Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 1 19-12-2003 , 04:44 AM
Registered User
Join Date: Nov 2003
Location: Lewisville, TX
Posts: 6

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?

Attached Thumbnails
# 2 19-12-2003 , 05:35 AM
Emo's Avatar
Subscriber
Join Date: Jul 2002
Location: MELville
Posts: 1,100
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...

-Emo

# 3 19-12-2003 , 05:38 AM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
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
Pony's Avatar
Subscriber
Join Date: Mar 2003
Location: with PonysGirl
Posts: 2,573
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
Registered User
Join Date: Dec 2003
Location: Germany
Posts: 1
Yes, let´s see the wire. Maybe that helps.


M. Muster
mmgraphics
https://www.mmgraphics.de/bannernew.jpg
info@mmgraphics.de | www.mmgraphics.de
# 6 19-12-2003 , 02:05 PM
Registered User
Join Date: Nov 2003
Location: Lewisville, TX
Posts: 6
Here's the wire as requested. Hopefully you'll be able to see what you are looking for.

Attached Thumbnails
# 7 19-12-2003 , 02:15 PM
Registered User
Join Date: Nov 2003
Location: Lewisville, TX
Posts: 6
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
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871

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
Registered User
Join Date: Nov 2003
Location: Lewisville, TX
Posts: 6
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
Registered User
Join Date: Nov 2003
Location: Lewisville, TX
Posts: 6
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
3djoe's Avatar
Subscriber
Join Date: Nov 2002
Location: CT USA
Posts: 567
@bjbowen4

Thanks for leaving your solution it definatly is great to have the question and solution in the thread.
user added image


Never Do Today What You Can Put Off Till Tomorrow..
My New Site MayaFx.com
# 12 20-12-2003 , 04:09 PM
Pony's Avatar
Subscriber
Join Date: Mar 2003
Location: with PonysGirl
Posts: 2,573
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.

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