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.
# 181 01-06-2012 , 09:10 AM
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Thanks PixalZA, I've tried it as you mentioned above, but still doesn't work properly :/


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# 182 01-06-2012 , 09:18 AM
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do you have enough geometry in that area? also is that not part of the track? ...if so, who cares? it'll be hidden.

# 183 01-06-2012 , 09:20 AM
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Damn user added image

Do you have enough supporting edge loops to keep the smoothing edge loops in the corners?

Can you post screen shots (wire frame on shaded) of the area where the distortion is. One unsmoothed and one smoothed.

# 184 01-06-2012 , 09:31 AM
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Well guys, there is it...
honestdom; that's the side, which gonna be shown...

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Last edited by Creck; 01-06-2012 at 09:40 AM.
# 185 01-06-2012 , 09:51 AM
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I would put some extra edge loops in there. You need some extra edges to "push" the corner edges back into the corners. But as honestdom asked. It will be hidden from view even in a closeup render so is it really necessary?

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# 186 01-06-2012 , 09:54 AM
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I think all you need is a few edges to even out the mesh, have another look at the one I uploaded for you I added a few edges there, the UVs will update so no need to reproject..............dave




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# 187 01-06-2012 , 10:03 AM
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dave, I've been working with a file that you have uploaded...guys, as you can see in the image, it won't be hidden at all... I've tried it as pixalza shown on image, but still doesn't work :/

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Last edited by Creck; 01-06-2012 at 10:07 AM.
# 188 01-06-2012 , 10:11 AM
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Sorry Creck I was looking more at the other side when I did it, yes look at what Pixal has done I fined I will do one edge at a time then see if it work then undo if it did not or go to the next one...............dave




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# 189 01-06-2012 , 11:32 AM
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Well, this is the most i got from it :/ however, the poly count has raised by 4k with smooth lvl 2 applied (24k per track link )

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# 190 01-06-2012 , 11:46 AM
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Last edited by daverave; 01-06-2012 at 11:49 AM.
# 191 01-06-2012 , 12:02 PM
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thanks dave for a link, it looks very useful while rendering via mental ray, so do I need to smooth objects for final scene or just use this function and keep them without a smoothing at all?


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# 192 01-06-2012 , 12:44 PM
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Just use this function, the way I understand it is it subdivides depending on how close the mesh is to the camera, you can still press the 3 button for working in view port but turn it off for rendering.............dave




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# 193 01-06-2012 , 01:05 PM
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Thanks dave, just one more q about it, what if I would like to use other render engines, let's say Vray for instance, then I need to smooth it manually ?


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# 194 01-06-2012 , 01:28 PM
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If your using Vray I dont think it will work but look to see it Vray has a simular option..............dave




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# 195 01-06-2012 , 01:47 PM
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The distortion in that area is going to be so small I doubt it will be visible. Unless you intend to render images from right up on top of the tread.

You have two options either

1. move those seams to the other side of the tread where they will be hidden or

2. just use a projection painting program to paint across the seam when texturing.

The seam is more of an eye catcher then the tiny it of stretching. Also to reduce stretching add more geometry (edges) to even out the edge distribution when smoothing. If you are not smoothing then adding edges will not do much.


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