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extrude and bevelling polygons


hat-rack
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im modelling a house in max. I have made several walls out of line splines that have been extruded and then converted to editable polys.

 

im getting undesirable shading when I extrude polygons to make windows... the shading becomes unrealistic and you can see the "triangles" that make the shape up.

 

How can I solve this or what is the correct way to model so that this does not happen?

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I've tried the smooth modifier and the meshsmooth modifier and it doesn't work. If I try to assign a smoothing group to it it makes it 10 times worse. I think I've modelled it incorrectly.

 

I extruded splines, turned to editable polys and used the slice tool to chop up polygons to get the size I want and extruded/bevelled to make windows. Is this the correct way?

 

Thanks for your help and quick replies too!

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I usually draw the wall shapes in the elevation view (attaching all window shapes) and turn them into poly then select the window shape to extrude. this way you would not make any mistake. or you could extrude lines seperately for solid wall part and those part with windows, then assemble them.

you could try edit the edge(poly/edge), and select all the edges in the rendering wrong area and remove.

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Thanks for your replies

 

I have no edges where the errors are happening, see attached wireframe.

 

I subdivided it, it increased render times a bit, it did help, but its not perfect, see other attached pic. It also made the mesh very messy.

 

is it the way im modelling? Any other solutions for this? I dont want to model any more using this method if I cant solve this problem... I can try eagles method but I just see problems with attaching roofs and this type of architecture is a bit radical so I thought modelling with my method would be a bit more forgiving...

 

It doesnt look radical now but it will be ;)

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Hey Alex,

 

The shading is probably caused by vertices that are out of the common surface plane or overlapping/coplaner faces. (attachment right) There are a number of possibilites as to why. The polygon below the windows has many faces / edges though invisible and the ideal polygon has 4 sides and two faces and is not real long and narrow and the polygonal mesh is based on a common grid that is divided. Not what seems to be happening here- been there done that ;) .

 

My suggestion would be to start with a plane, move the vertices by rows to form the general grid. Select the polygons for the windows, inset-bevel-extrude. Then for the door, create a new polygon (element-object) covering two of the grid rectangles, then divide move vertices (for this polygon only) for your framework then inset, bevel, extrude. (attachment left)

 

Avoid intersecting walls, for that matter if you create two planes for walls, align the common edge vertices you can attach them, weld common verts and model all of the windows & frames at the same time.

 

Smoke3d's tutorials cover this topic- resources>tutorials

 

Hope its helpful,

WDA

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