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Old 12-24-2007, 05:51 PM   #141 (permalink)
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Those are smoothing errors and could be either mesh errors or shader/material angle errors.

I'd reduce the shader/material smoothing angle down to 3-5 and re-render. If you are still seeing errors than it's mesh based and simply flattening the faces "should" fix them.

Sometimes the worst opponent is the one closest, yet ignorant of the truth.
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Old 12-24-2007, 06:20 PM   #142 (permalink)
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All those edges are beveled yes?

Unless they are extremely beveled (having 6 or more bevels) that will continue to be a problem. Try hardening the uppermost edge and see how it renders.

Looking good though, once the errors are cleaned up the exterior will look great!

- Ozy - A proud supporter of 3DScifi.com and SciFiers Anonymous
Current WIP: My site (Notepad :D )
Old Stuff: Gallery pics and wips...(Wings3D, Kerkythea & Bryce)
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Old 12-24-2007, 08:44 PM   #143 (permalink)
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definately looks like surface smoothing errors, lower your smoothing angle and they should start to disappear

I pity the fool!
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Old 12-25-2007, 04:42 AM   #144 (permalink)
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All those errors aside, though, it looks like you've been going in the right direction with the design. Bloody marvelous. Once you iron out those smoothing errors, I expect that this will end up looking stunningly nice!

I'm proud of ya, man. Indeed, I think you're making us ALL proud. You're doing good work, facing challenges and not stopping until you get it right- that, alone, is worthy of high praise and distinction.

Keep going, mate!

"Poly count is king." - Me
I'm a logophile. Look it up.
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Old 12-25-2007, 02:54 PM   #145 (permalink)
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maybe this will be the one I finish, huh? thanks, everyone. I'm taking the day off, though - merry christmas!

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Old 12-26-2007, 10:20 PM   #146 (permalink)
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okay:

1) reducing the smoothing angle to 5 greatly reduces the number of errors, but it's still not as good as the 5+sided poly version.

2) (in Wings) anyone know how I could smooth the panels without creating gaps between them? I've tried different combinations of smoothing, smoothing the faces in groups, etc. if I leave the touching edges unsmoothed, then there're no gaps, but the smoothed faces pull away from them and create pinching.

3) anyone know of good texture packs for Kerkythea? I've already got all the ones from the site. They're really fun. I made a "blue jeans" render of Calypso last night.

thanks, everyone

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Old 12-26-2007, 11:11 PM   #147 (permalink)
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Hi! me again!

Did you know that the smooth in wings has different effects on hard edges then it does on soft edges? It takes a bit of getting used to, but you might be able to get the desired effect by smoothing the outer faces while the panel edges are hardened.

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Old 12-26-2007, 11:14 PM   #148 (permalink)
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Quote:
Originally Posted by traq View Post
okay:

1) reducing the smoothing angle to 5 greatly reduces the number of errors, but it's still not as good as the 5+sided poly version.
Then if that's the case you have a model full of mesh errors. Look for non-planar faces and very thin/sharp cornered faces caused by modeling or triangulation.

If you have questions and are worried about mesh errors import the model into the renderer and set the shader angle to 1, 3, or 5. Your errors will show up with easy.

Sometimes the worst opponent is the one closest, yet ignorant of the truth.
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Old 12-27-2007, 05:34 AM   #149 (permalink)
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Ozy: yeah, you mentioned that earlier. harden all of the edges on the side faces of the panels, and smooth only the outer faces, is that what you mean? I'll experiment.

chrono: quad/triangulation did create a lot of sharp, narrow faces. I'll have to do it manually to avoid this...?

also, some faces are non-planar, but I can't flatten them without bending the surrounding faces. this is why I'm trying to smooth the mesh again, because that way all the faces come out flat and four-sided.

maybe someone knows a better way to fix these problems? or do you think this is the right approach?

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Old 12-27-2007, 12:29 PM   #150 (permalink)
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I just took a look at your wireframe on the previous page, if that's your cleanest model then stick with that

you say the problems are where a vertex is shared, but I think what's causing your smoothing errors there is actually not shared vertices but several vertices very close to each other - close enough to look like just one, it's a classic smoothing error, zoom in on those sections and you should see it, you'll have a couple of points and edges very close to each other where the stencils cross the mesh, if you weld those the smoothing errors should go

I pity the fool!

Last edited by IRML; 12-27-2007 at 12:34 PM.
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