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Post by xerendipity on Jan 24, 2017 20:07:42 GMT -5
Ohhh - got it! Good to know, MrS. Thanks! I now know Edge Split exists, and somewhat how to use it. It's a good day when one can say that. Hehe.
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Post by MisterS on Jan 24, 2017 20:53:03 GMT -5
Anther tip. If you ctrl a to select all your mesh then edge split, the whole object will split, which is fine for completely flat geometry, which is a lot of the time
BUT
Lets say you have a cylinder, splitting all the edges will make it look flat on the sides like a hexagon or something, if you select the edge's on one end and edge split, only that one end will do it. When you select all the edges the face highlights, so essentially you dont have to even select the edges, just select the face and edge split, it will do the same thing.
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Post by menaceman44 on Jan 25, 2017 8:07:41 GMT -5
Just to add any more info you may need for future projects. As MisterS has said, "remove doubles" and "edge split" are pretty much opposites. I would normally use "remove doubles" to give a mesh a smoother look. "Edge split" is usually for when you want to make sure a particular part of your mesh has nice crisp edges to it, say on the corners of a box for example. So on your table, if you remove doubles on the entire table top then the edges will look curved like this ). If you then selected the edges of the table top along the top and bottom edges and then used edge split it would look more like this ]
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Post by brujah on Jan 25, 2017 12:02:31 GMT -5
... 4. No Inside Still getting that Invisible Inside on some objects even though I am sure I have an inside plane in blender. Unless I am still mapping incorrectly? I'm at a loss. Thanks! This is most likely the direction of the normals on the inside planes. You can fix that by flipping them (#16 HERE).
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Post by xerendipity on Jan 25, 2017 15:28:40 GMT -5
Just to add any more info you may need for future projects. As MisterS has said, "remove doubles" and "edge split" are pretty much opposites. I would normally use "remove doubles" to give a mesh a smoother look. "Edge split" is usually for when you want to make sure a particular part of your mesh has nice crisp edges to it, say on the corners of a box for example. So on your table, if you remove doubles on the entire table top then the edges will look curved like this ). If you then selected the edges of the table top along the top and bottom edges and then used edge split it would look more like this ]Thank you MrS and MenaceMan! SO good to know all this! I was using Remove Doubles up until now because I thought it helped reduce Poly count and overall size. Lol. In fact, I am going to pull a fast one and ask a maybe-related question . Do you think Edge Split will help with this project? I have some Smart Home panels I am working on, and as you can see, the screen or front part, looks flat in both Blender and S4S but once in game, they look awful: Okay, so maybe they don't look that awful in the picture, but they look pretty bad in game. They are all ... "lumpy". ---------------------------------- I just tried Edge Split on them and will now test in game. I am here all day today just probably going to be meshing around, so if you have any pointers, I am all ears and more than willing to listen. Thank you all SO MUCH.
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Post by xerendipity on Jan 25, 2017 15:32:10 GMT -5
This is most likely the direction of the normals on the inside planes. You can fix that by flipping them (#16 HERE). Hi Brujah! Thank you, but I have tried recalculating and flipping, and when I flip, the back disappears on these in particular. I may just take the inside of another bootie I made and stick it in there.
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Post by menaceman44 on Jan 28, 2017 17:02:45 GMT -5
Remove doubles DOES help reduce the polycount as well. I'm not good at putting into words though how to explain it all.
As for your smart home panels, do the strange lines and bumps match up with the lines on your mesh? By that I mean, when you look at your mesh so you can see all of the triangles it is made up of, do these bumps and the mesh triangles match up?
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Post by xerendipity on Jan 29, 2017 19:33:05 GMT -5
Thanks, Menaceman! Good to know, since those polys are killers. Unfortunately, I find that if I go crazy with the Decimator (which I love), and then add the Remove Doubles, the objects lose a lot of their detail and become shiny. I guess I need to learn a good stopping point. Haha.
As for the panels, I think they were right at the face edges, yes. I tried the Edge Split and it DID help to flatten them, but they still looked clunky overall, so I deleted/scratched that project.
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Post by menaceman44 on Jan 30, 2017 5:09:51 GMT -5
With the smart panels I think you may have needed to Recalculate Normals. That's a function that can dictate if a surface looks flat or not.
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Post by xerendipity on Feb 11, 2017 9:50:00 GMT -5
Oh, thank you Menaceman! I will keep that in mind. I have a lounging/laying woman I am working on for a beauty salon, and she is very - how do I say it? - pixelated? Faced? Edged? Haha. I don't even know the terminology, but you could see a lot of the edges and faces on her so I used the Edge split and Smooth, and while it helped a little she doesn't look quite right. She also has 'seams' on her legs which I may cover up with tattoos . I will try also to recalculate normals on her now and see if that helps.
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