Is there a way to get this to work so that it makes every face it is used on to be on it's own plane?
If I go and apply it manually to each face, the adjacent ones get distrubed. If I select more than one face and use it, all of the selected faces become aloigned in one plane.
Replies
I think you missread "Make planar" with "Map Planar"
To the original poster:
What you request sounds pretty impossible to me: to make a face planar, the method has to change the vertex positions involved in that face. So in case those specific vertices happen to be used in other faces will be repositioned, which breaks the planarity of those other faces... I guess it would be a nice mathematical research project, to find the optimal solution with the least ammount of non-planar faces achiveable by an algorithm. For closed organic geometries i doubt that such a solution would exist
Ups, just re-read the post.. makes more sense now ^^ Wasn't fully awaken I guess :P my fault.
How does everybody have clean, planar polys, then?
Do I just suck at topology?
Don't know - but i would like to see wether z-brush base models are really planar quads or it'S only the display/shading algorithm giving the illusion of them all being planar. If i think mathematically i tend to believe (or my guts do that) that it's not really trivial to make it all planar there in those quads ;-)
Of course when the model-parts are symmetric on some axis it'S possible ( like- z spheres etc...) but later on this seems pretty hard to maintain...