3ds faces
Hi i'm using 3ds max 8 and am building a complex mesh. I get unwanted lighting issues when a square face is not planar. ie the 2 polygons that make up the face are at different angles. I know this is a problem for others because Paul Steed's modelling books constantly reraises the point of turning edges. To get the model looking good, i am trying to angle the 2 polygons so that they have the same normals (ie the square face is flat). This give good results for lighting. The problem is that I'm trying to do this by eye and am finding this difficult. Is there a way to do this automatically. Ie make a face flat. It would be good to be able to sacrifice the position of a single vertex and automatically adjust the vertex so that the 2nd poly has the same normal as the other poly in the face. Any advice appreciated. Thanks.
There is a way to do this in 3dsmax, and I find myself using it all the time when I do poly modelling. I'll have to reinstall before I can give you an exact guide, but there is a "flatten plane" tool you can use which should do exactly what you need it to.
--edit--
You'll need to use the face selection system for this, but in it, there is a "flatten plane" tool that allows you to average it out, rather than along the x,y or z axis.
--edit again--
If that tool doesn't exist independant of the axis selections, I guess you could just rotate it into place. Time consuming, but easier than doing it completely manually.
--edit--
You'll need to use the face selection system for this, but in it, there is a "flatten plane" tool that allows you to average it out, rather than along the x,y or z axis.
--edit again--
If that tool doesn't exist independant of the axis selections, I guess you could just rotate it into place. Time consuming, but easier than doing it completely manually.
can you give me an image example of what exactly you're talking about along with a wireframe render?
-------------------------Only a fool claims himself an expert
Select the face and click "Make Planar". It will straighten it out for you. Works on more than just quads, too.
However, it does tend to move the entire face somewhat, so you generally need to rotate it back into place afterwards.
Whether it is easier to do this, or just move the verticies by hand, is a judgement call that's up to you. There may be a way to just move one vertex, as you described, but I'm not aware of it.
However, it does tend to move the entire face somewhat, so you generally need to rotate it back into place afterwards.
Whether it is easier to do this, or just move the verticies by hand, is a judgement call that's up to you. There may be a way to just move one vertex, as you described, but I'm not aware of it.
_______________________________________Pixelante Game Studios - Fowl Language
Thanks for the make planar tip!
Is does a good job. There are a few issues because making 1 poly planar will then bend the neighbouring faces.
yes it would be good to control which vetexes are moved. I could therefore make faces planar, but sacrifice vertexes near the end of the model or sacrifice vertexes that connect to faces which are not as important.
Good tip though. Yes i think all methods need to be used. ie
- use the eye to manually flatten (this will reduce the bending of neighbouring faces if it is close to flat)
- Flatten Face tool
- Turn edges
- use the again to tweak vertexes
The point is that not all the faces can be planar when creating an organic shape. Therefore tradeoffs need to be met.
EDIT:
>> organic shape
well i'm creating terrain with a mesh. if a face is bent too far you get unwanted localised lighting/shadows
Is does a good job. There are a few issues because making 1 poly planar will then bend the neighbouring faces.
yes it would be good to control which vetexes are moved. I could therefore make faces planar, but sacrifice vertexes near the end of the model or sacrifice vertexes that connect to faces which are not as important.
Good tip though. Yes i think all methods need to be used. ie
- use the eye to manually flatten (this will reduce the bending of neighbouring faces if it is close to flat)
- Flatten Face tool
- Turn edges
- use the again to tweak vertexes
The point is that not all the faces can be planar when creating an organic shape. Therefore tradeoffs need to be met.
EDIT:
>> organic shape
well i'm creating terrain with a mesh. if a face is bent too far you get unwanted localised lighting/shadows
wow i wasnt even aware that this was an issue for me but I think it is. I love this forum.
Quote:
Original post by AlectoPerfecto
wow i wasnt even aware that this was an issue for me but I think it is. I love this forum.
if you want to do some intensve learning around the art section of the forums checkout polycount.com. since i've started going there i have been receiving brutal comments about my work... however all comments (well most) you receive there are very constructive. my skill has improved drastically in the short time i've been there. its also a great place to make contacts if you want to be in the industry in the future, lots of industry pros go there to chat.
-------------------------Only a fool claims himself an expert
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