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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Mon Nov 09, 2009 2:33 pm Post subject: leftover faces? |
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I made a 26 sided, 1 segment cylendar. Scaled it, then moved the vertices around. Here is a screenshot of the wireframe view.. Everything looks as I want it, but when you look at the 3d view, the upper and lower faces are left behind.
How can I fix this? I can't delete the faces as they don't exist. They do show up in torque tho. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Mon Nov 09, 2009 2:44 pm Post subject: |
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This problem is related to OpenGL. For each polygon, DeleD passes a list of vertices to OpenGL and openGL renders the polygon. Problems do arise when these polygons are concave (contain cavities). You must always make sure that the polygons in your mesh are simple planar convex polygons.
In this case, you should use the vertex connect tool to split the polygon into multiple smaller ones, until it looks good. A quick and dirty way of doing this (might still produce undesirable results) is to use triangulate on those concave poly's |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Mon Nov 09, 2009 3:34 pm Post subject: |
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Thankyou. That worked. It gave me some very long polys, but those righted themselves with the rest of the csg stuff I did. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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Grandmaster B DeleD PRO user
Joined: 03 Jul 2007 Posts: 218
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Posted: Mon Nov 09, 2009 7:37 pm Post subject: |
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You can also use "Optimize" after or before triangulation. |
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