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Triangels in models when rendered
show user profile  Rawashdeh_omar
easy question i think,
hi all,

I am having a problem trying to figure out what is the direct reason for this

Rendered images

viewport edge faces

even though all gons in the picture are in the same smoothing group!
it is as if the 2 triangels that form 1 gons are not smoothed togother

is it because my model is low poly? or is it a UVWmap problem? or is it because of a bad flow in the model?
The model have anistropy and rendered with vray.

thanx for any help.
read 615 times
5/15/2015 11:24:36 AM (last edit: 5/15/2015 11:24:36 AM)
show user profile  herfst1
Looks like 2 things are wrong.
1. Your faces might be inverted. If your model is skinned that's a bit of a problem. You'll need to do an xform reset (found in system tab) and then collapse stack and flip faces (if still needed).

2. You have to assign smoothing groups. I'd select all, press clear (in smoothing groups tab) and click the "1" button to assign all the faces to 1.
read 611 times
5/15/2015 11:44:22 AM (last edit: 5/15/2015 11:44:22 AM)
show user profile  Rawashdeh_omar
thanx for the replay ^^
I checked the faces they are all unified (same direction)!
also my model is not skinned, I learned it the hard way, I will never skin until all problems with geometry and materials are fixed.

I did the clear/ then assigned them all to 1 did not work

read 588 times
5/15/2015 3:08:07 PM (last edit: 5/15/2015 3:08:07 PM)
show user profile  herfst1
Okay, then maybe you have unwelded/duplicated verts and /or faces.

Select all the verts and press weld. Make sure the threshold is low.

Also try selecting one of the problem faces and hitting delete to see if there is another one underneath.

Finally, try edit normals modifier. Select all the verts and hit reset.
read 586 times
5/15/2015 3:10:14 PM (last edit: 5/15/2015 3:10:14 PM)
show user profile  Dave
Just to rewind a bit, and this might be pointless, but for the smoothing groups, you need to have faces selected to make a difference. You probably already know this, but I just had a thought that you might have gone into the sub-tool and tried it without any faces actually selected.

"I flew over Egypt once"

read 557 times
5/15/2015 7:09:29 PM (last edit: 5/15/2015 7:09:29 PM)
show user profile  Rawashdeh_omar
yup i know this ^^, but I dont mind, I welcome any help, thanks for the replay and for trying to help Dave..

I used xview tools to check for flipped UVW faces / overlapping faces and other geometry errors, nothing wrong.

eventhough I could not fix it, but man i really would like to thank you for enlightening me about normals thingy. I cant believe I never knew about them, i saw the edit normal modifier but never tried or even missed with it.

it seems I cant fix it without increasing polygon number (Turbo Smooth or Nurms). anyway i hoped to use low poly with vray to speed the render time.
Thanks all for the help and for teaching me new stuff. glad i asked ^^

read 551 times
5/15/2015 8:37:30 PM (last edit: 5/15/2015 8:38:12 PM)
show user profile  Pil
Did you try to turn the edges on these offending polygons?

Since you are modeling using quads Max adds the trins as it sees fit and it could be your problem.

read 541 times
5/15/2015 9:51:28 PM (last edit: 5/15/2015 9:51:28 PM)
show user profile  K-tonne
either unsmoothed polys, unwelded verts or open edges
apart from the fingers which look like they have 4 sides which would cause the smoothing to look jankey there are more than enough polys to make that mesh look smooth of today... i remember when low poly meant low poly... anyways, back to sculpting with a couple of million polys for me :)

Website and Portfolio

read 519 times
5/16/2015 3:15:28 AM (last edit: 5/16/2015 3:15:28 AM)
show user profile  Rawashdeh_omar
yup I tried it was hoping it will work but it only turn the problem and did not solve it.
it is OK friend I can move on.

thanx for the replay
read 518 times
5/16/2015 3:20:39 AM (last edit: 5/16/2015 3:20:39 AM)
show user profile  Rawashdeh_omar

forgive me iam still learning buddy.
anyway should i upload the model if anyway want to try with vray? moving on to another more important issue. thanx all for the help
read 517 times
5/16/2015 3:23:19 AM (last edit: 5/16/2015 3:23:19 AM)
show user profile  K-tonne
i'm only joking mate
you saying it is low poly just amused me as it's not really that low
upload if you want, i and others will have a look at it and let you know/ email back to you when i/ we can

Website and Portfolio

read 513 times
5/16/2015 5:36:14 AM (last edit: 5/16/2015 5:36:14 AM)
show user profile  digs
do you have a normal map applied to this mesh? it looks like it - if so, are those artifacts in the normal map image file? if so, you need to set all of your faces to a single smoothing group before you export for when you bake your your normal map, or even if you are baking within max, you need to set all of the faces on the low poly poly to a single smoothing group before u bake the normal map
read 507 times
5/16/2015 8:15:56 AM (last edit: 5/16/2015 8:19:56 AM)
show user profile  Rawashdeh_omar
No, as far as I know, no normal maps used.

rar file containing 3ds/render image/ render preset:

camera1 view used to render

thanx again guys :)
read 503 times
5/16/2015 10:55:58 AM (last edit: 5/16/2015 10:55:58 AM)
show user profile  FX
For me , fixing the anisotropy from -0.8 to 1, removing the falloff from the ref slot, and auto smoothing the mesh fixed the issue.

Mesh seems fine, it's the material/ render settings.
read 495 times
5/16/2015 11:41:29 AM (last edit: 5/16/2015 11:41:56 AM)
show user profile  Rawashdeh_omar
@FX thanx mate ^^, changing anisotropy to -0.5 fixed it but I needed to reset xform too, then averaging normals after breaking then unify to average, finally no triangles in my model.

I saw in a forum that the main reason behind this is completely bad and rubbish topology, if that is true anyone have a good topology tutorials for female/male bodies.

thanx all again for helping me get better.
read 459 times
5/17/2015 8:21:27 PM (last edit: 5/17/2015 8:21:27 PM)
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