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Thread: Weird looking polys

  1. #1
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    Weird looking polys

    I just made my first ever car in Lightwave and I made a low poly muscle car for my unity game.

    I have a problem now is that when I render the object, polys look like they unconnect themselves, whereas in Modeler, they look perfect.

    http://i.imgur.com/kENDr9y.jpg render
    http://i.imgur.com/89EQYs3.png modeler

    Is it because there are two points in one line, as I can see a few in the screenshot?

    I know my car is not amazing but is my polyflow correct? Tripling the polygons fixes it but then my car looks weird with triangles

    Also, in Unity, I have some polygons that look darker than normal:

    http://i.imgur.com/doqcIuz.jpg
    http://i.imgur.com/wVQsLkl.jpg
    http://i.imgur.com/giTFWmf.jpg

    I just don't get it :/

  2. #2
    If tripling fixes the problem, then you probably have non planar polys. You'll need to fix them by adding an edge, which tripling does, or tweaking your points so they're lined up better. A non planar polygon is one that has trouble drawing because the points that make it up are in a space where that polygon can't draw perfectly flat. A triangle can never be non planar. Quads are better but they can still be non planar if your points are really extreme in their layout.

    Do a search for non planar polygon in Google to see what non planar polygons look like.
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  3. #3
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    Quote Originally Posted by SarahP View Post
    I have a problem now is that when I render the object, polys look like they unconnect themselves, whereas in Modeler, they look perfect.

    http://i.imgur.com/kENDr9y.jpg render
    http://i.imgur.com/89EQYs3.png modeler

    Is it because there are two points in one line, as I can see a few in the screenshot?
    Select point in Modeler, you should see in Statistics, there are actually two. Weld them together..

  4. #4
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    Quote Originally Posted by SarahP View Post
    Also, in Unity, I have some polygons that look darker than normal:

    http://i.imgur.com/doqcIuz.jpg
    http://i.imgur.com/wVQsLkl.jpg
    http://i.imgur.com/giTFWmf.jpg
    Anther possibility is that you have quad polygon which has one point very close to other point, so they look like triangle. It's causing such darker color polygon (because normal vector can't be correctly evaluated).

    Either case, open Statistics window ("w" short-cut)
    and toggle + with 4-point polygons, and >4-point polygons, to select them.
    Analyze these areas. Weld Points. It'll turn >=4 point polygon to triangle.

  5. #5
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    Quote Originally Posted by SarahP View Post
    Accidentally I noticed you have plentiful of layers... 9 or more..
    If you modeled each part of car in different layer, obviously they don't join together.
    Car body must be single layer, so you will be able to merge/weld points.
    Wheels, or other stuff, that are normally disconnected, could be in different layers, if you need it.
    Last edited by Sensei; 06-26-2015 at 07:11 AM.

  6. #6
    Super Member JonW's Avatar
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    Make sure there are not 2 polys on top of each other, or a second poly overlapping somewhere. One can be busy trying to fix one issue & not realise there is a second problem.

    Long thin triangles really need to be avoided. If it's an awkward poly divide it a different way.


    As already mentioned, get things in one layer, weld, & then put that part of the car back in it's own layer if it is really necessary. Eg Glass. But at least get everything in the body welded at some stage.
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  7. #7
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    Thanks for the advice guys
    By the way, my car is in one layer. The other 8 layers is the mirrors, headlights, rearlights, and tyres

  8. #8
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by SarahP View Post
    Thanks for the advice guys
    By the way, my car is in one layer. The other 8 layers is the mirrors, headlights, rearlights, and tyres
    the merge points command "m" will merge all points that shares identical position, so if you have two points at the same place, it will be welded/merged...if you use it wit automatic merge
    You can also use fixed..where you can set a mm tolerance, so for example only points within your set mm range will be merged, the merge command will only work within the layer you work on.

  9. #9
    Super Member spherical's Avatar
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    Often, with a complex mesh that has odd points or other issues, I Merge Automatic first, then Fixed starting at 1mil distance and incrementally work up from there until I see that needed resolution is being lost from the latest merge. Then Undo and continue Welding manually from there, if necessary.
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