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Author   Topic : "3d modelling problem"
Kinten
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Member #
Joined: 10 Dec 2001
Posts: 90
Location: Sweden

PostPosted: Sun May 25, 2003 10:01 am     Reply with quote
Hi guys!
I've recently picked up 3d-modelling again and I can't believe I forgot how fun it was doodleing with thoose meshes Wink

I've got a problem though, I keep on getting visible faces when editing my meshes, even though I manipulate them as whole polygons. Could anyone figure out and tell me the reason for this and what to do to avoid it happening again?

And oh, almost forgot, I'm using 3ds max.

Some examples to show you what I mean:
http://www.kinten.net/sijun/house.jpg
http://www.kinten.net/sijun/char.jpg
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Tzan
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Joined: 18 Apr 2003
Posts: 755
Location: Boston MA

PostPosted: Sun May 25, 2003 2:38 pm     Reply with quote
Try using Smoothing Groups. Select polys and assign them to a smoothing group. At least I think thats what you are looking for.
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Bilbo
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Joined: 31 May 2000
Posts: 356
Location: Israel

PostPosted: Sun May 25, 2003 3:09 pm     Reply with quote
you can also place a Meshsmooth modifier on top of your editable mesh/poly with its Iterations set to 0 (only effects smoothing groups, no actual subdivision happening) - this way your mesh always looks smooth when you leave editing mode.
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Kinten
member


Member #
Joined: 10 Dec 2001
Posts: 90
Location: Sweden

PostPosted: Tue May 27, 2003 5:33 am     Reply with quote
Thank's guys! That helped.

It didn't do much to the char model i showed you earlier, so I decided to remake it not changing the vertexs as single vertex, just manipulating the polygons, and it gave a better result. But it isn't flawless, I still get some errors in the model (picture). It's not that big a deal, but it gets on my nervs. And what if I dont want to have a smooth end result? It's just too smooth. Maybe it'll be less visible when I've added my textures, I don't know.

Anyways, thank's for the help so far!

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toenail
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Joined: 04 Jan 2002
Posts: 39
Location: england

PostPosted: Fri May 30, 2003 7:53 am     Reply with quote
You need to turn the edges along that face, you've also got a similar problem with where the arm joins the chest. Its more pronounced with the leg as the agles between polys are much greater.
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