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Manowatt
05-23-2005, 03:05 PM
I've seen some discussion on this in the forums, but none of the solutions seem to solve my problem. I'm trying to do a solid drill on the fuselage of a plane in order to stencil the shape of a series of viewports. I've done exactly that, but I always get the same error on these curved or irregular surfaces. I'm getting these "pinching" errors around the border of the viewports. The first thing that I did after the drill was to cut and paste the inner polys. It didn't help much at all as you can see from the image.

What exactly is the correct process for something like this?

mattclary
05-24-2005, 05:24 AM
You might try an actual render. That looks like an OpenGL preview, which is sometimes inaccurate.

If that isn't the problem, you might try giving the boolean more information to deal with by subdividing the geometry before subdividing. Also, merge points and delete any 2 point polys.

Weetos
05-24-2005, 07:52 AM
SplineGod has a free video tutorial about that specific topic. Check it out here (http://www.3dtrainingonline.com/support/) and watch the 'Fixing smoothing errors' video (http://www.3dtrainingonline.com/support/repairing_smoothing_errors.mov)

Regards

cagey5
05-24-2005, 12:39 PM
Working on the premis that there is more than one way to skin a cat. Have you thought about modelling it without booleans.

The attached thred has a lot of similarities but for a different subject. It may offer an alternative.

http://www.spinquad.com/forums/showthread.php?t=6107&highlight=knight

Manowatt
05-24-2005, 03:30 PM
Thanks everyone for the suggestions. I got tied up in other things today that left little time for this project. I started trying to isolate the problems as demonstrated in Splinegod's video and it seems to be working. The mesh will not be pretty, but it's eliminating the errors.

BTW - When rendering the model the errors were still visible, so it wasn't just an OGL error. Plus, my model is being used in a realtime applicaiton, so unfortunately it has to look good in OGL anyway. :o

I'll post an image tomorrow to let you know how it turned out.

Thanks,