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Points move and deform when smoothing
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  • Total Posts: 61
  • Joined: 21 October 2009 08:48 PM

Every time I try to smooth a poly model the points move or deform.  I try to move all the points to be even with the other side of the model and it still does it.  I also get dents in certain areas.  I would hate to do the the model all over again I am a newbie and it took awhile to make it, lol, and it’s the second time I have created it.



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  • Cryrid
  • Posted: 12 July 2010 10:16 AM

If by smoothing you mean subdivision (+ and - keys on the numpad), it’s just how subdivision modeling works. Adding more geometry will help control how the mesh subdivides. Triangles and n-gons will also cause pinching effects when subdivided, so try to keep the polygons all quads. You can probably find out more info at http://www.subdivisionmodeling.com/page1.htm

If you mean the smooth deformer, points are supposed to move and deform. You could try to relax the model instead (points will still deform, but it will try to do so along the surface)



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Thank you for your reply.  I am new at this.  I did read about N-gons and it look like a have a few of them.  When I did subdivide the model it did derform weird still in a few spots and I had to keep on moving pints back to keep its shape.  I might have to start from the beginning again and try to make sure all the polys are quads but I can post a pic of what the model looks before I subdivide it.

Author: Devious Squrl

Replied: 13 July 2010 03:52 AM  
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here’s a pic



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  • Cryrid
  • Posted: 13 July 2010 06:44 AM

There’s definitely a lot of n-gons around these spots, I’m guessing you were using booleans to create the holes? (Booleans are very messy like that).



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I used the backward slash key and drew out my holes, deleted the polygons.  Probably the way wrong way to do that.  It’s supposed to be the holes at the bottom blade of a hockey skate.  Lol looked alot better when I drew it out.  How would I create holes through the mesh without having this issue?  I am going to model it over again.

Author: Devious Squrl

Replied: 13 July 2010 07:44 AM  
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  • Cryrid
  • Posted: 14 July 2010 11:55 AM

An easier way would be to try and plan for the holes in advance. Start with polygons the shape of the holes, connect them, and then delete the faces to make the hole. Something like
quick_skate_holes.jpg

The current version is probably salvageable, but would require some heavy cleaning. The fewer edges/verts that make the holes, the easier it will be to manage. If adjacent faces aren’t doing anything to change the silhouette of the object or hole, select them and hit ;



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Thank you very much :0), I will try this out but I am going to start from the beginning to try to make a better mesh.  I will post a pic when I try this if you want to see if I am on the right track.  The holes in my picture above has a bunch of points because I wanted round as possible and that didn’t seem to work lol.  There were ALOT of points.  I will work on it this weekend and see how it comes out.

Author: Devious Squrl

Replied: 16 July 2010 03:30 AM  
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I tried to connect them like you did and I couldn’t get the holes right for some reason.  I need more practice but I tried again the way I did it before but trying to keep all the polys four sided and I used the subdivision under the poly to see what it would look like and I came up with this.  I had to add edges but at least its more even this time lol.



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