View previous topic :: View next topic |
Author |
Message |
UV
Posts: 12
Joined: 23 Mar 2010
|
Posted: Tue Mar 23, 2010 7:50 am Post subject: how to fix odd faces? Help!! |
|
|
How to fix odd face , i enable "clean" in load option but my model look something like this .. please help how to fix it.
Best regard |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Tue Mar 23, 2010 7:38 pm Post subject: |
|
|
Can you email me that OBJ file? It looks like the "Clean" is really confused about the geometry, so I'm keen to see what your original file is like.
Phil |
|
Back to top |
|
 |
UV
Posts: 12
Joined: 23 Mar 2010
|
Posted: Wed Mar 24, 2010 2:57 am Post subject: |
|
|
headus wrote: | Can you email me that OBJ file? It looks like the "Clean" is really confused about the geometry, so I'm keen to see what your original file is like.
Phil |
i've send the file to you already.
thank you.
hope to see your reply soon
best regards
UV |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Wed Mar 24, 2010 6:23 pm Post subject: |
|
|
Thanks for sending the OBJ file!
Here's a couple of the "odd" faces that UVLayout is finding ...
f 466/150 473/150 474/150 466/150
f 466/150 477/150 466/150
The numbers before the slash are indexes into a list of XYZ vertexes, and the duplicated indexes there are what UVLayout is finding and the cleanup is creating the blue edged holes.
I should be able to get the clean function to fix these up in a nicer way, but in the meantime, check if your 3d modeling application (3ds max?) has its own mesh clean-up tools. It needs to look for and fix duplicated vertexes, and then you should be able to load that mesh into UVLayout without any errors.
Phil |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Wed Mar 24, 2010 7:38 pm Post subject: |
|
|
Actually, UVLayout's clean is already deleting duplicate indexes, so there more going on in the problem areas than just that.
What I suggest is having a closer look at the polys in the three problems areas (see below) in your modeling application. Grab vertexes and move then around to see if you can work out why the topology in those areas is messed up. You could also just delete those polys and add new ones.
Phil |
|
Back to top |
|
 |
UV
Posts: 12
Joined: 23 Mar 2010
|
Posted: Thu Mar 25, 2010 2:42 am Post subject: |
|
|
headus wrote: | Actually, UVLayout's clean is already deleting duplicate indexes, so there more going on in the problem areas than just that.
What I suggest is having a closer look at the polys in the three problems areas (see below) in your modeling application. Grab vertexes and move then around to see if you can work out why the topology in those areas is messed up. You could also just delete those polys and add new ones.
Phil |
thank you for your replied
I'll test it.if it's done ill let you know.
best regard
UV |
|
Back to top |
|
 |
UV
Posts: 12
Joined: 23 Mar 2010
|
Posted: Thu Mar 25, 2010 5:26 am Post subject: |
|
|
ok,everything is clear but only has a blue seam in the mouth please look at this picture. that mean i should fix the vertexs again?
blue seam in the mouth
best regard
UV |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Thu Mar 25, 2010 6:17 pm Post subject: |
|
|
Blue edges indicate holes in the geometry. If you look at that from the inside (see below) you can see the missing polys. You can still flatten this mesh out to create UVs, so having holes like this isn't necessarily a problem.
Phil |
|
Back to top |
|
 |
UV
Posts: 12
Joined: 23 Mar 2010
|
Posted: Fri Mar 26, 2010 2:21 am Post subject: |
|
|
headus wrote: | Blue edges indicate holes in the geometry. If you look at that from the inside (see below) you can see the missing polys. You can still flatten this mesh out to create UVs, so having holes like this isn't necessarily a problem.
Phil |
o.,ok i got it.
that means i can create UVs now,right?
thank you very much to figure my problem out.
Best regard
UV |
|
Back to top |
|
 |
UV
Posts: 12
Joined: 23 Mar 2010
|
Posted: Fri Mar 26, 2010 8:49 am Post subject: |
|
|
hi, i would like to use symmetry but it has some problem like this?
best regard
UV |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Fri Mar 26, 2010 4:53 pm Post subject: |
|
|
Have a look at the image below ... its a close-up of the two wrists.
The green marked quad is where the symmetry matching has stopped because the topology is different on each side. What I think has happened is that you originally had a 5 sided polygon there (I've outlined it in red); something has turned that into a quad and a triangle, but the division has been done differently on each side (blue dotted line).
If you look at those parts of the model in your application and see a 5 sided poly, then its your applications OBJ exporter that's doing it; there might be options to stop it from doing that?
Phil |
|
Back to top |
|
 |
UV
Posts: 12
Joined: 23 Mar 2010
|
Posted: Fri Mar 26, 2010 5:46 pm Post subject: |
|
|
headus wrote: | Have a look at the image below ... its a close-up of the two wrists.
The green marked quad is where the symmetry matching has stopped because the topology is different on each side. What I think has happened is that you originally had a 5 sided polygon there (I've outlined it in red); something has turned that into a quad and a triangle, but the division has been done differently on each side (blue dotted line).
If you look at those parts of the model in your application and see a 5 sided poly, then its your applications OBJ exporter that's doing it; there might be options to stop it from doing that?
Phil |
thank you,but in mine it just only 4 sides but the thing you said is it's different on each side so i have to fix each side to match other side.that the point to fix ,right?
best regard
UV |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Fri Mar 26, 2010 5:59 pm Post subject: |
|
|
Yes, you need to move that dividing edge so that the left side is a mirror image of the right side. In the image below I've drawn in a black line where you need to move the edge to in the right wrist.
There's probably going to be other polygon pairs just like this in other places, but just keep running the Symmetry Find and looking for the green marked polys to find the bad area.
Phil |
|
Back to top |
|
 |
UV
Posts: 12
Joined: 23 Mar 2010
|
Posted: Fri Mar 26, 2010 6:10 pm Post subject: |
|
|
headus wrote: | Yes, you need to move that dividing edge so that the left side is a mirror image of the right side. In the image below I've drawn in a black line where you need to move the edge to in the right wrist.
There's probably going to be other polygon pairs just like this in other places, but just keep running the Symmetry Find and looking for the green marked polys to find the bad area.
Phil |
ok,thank you.i'll fix it when i get back from school.
best regard
koko |
|
Back to top |
|
 |
UV
Posts: 12
Joined: 23 Mar 2010
|
Posted: Sat Mar 27, 2010 3:01 am Post subject: |
|
|
it's clear now and ready to create symmetric uvs . thank you
best regard
UV |
|
Back to top |
|
 |
|