Integrating 3D models with photography
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# 1 19-12-2003 , 04:44 AM
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Normals Problem?

Ok been trying to learn the whole shading/texturing thing since that is my biggest challenge. However as I have been playing around texturing different models I'm making I've found this strange problem on some models.

I'm not quite sure how to explain it, but they look like little shadows here and there. They like break apart the faces in a diagnal fashion. I thought it might be something with the normals but I've played with a couple of the functions that adjust normals. But no difference. Here's a screenshot to better illustrate. I circled the area I'm talking about.

What's the problem? How do I avoid it, and how do I fix it now?

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# 2 19-12-2003 , 05:35 AM
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I *think* this is because you dont have enough faces to make a nice round surface like that...so try going back to the geometry and raise the face count...

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# 3 19-12-2003 , 05:38 AM
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I believe that would be your shadow settings. Try a higher Dmap resolution and a filter size of 2.

If you're not using lights or shadows, then I would think it would be the lack of geometry as suggested. I think the main thing you'd need to do in such case is simply make it quads. One thing that I sometimes do is Triangulate, and then Quadrangulate a model.

# 4 19-12-2003 , 05:56 AM
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a pic of the wire would help, er. well at least I have a morbide intrest in the afliction.. LOL

# 5 19-12-2003 , 08:15 AM
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Yes, let´s see the wire. Maybe that helps.


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# 6 19-12-2003 , 02:05 PM
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Here's the wire as requested. Hopefully you'll be able to see what you are looking for.

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# 7 19-12-2003 , 02:15 PM
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also I just tried a couple of the options given to raise the face count. They helped, the effect is much less pronounced now, say only 5 or times around the plate. But I undid, and did a smooth and its completely gone.

However now it begs the question, after the smooth the model is up to a little over 28,000 faces. Is there a way to avoid this to keep the face count low? That just seems a bit high to me, maybe its because I've done some models for games in the past.

# 8 19-12-2003 , 03:01 PM
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Originally posted by bjbowen4
[However now it begs the question, after the smooth the model is up to a little over 28,000 faces. Is there a way to avoid this to keep the face count low? That just seems a bit high to me, maybe its because I've done some models for games in the past. [/B]

it is high for a simple geometry.
try using a simple curve to draw the outline of the shape of what looks like a "plate" from ur images, the do a "revolve" then adjust the CVs from the original profile curve an after u are happy just convert to poly with the count option and specify the poly count.
that might work. or just use NURBS geometry.

# 9 19-12-2003 , 03:46 PM
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That is orginally how I crafted the piece. Except I did not use the poly count option. I didn't know there was one, I'm enjoying this Maya adventure, I learn something new everyday.

# 10 20-12-2003 , 02:19 AM
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Just in case someone does a search for the same problem here is how I fixed my problem.

The edge right before the geometry curves up to make the lip. It was slightly lower than the rest of the plate. Which is geometrically correct, but once I moved that edge up a little bit it vanshed. Seems like the system was trying to cast some wierd shadows.

# 11 20-12-2003 , 02:32 AM
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@bjbowen4

Thanks for leaving your solution it definatly is great to have the question and solution in the thread.
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# 12 20-12-2003 , 04:09 PM
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thats wierd becouse I thought for sure he would find out its was all thoughs 5 sided polys. really I think the reson it disopeared was becouse when you raised the edge up it compensated for the dip the 5 sided poly was makeing.

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