Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 02-10-2004 , 03:29 PM
Matt1234's Avatar
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SubD Spaghetti Junction

hi guys,

Im new to maya and am picking it up quickly (thanks to simplymaya.. awesome site user added image ) but i have a problem that is really bugging me. I create a nurb head, convert to polygons. Then i split some polygons... when i convert to subDs the edges in certain areas go like spaghetti. no longer straight but all randomly wonky. can any help me?!?!?!

any help would be greatly appreciated

thanks

# 2 02-10-2004 , 03:48 PM
NextDesign's Avatar
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Join Date: Feb 2004
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Maybe delete the history.

Edit>Delete By Type>History.


Imagination is more important than knowledge.
# 3 02-10-2004 , 11:53 PM
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you could have some extra geo there you don't know about also. A screen shot of the problem could helpl.

# 4 03-10-2004 , 06:15 AM
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Two options come to my mind immediately;
[list=1]1_You have a normal subD conversion that filters the topology display in order to catch the curvature.

2_You have some orphaned vertices (Vertices that remain after you delete an edge intersecting another one) And it is taking it in account.[/list=1]

If you haven't come cross it earlier a SubD can seem to do funny things to the wireframe via conversions. Sort of looking more like an Aztec work of art rather than a wireframe. If it is something like this don't worry about it. Just clean the model a bit better the next time before you convert it if you don't like the looks of things. Like watch to make sure the faces are planer and not n-sided (more than 4 sides) But if it isn't bothering you and it is a seriously complex structure all together.. leave it. Won't really ruin anything.

As for if you have extra vertices that have no serious use; Just select the whole object and press delete. MaYA only removes orphaned ones as they have no dependency layed on them.
Important note!! Orphaned means a vertice on an edge with no other connections. This means a total of maximum 2 connections. A vertice on the corner of a plane (Not a cube) ALSO has 2 connections only. So if you have an open mesh constructed of planes; then you may want to unselect the ones in the corners.

Shall it be that your problem is neither of the above; you have to post a sample picture for us to be able to help you on it. Or at least myself. I can't think of another reason that fits the discription.

# 5 06-10-2004 , 01:52 AM
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maybe you need link these neighbor point ,try to do it.

# 6 10-10-2004 , 08:29 PM
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I'm sorry, I have to do an aside here... Spaghetti Junction? Matt do you live in around or near Atlanta? Those are my old stomping grounds. I moved to Sioux falls, SD three years ago but still miss my Southern home. user added image

Russell


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