hello. im currently using maya for some modeling,
but i remember in maya 5 and 4 , when you converted to subD the lines didnt look so messy. they were just clean edges unless you did some hierarchical editing [i.e. level 2 or 3 editing]
but now in 7.0 by default the subD curves look that way where ever there is a quad that is at an angle or a tri or n-gon.
ill post a screen capture
thanks anyone who can solve this.
Originally posted by pbman i thought that happen wen there was some geometry it didnt like ie 5 sided or tris or verts left and some quad awardly position after deleting edges
I didn't realize other programs could do it cleanly. I think Vlad is right though, I remember in older maya, when you're at level 2 sub, there weren't any extra lines unless there you had 5 or 3 sided geos.
Yeah, this is a common occurance if you have five edges meet causing a 'point pole' effect, its mainly because they are iregular in their placement instead of the tidy side by side effect so to speak.
Well Not so dude...I dunno what you did but that looks as gay as you file name suggests.
Ive just copied your geometry, 10 sided cylinder, 1 division in height and an SD at base level 0...No probs
The occurance in the image as posted by Vlad is as I said an occurance due to the 5 edges creating the 'pole' or an 'irregular vertex' even with all quads
Im using Maya 6 and this only ever happens to me with N gons etc, even from the days of Maya 4, and 5.
Well, I have come to this conclusion. When a point shares 4 edges, all is well. But when it shares 3 or 2, then, in some occasions, gayness ocurres. Sometimes gayness doesn't occur... ???
lol nice response. What I started doing was smoothe at level one, then convert to subdivision level 3, no more "gayness".
To me I thought it's not too bad a way to smoothe something w/out too much edges.
well good conclusion Matt. except only its not at all true.
i dont really understand why, its not normal dependent, not always "star shaped" [5faces sharing a point] dependentm
i really dont know why alias did this in V7.0
especially when subD editing is like editing NURBS in maya; u dont edit directly on the surface [like you do with polygons]
here is the pic u posted. the suraces hihglighted are the same exact mesh, only 2 extra edges. the 2 faces in the middle are fine
Looking at each and every one of these shapes and divisions, these to me are all just normal occurances of the subd smoothing algorythm. There is nothing out of the ordinary here, I use subs constantly on a day to day basis so what Im seeing is normal, regardless of the version of Maya
As for level edits, well in a nutshell, I'd really steer clear of those and cut in the details you need at level 0. If Im right level edits can be refined up to 13 which is bloody ridiculous.
Tell me, has anyone here had the experience of sd character rigging with level edits on? You need to know your proxy setups or wrap deformers otherwise you're in big trouble when it comes to poses or animation. Level edits bog down the processor/cards and become an almost impossiblity to move.
well... I dont think vlad means that anything goes WRONG with the subdivision surface... more along the lines of "whaaaa??? my wireframe's screwed up?"
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