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jman66
04-18-2003, 12:40 AM
hey guys, new here... been messing around with lightwave a little bit, would consider myself an 'intermediate' modeler.

Anyway, here's the prob... I'm constructing a wing (some of you may know the aircraft it belongs to), the final product will eventually be subpatched:
http://www.antabaka.net/j-man/wing.jpg

I've added machine gun barrels via a boolean subtract:
http://www.antabaka.net/j-man/wing2.jpg

Now here's the problem... the subtract creates a buncha >4 vertex polys in the immediate area which don't subpatch:
http://www.antabaka.net/j-man/wing3.jpg

I've tried a few different things and cant seem to come up with a working solution to the problem. What should I do to model it correctly? Suggestions/Advice/Berratings welcome.

-j

Mylenium
04-18-2003, 06:47 AM
Well, for starters: Never use booleans when working with suppatches! Your holes could easily be done using smooth shift or beveling. If you need more detail, use BandSaw and FI's Jigsaw to add subdivisions. Anyway, if you cut out the gun ports at this early stage you are doing something wrong in my opinion. If your Corsair is going to be super detailed you will have to freeze your polys at some stage anyway, why not cut them out then? Subdiveded holes would be largely incorrect, BTW. On the real plane there is not really much more than the tin of the panels - the gun barrels do not even touch the metal.

Mylenium

jman66
04-18-2003, 11:04 AM
hmm. hadn't given that much thought before.

After messing around with smooth shift/bevel I realized that it wasnt gonna give me the accuracy that i needed, so i decided to give the boolean a go.

I think i'll take your advice on adding details like gunports/oil coolers/etc. after the freeze.

as for the barrels not touching the metal on the real thing, you're right, but I shouldnt be doing anything where that would be really noticable anyway.

Thanks for the help!