Integrating 3D models with photography
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# 1 15-08-2011 , 10:57 AM
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URGENT!! face damage...

hi guys i just finish human modeling in maya2011.before rendering i check everything, the model looks fine in maya.
when i render it out(i use mental ray).the part of body ok but the part of the face distort, damage ald . how could this happen, how to fix it? here is the picture below pls have look tq u all..user added image

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# 2 15-08-2011 , 11:13 AM
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what does your model look like without smooth preview?

# 3 15-08-2011 , 11:39 AM
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i means b4 render out all looks normal but when i render out it become like this.here's pic have look. tq

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Last edited by omegaend; 15-08-2011 at 11:41 AM.
# 4 15-08-2011 , 12:08 PM
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Are you using a displacement map or normal map...........dave




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# 5 15-08-2011 , 12:23 PM
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i din use any of the map.. only blinn materialuser added image

# 6 15-08-2011 , 12:31 PM
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Could you show some wire shots and just check there is nothing connected to you bump also check your normals...........dave




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# 7 15-08-2011 , 01:28 PM
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ok here is smooth n non-smooth pic have a look tq

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# 8 15-08-2011 , 02:03 PM
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Do a wire frame on shaded then we can see whats happening properly on your mesh.

Jay

# 9 15-08-2011 , 02:19 PM
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is this imge ok? i found out somrthing when i using maya software render the face looks just fine but in mental ray..just like the picture i show u all.....user added image

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# 10 15-08-2011 , 05:12 PM
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are these SUBD's? Because I remember that mental ray+Subd's+non quad geometry equals major pain.( in other words it will fail).
If I look at the initial render it looks like a UV related issue in combination with a bad texture

# 11 16-08-2011 , 03:49 AM
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yes it is in subd mode. but in mental ray the body part looks fine only the mouth part got problem, texture part i havent try yet.

# 12 16-08-2011 , 08:56 AM
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Its not texture related at all if theres no texture. Its not uvs either.

The base mesh is clearly quads looking at it from here.

Okay that subd on the right, that looks like you have added level edits around those areas. You can do two things:

firstly: check in the hypergraph for blind data nodes, if they are there, then select those and delete them, your mesh may drop its shader when you do it but dont worry just re-apply it.

secondly: with the base mesh (not subd) simply export it as an obj. that will get rid of any 'junk' on the mesh. Then re-import the mesh and turn it into a subd again, or just to text hit smooth preview (keyboard 3) and do a test render

cheers
J

# 13 17-08-2011 , 05:22 PM
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Have you just tried to ditch the subd, and use a normal poly smooth? Does the artifact happen then? Do you have mental ray approximation on?


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