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Weird artifact when chamfering

Hey guys quick question that im sure some of you gurus will probably be able to solve pretty easily. Im getting some weird artifact when chamfering some edges on a support im making for a modular sci-fi corridor.

artifactsv.jpg

You can see them here as indicated by the red arrows. Im pretty sure this happens where ever 5 edges or more meet, but after half an hour of trying to solve this issue decided to come here and ask for some help. Any ideas as to how i can prevent this from happening and still get a nice chamfer on the edge? (This is a low poly model so adding edge loops and using turbosmooth is not an option)

Thanks for any help you can offer,
big

Replies

  • respawnrt
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    respawnrt polycounter lvl 8
    Select those 2 edges (from the triangles ) and collapse them .
  • obliviboy
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    obliviboy polycounter lvl 12
    You can try the trial of the quad chamfer modifier I created. It has an Quad Intersection option that fixes the problem described by you automatically.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    The default Max chamfer uses the adjacent edges as directional influence. If you chamfer with those extra edges there, it's going to split along both edges like that.

    You can either deal with it and just collapse the two edges it made with the new triangles, use obliviboy's custom script, or you can remove the two edges before chamfering (select edges, press backspace). These green edges aren't needed anyways. Once the edges are removed you can chamfer and it will work fine.

    edges.jpg
  • Neox
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    Neox godlike master sticky
    collapsing would be the wrong way to handle this, as it would move the upper edge too far down, i#d rather targetwelt the lower vertices to the upper ones
  • Hang10
    It looks like you just have some overlapping vertices that need to be welded together.
  • Mark Dygert
    Like josh pointed out you can remove those green lines before chamfering and it would chamfer correctly.

    If for some reason you need those edges AFTER chamfering here is what you do.
    EdgeChamferQuadWorkAround01.jpg
    EdgeChamferQuadWorkAround02.jpgEdgeChamferQuadWorkAround03.jpgEdgeChamferQuadWorkAround04.jpg


    If you are trying to stay all quads it might be smarter to route the edges up and over the top instead of off to the sides. But the "all quad dogma" can get you in trouble and make the model harder to work with by creating poles...
    EdgeChamferQuadWorkAround05.jpg


    If you go with a 5 sided poly in the corner it makes life a lot easier by removing the pole and allowing the edge to flow down the model.
    EdgeChamferQuadWorkAround06.jpg
  • McGreed
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    McGreed polycounter lvl 15
    Normally when I chamfer, I try to make the edge go out from between the two angles, and never have two edges when chamfing (though this might change now I got that niffy little chamfer tool, thaankyou). It would be something like this when chamfer, remove the red and recreate green lines before chamfer:

    chamfer_mesh_edges.jpg

    This might not be optimal for your end result, but its works best for the chamfer, you can always recreate the edges again afterwards.
  • biggest_kid
    Tried Mark Dygert's method and it worked out relatively well, will also try McGreeds method however just to get an idea of how the two are different and hopefully better my 3d knowledge.

    One more question, im also making a modular corridor, and was wondering if there was a way to reposition the pivot point onto certain vertices to make it easier to create 22.5, 45 and 67.5 degree variations of the corridor?

    Thanks,
    big
  • Dylan Brady
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    Dylan Brady polycounter lvl 9
    with your object selected to go the heirarchy tab (on the right)
    enable affect pivot only, and enable snaps toggle (make sure to check that vertex are enabled by right clicking on the icon)
    and your good to go.
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