Cinema 4D bad polygons
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- johnny_wobble0
check the normals, welds can cause them to reverse
- CyBrainX0
I checked that and flipped them before I put the two parts together but that didn't fix it.
- johnny_wobble0
try going to point mode, select all the points in that object, then go mesh > commands > optimize
see if that does anything.
- nthkl0
Looks like your modeling got a bit over complex and crunchy in that area. The polygon vertices, edges and faces are so tight it turns black in the wireframe viewport. I imagine you have edges overlapping and intersecting. A loft nurb would be a better approach, but I don't know what your modeling. Can you post the C4D file?
You could nest it in a loft nurb to smooth it, but it might get a bit heavy.
- baseline_shift0
throw it in a connect object and see if that helps.
- feel0
check your uv sampling option for subdivided mesh, you can change it so it applys the uv's taking subdivision in consideration and eliminating those deformations.
your uv might be all messed up of so many welding and such, you probably will have to re-make it
- CyBrainX0
That mesh is in a nurb. I've tried this a number of times and no matter where the two parts meet, there is always a seem. I had to add points to match up where two points would connect with the stitch and sew tool.
Here's my file.
http://www.talesfromthehead.com/…This is obviously a personal project but I'd like to know how to do this since it's a big part of modeling.
- demafleez0
You've got some triangles in the mesh there so those are the places where you'll see pinching when you throw hypernurbs on it. this is a matter of good topology. quads are your friends here. you'll have to either create new edge loops or merge some verts to delete loops.
- demafleez0
I looked at it closer. your normals aren't all aligned. the round top has the normals correctly facing out, everything else is faced in. In face mode, select all the polygons for the ship mesh, then right click>align normals.
- CyBrainX0
I remember seeing an option somewhere to view normals as arrows pointing out from polygons. How can I do that to be sure? So far I've only been guessing on the direction of the normals
- facing out, they're yellow, facing in, they're blue. when selectedjohnny_wobble