have sharp edges, even if they look like they do. Beveling the edges, even slightly, will give you the subtle highlights that real objects have. You could just add a small bevel to each edge of your cube.

Just a suggestion user added image

LisaG


When in doubt......smile!

https://www.x-menthelaststand.com/
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads