Hi Folks
[ame]
http://www.youtube.com/watch?v=JICKM_r_0Kc[/ame]
I'm more of a Max 'tweaker', certainly not yet a Max 'modeller', so I'm not quite sure about how to describe my issue, but some polygons on a slightly-curved surface have gone askew. This is not my model, it's someone else's that I am modding to fit my purpose.
I checked for flipped normals, they are ok.
However, the smoothing groups are a bit unusual though:
Good polygons - All of the 'good' polygons on the surface appear to be in group 2.
Bad polygons - All of the 'bad' polygons on the surface are assigned group 2 and group 1.
Adjacent polygons - The nearby surface, at more than a right angle, are all assigned group 1.
Obviously, I tried changing the 'bad' polygons just to group 2... but this made no visible difference though.
:-D Please help, is it the smoothing groups or something else... am I missing something or is there an extra step I need to take?
Thanks and best regards, David
Replies
I didn't, but the modeler may have. In the whole model, there are about 20 polygons that seem to be 'off' in the same way. There isn't a turbosmooth modifier in the stack, but of course the modeler may have collapsed it.
This helicopter is from Evermotion's Archmodels collection (number 84 - military vehicles)
I ran the STL Check modifier, specifically for double faces, and it seems to have cleaned everything up... yeah, thank you! Is this a good and poly-efficient solution?
I totally can't explain it (because I'm not sure what I'm doing)... but running STL check made the bad polys disappear... *fingers crossed*
;-)
sometimes throwing a mesh or turbosmooth modfier on it even gets rids of the problem as the triangulation of the mesh changes.
you could also add an edit poly modifier hit 3 for the edge selection and search for "turn".
maybe you can turn some of the edges to not overlap anymore...
in those cases i mostly just delete the area and remodel it.