View Full Version : Holes in mesh

Darrell Lawrence
January 12th, 2011, 12:08 AM
This creature originated in Creature Creator.

The first is the basic low poly mesh. The second set is after applying a subpatch to it.

The third set is after tripling the non-planar polys.

What I'd like to do is eliminate the holes without having to triple anything.

Note- simply Sub Dividing doesn't solve the problem either.

January 12th, 2011, 12:11 AM
Have you merged points and unified Polys?
That sometimes helps solve some of the problem.
Other than that, pulling offending points, is the only other option you can apply here that I know of.

Darrell Lawrence
January 12th, 2011, 12:22 AM
Merged, yup
Unified, yup.

Check this next one out.

(note- I am aware of the errors in the neck collar area... THOSE are a matter of pulling points around)

This is a Poser model by someone else. (Yes, it's inaccurate and I am building my own, but this one really shows the problem good).

I have had the same problem with basic character models out of Poser too.

Anyways... Pre tripling non-planar, and post tripling planar.

January 12th, 2011, 12:31 AM
One more question.
Are you using the Classic Cam or one of the new cameras?
They are far more fussy about non planar polys than the old Classic.

Darrell Lawrence
January 12th, 2011, 12:32 AM
Default camera in Layout.

January 12th, 2011, 12:38 AM
Well I hope someone else chimes in here as I'm stumped on this.
Other than rebuild or tripling I can't see another way around this.

Darrell Lawrence
January 12th, 2011, 12:43 AM
Been trying to think of the word, and now it hit me like a ton of bricks :lol: Organic models tend to have this problem.

Darrell Lawrence
January 12th, 2011, 12:59 AM
Even tried this:


It only "corrected" a few non-planars.

January 12th, 2011, 01:03 AM
Do you have smoothing enabled? If it is set to high...like the default of 89 deg it is sometimes to much and causes weirdness.

Darrell Lawrence
January 12th, 2011, 01:18 AM
I've thought of that, and tried down to 10. Same prob.

Everywhere I am reading says to triple. Even a Poser to LW tutorial I just read says the same thing, and points out big time the non-planar problem with Poser/DAZ models. So... I guess I just have to triple then. Ugh. Poor mesh size... :cry:

January 12th, 2011, 08:01 AM
Go in close and study the problem areas. See if the polygons are actually joined at the seams and manually do so if they are not. The points may not be actually sharing the same location and thus a merge and unify may not do the trick.

you could try a merge points with a manual distance value but you may go too far and screw up the geometry.

ensure your smoothing is set to good values. make sure you're not using a fussy camera and light set up.

As it is an organic model meant to be deformed tripling will ensure the best results anyway ;)

if all else fails just triple the problem areas.

I cannot say any more without actually seeing the mesh :)

January 12th, 2011, 08:43 AM
Good to see you still around Fabio.

I have one of your nurine sets and I would highly recommend them for cgiers

Darrell Lawrence
January 12th, 2011, 09:46 AM
Thanks, Fabio. Appreciate the short notice feedback :)

And also thanks to mikala for your feedback. Greatly appreciated as well.

Taranis, I have one of his nurnie sets too, and also recommend them. Top notch stuff.

Guess I'll have to go the tripling route.

Darrell Lawrence
January 13th, 2011, 01:31 PM
YES! I figured it out after checking out mikala's Thor character! (speaking of which, why isn't it in the Downloads??? :lol: )

January 13th, 2011, 02:06 PM
Glad the Asgard could help.
They are superior to us so it only stands to reason :)
How did he help?
As for why he's not in the downloads....he's an old and tired mesh in need of a rather large overhaul.

Darrell Lawrence
January 13th, 2011, 02:10 PM
Well, he needs to be there cuz he's a hero, darn it :lol: He saved my butt! NOTE: You can update the upload later after you update him)

I was FREEZING. Thor isn't froze. BIG difference.

(I borrowed Thor's textures for shazbots and giggles on the testing of the theory)

January 13th, 2011, 02:23 PM
Ah I see.
I never freeze my organic stuff. Let's me lower the levels down to more manageable levels if the character needs to be animated. Then bring them back up once everything has been readied for render.
The only problem with not freezing is that Zbrush likes frozen food better.

Darrell Lawrence
January 13th, 2011, 02:27 PM
Like I had said earlier though, I don't use zbrush.

I do, however, export to OBJ format then use UVMapper Pro to make UVs initially, then load back into Modeler and fine tune the UVs. If all goes well, then I export back into UVMapper to get an image of the UV map so I can create textures.

January 13th, 2011, 02:32 PM
How do you like UVMapper? I use UVLayout and love it.

Darrell Lawrence
January 13th, 2011, 02:34 PM
UVMapper, the one I have, is years old. It's ok.

What's UVLayout? Haven't heard of it.

January 13th, 2011, 02:39 PM
Here's a link to the software. A bit pricey but worth every penny.

Darrell Lawrence
January 13th, 2011, 02:44 PM
Whoa. Yeah.. a bit pricey :lol:

Does it completely unwrap the polys, ie all polys out in the open, or do you have to manipulate points to get them out from under other polys?

That's the problem with UV Mapper... it doesn't completely unwrap, hence the taking it back into modeler to fine tune it.

January 13th, 2011, 03:16 PM
Check out the video tutorials on the site. They can explain far better than I.
I like placing the seams where I want them. Once that is done I hit flatten and splat nice and flat. If I don't like the arrangement I can then pull points around.

Darrell Lawrence
January 13th, 2011, 03:18 PM
Ah vil invostagut it fuhtha ;)