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Thread: Subpatch pinching on cartoon character

  1. #1
    Registered User euge04's Avatar
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    Subpatch pinching on cartoon character

    Hello I am creating a cartoon character for the first time and I have some pinching going on in the hand of the model. Can this be fixed? Any advice would be greatly appreciated.
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  2. #2
    Registered User euge04's Avatar
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    Wireframe

  3. #3
    Registered User euge04's Avatar
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    Forgot this
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    Talking

    try using skin quads (under mulitply? tab)
    I think it's ctrl + K ?

    I'd show you which polygons to select, but how do you attach images?

    select the 2 polygons that has the "dent" and do spin quads
    then select the other 2 below the ones you did to spin them.

    that might help
    or it might move the "dent" to another location.
    Last edited by ginhan; 07-21-2004 at 01:56 PM.

  5. #5
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    I don't think that spin quad will work there.

    It seems that you have left over polygon in the thumb/finger region from an extrude or weld operation. Try to find that faulty poly and delete it.
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    Henrik Skymne
    Artist at Ghost games :: Electronic Arts
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  6. #6
    Vertex Sculpter glassefx's Avatar
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    Post double quaded

    Actually what is happening is usefull sometimes... Whats happened is that you have a polygon under that quad which is also an identical quad but its vertexs are not merged.


    Try a merge points and then a unify polygons...

    If this does not work select a point on that "troubled-quad" and it should say 2 instead of one (if you select one corner). try a merge at a fixed distance that is small enough not to merge everything you dont want merged...
    g l a s s e f x

  7. #7
    It looks to me like you just have a point or two unwelded. Go to full wireframe mode and try to lasso each point in that area and see if there are two points or only one. If there's more then one point at each junction, weld em back together.

  8. #8
    Registered User euge04's Avatar
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    Doing a little better

    Merging points didn't do anything. Unifying polygons made it worse. Merging points that were close seemed to help but it messed up some points that were fine. So I went threw and welded some myself and fliped some quads around and its starting to look better. But I still have pinching where the fingers meet the hands. I guess this is happening because six quads are attached to these points? Is there anything I can do to fix this?
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  9. #9
    One thing to keep in mind is that some creases that may show up in Subpatch mode will go away completely when the model is frozen for each frame in layout. So you can try freezing your model in Modeler to see if this is the case, and then just clicking Undo after you have done that.

  10. #10
    Vertex Sculpter glassefx's Avatar
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    Post More meta-nurb notes...

    Also tri's pull alot, especially when they are surrounded (sharing vertices) by quads... Thats why if you do have to use a tri, try to place it in a inconspicuous location or on a relatively flat, or simple area...
    g l a s s e f x

  11. #11
    Registered User euge04's Avatar
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    Acceptible?

    So some pinching might be acceptable? How can I avoid these problems in the future? How could I have modeled this better? I followed the steps on the Desktop Video training DVD. I created a finger and duplicated them all then welded the ends of the fingers together then smooth shifted the hand out into the arm.

    Thanks for all the advice everyone. Its very helpfull.

  12. #12
    Vertex Sculpter glassefx's Avatar
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    Post Yep...

    Yeah its fine, I'd maybe like to see a wire/shaded shot of it. Like Mip said though, lots of this pinching will disapear when you freeze the object... I've also noticed when I render a patched object that is NOT frozen in layout that lots of the pinching seems to go away also... What is your patch level set to? this will help also but I like to stay below 4 which means for every polygon, 4 will be made from it...
    g l a s s e f x

  13. #13
    Registered User euge04's Avatar
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    looks great

    Here is the frozen shaded version.
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  14. #14
    Registered User euge04's Avatar
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    Before freezing

    Here is the shot before freezing. So I see that freezing the object it really makes those six polygons that join at that point very small so their influence becomes very negligible. Why is it better to freeze an object and then bring it into layout? How is this different than bringing the subpatched object into layout? Doesn't subpatching the object merely break it down into smaller polygons during rendering anyway?

    Thanks for all the help. Slowly but surely I will learn Lightwave through and through.
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  15. #15
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    my simple answer is ...
    look at your hand closely.

    you need more geometry in the middle of the fingers...

    I'll do some text art here to explain...


    yourthe gap between the finger in your model are like:

    \/

    when the gap on a real hand is more like:

    \_/

    introduce one polygon width gap between fingers...
    think of the subpatch mesh like a spline curve.
    so essentially you only have 2 points of pull to draw a curve...

    well anyways i dont have the words to explain so i'll attach a quick doodle i did to help you understand what i mean...

    hope this helps,
    Daniel
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    Last edited by crusaderx; 08-03-2004 at 01:48 AM.
    Daniel Young
    CrusaderX
    [email protected]

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