I'm just modeling a house for a college portfolio and what ended up happening was that these weird black smudges appear on the front of the house as if some vertex or something is going crazy. Any idea as to what that is and how to fix it? When I render it leaves these huge gaps as well. I had a similar problem when I used a blueprint on a plane and the problem was because it was too thin. But I don't know how I can apply those rules to this problem.
These are the smudges:
This the smudge when i move the perspective around:
This is the smudge from the inside of the house:
This is what happens when i render it:
And a final question. Why are some of the UVW templates red?:
Thanks for trying to help, and hope to get some help soon.
Thank you,
Makao Cloud
Replies
Select your building, and add the "Normal" modifier twice. Yes, twice. Once you have two "Normal" stacks in your modifier list, right click and do collapse all. That will solve your problem. Or so, I think.
Hope this helps!
Made me once already to write a script that rebuilds a mesh and creates clean arrays under the hood, because the same shit happens sometimes with UV verts as well.
When i do that it says "Don't know how to save to that file type". And I don't clearly understand what it is you're trying to say.
Tried this and no luck whatsoever
Hope this helps!
It looks like you have polys facing back to back and they're in the same smoothing group.
What does it look like when you render? The default viewport runs its shadowing in vertex lighting meaning it might be different than what you see in a game engine or in offline rendering that takes ages to calculate more accurate lighting.
What does it look like when you cull back faces? (select the object, right click, object properties, turn on cull backfaces)
A quick fix would be to auto assign your smoothing groups. It won't fix the underlying problem of wonky geometry that needs to be addressed but it will probably get rid of the smoothing errors.
House Fixed:
STL Check:
Rendered:
Thanks again guys for trying to help, we're atleast getting somewhere!
Please post up a bit larger images next time, it's hard to tell from this size images to really see what's going on.
My personal solution for this kind of trouble was never using the boolean operation, and preferably using the connect tool instead of the cut since the cut tool can sometimes cut across the wrong planes and create weird stuff.
I was able to fix this guys, I don't remember exactly how but I did. I just need now a modeling technique advice. I basically had to delete the front of the house. This is the visual effect I want to achieve:
But I had to delete the front wall because for some reason the windows were not part of the "house":
So after I had made the windows all detailed and selected the borders of the front wall I entered CAP and this is the result:
You cannot see the amount of detail put into the window because when I make the window flush with the wall, the extrudes and bevels that I had done go behind the wall as they are not part of the wall but are part of the house:
If I try to move the element of the windows to show the detail then it is no longer flush with the wall and is just out of place:
So how can I go about fixing this issue? I thought of doing a Boolean type thing but I don't really know how to get it to work. Any ideas? Once I fix this I can get straight into the texturing. Thanks again guys !
Makao Cloud
I don't have Max open to verify settings but... probably the easiest way to make the holes would be to select the top and bottom edges of the wall and open the options dialog for Connect. Choose 8 segments, because you have six windows in the first row. This will give you nine polygons down the front. Move the edges laterally so each of the six windows has its own surrounding polygon.
Select the nine and open the options dialog for Inset. Switch it to Polygon mode, so each polygon gets its own inset. Scale each inset polygon to match, then delete them.
Make sense?
Alright I was able to fix it but the only thing that i did not do was just use the inset tool. I just made sure the segments I made went behind the edged faces of the corners of the windows. Then I just deleted the polygon. The only problem now though is that I have some edges sticking out (lines) of the windows and if I remove them or delete them, the wall gets deleted. And the same thing happens if i remove any of the vertices from the lines (edges) that I deleted, then those crazy shade things appear as well as some of the wall getting deleted. So i have to keep those vertices and edges there correct? It wont have any impact if I import it into unreal or anything like that right? I'm at 483 polygons right now, is that bad?
And can someone explain to me why when I go to UVW Unwrap some of the things are not straight and how i can fix that?
http://www.fototime.com/%7B0B226C85-E708-47A3-86DA-B37E8921AC49%7D/origpict/House3.0.jpg
Thanks again guys after this I am ready to start texturing!:)
I know I have to start getting better at this but there is nothing wrong with my model it looks perfect now. The only thing i was asking is if it is normal to have an edge just sticking out of the window and if I delete it the wall disappears.
And is that how the UVW wrap should look like? And how do I fix it since its not straight? I just want to know why it didn't come out straight and if that's normal. If you can link a great tutorial on UVW mapping that would be great and I checked out the link you gave me and it wasn't able to help my problem. I will bookmark it though there was some interesting stuff on there.
Thanks again for helping me out
Makao Cloud
I didn't mean to be insulting, it just seemed you didn't know about deleting edges.
There are some good tuts in that wiki section about UVs for environment models. Also modular modeling/texturing is a big time- and work-saver.
I basically just rotated the uvs and will texture the house hopefully this weekend for you to see. Its ok, i understand where you're coming from. And I think I do know how to delete edges. Aren't I supposed to select the edge and click 'remove'? That seems to work but not in this case for these
Ill try to check that out, but the thing is I have a portfolio due for college on Monday, so I'm really trying to get this house done by then.
"The only thing i was asking is if it is normal to have an edge just sticking out of the window and if I delete it the wall disappears."
Although i don't think this is normal, your next model probably won't have this / will be better.
Cheers and keep it up!