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So I thought my shit was garbage because I sucked(I do, but not at the level I thought...). All of my models had these faceted surfaces, I didn't know why these happened- I noticed that extruding the edges did this. I checked these in other software and had the same result(pic related). Does anyone know how to resolve this issue?
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>>644275
OP here. Forgot to mention that I thought about smoothing the normals, but I'm unsure if this is the right way to go.
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OP, are you making use of smoothing groups?
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>>644278
I mostly use Maya so I have the option to use Hard edges/Soften edges, and I'm unsure if I should be using these, since it's too extreme like soft = extremely soft, hard = extremely hard. I've found 'set normal angle' but I'm unsure if I should use this as well.
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>>644284
Maya's a shit and I don't use it specifically for that reason, but you have to specify if you want a soft edge, otherwise you'll be left with those default "hard edges" on your newly created polys.
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>>644284
You can create shelf buttons to help you out with this. As demonstrated in the image I've attached, you can control the angle. use this to create the shelf buttons: polyPerformAction "polySoftEdge -a 30" e 0;
just replace the 30 with your desired angle.
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>>644299
Not OP but whoa what the fuck. I asked about this shit once and people said that it was retarded and users only needed the smooth and hard edge buttons. I'll definitely reconsider learning Maya again now.
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>>644305
I'll be honest, I use these extremely rarely. BUT it is nice to have them when I do need them.
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>>644291
>>644299
Thanks! I'll try using soft edges I guess. Kind of tedious, oh well.
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>>644305
Am I missing something? Smooth by angle is pretty common among 3D software. Even Blender has it.
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This is what happens when people think they're fucking experts because they download "that software that makes cool 3d" and start pushing buttons on it without knowing what they're doing.
This is why most CG artists are retards.
Nobody is curious about knowing how shit works under the hood anymore, everyone just wants to click a button and have the software model their shitty waifu for them and then go to their autistic friends on social media and brag about how much of a 3D artist they are.
And over the years, 3D software has catered to these shitters, so what were once jobs with a 300k+ starting salary have now spiraled down to minimum-wage.
So you end up with these gay ass threads with people getting lost in basic fucking shit.
If ya'll knew jack shit about anything, this thread wouldn't even exist.
You'd know that "smooth normals" is just a retard-friendly way to say that the renderer interpolates between surface normals if the angle between them is greater than a certain threshold (usually 30 degrees for a general use case), and that "flat normals" means no interpolation at all.
"Set normal by angle" or whatever other iteration of it lets you choose the angle.
In a non-shit software like Maya (which unfortunately only says a lot about the modern state of 3D software), you'd notice that the command that gets called in all three cases is exactly the same, only the argument parsed to it (the desired angle) is different.
This revolutionary rendering technology was invented by a GOOK in the Year of our Lord NINETEEN SEVENTY THREE.
This is BASIC SHIT FOR FUCK'S SAKE.
GET OUT OF MY 3D YOU BASIC BITCH KIDS REEEEEEEEEEEEEEEEEEEEEEEEEE
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>>644370
i agree, these guys are fucked.
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>>644370
Even if they learned the geometric side of polygon editing, they would never understand UV unwrapping. Most still don't.
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>>644370
>>644375
>>644376
OP here, I actually am a technical artist. I write geometry/fragment shaders and play with matrices and shit, so I know quite a lot of how it works under the hood. Adding an option to change the normal vector every time you extrude is possible- but since the software doesn't do it I'm doubtful for using soften edges/harden edges since these are either extreme or quite arbitrary.
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>>644378
just reset to factory settings
anything you extrude should be identical to the source polygon, unless you changed something in the settings. i never run into this type of problem
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>>644379
Well, that's the thing- I have just started to use 3ds Max at the side(due to what the company prefers), I haven't messed with any settings yet. The fact that this is happening in both 3ds Max and Maya makes me conclude that this is the defined behaviour. So far from what I've seen, people just go with it and subdivide later on.
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>>644378
Hm, I think this is what you'd expect? I dunno about Maya/3ds, but it doesn't seem like a complex customization to make.
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>>644382
Unsure. Still looks fairly arbitrary but I don't know. I'm mostly worried about it looking strange from certain angles due to weird normal vectors. But I guess I'll have to go with it. 'Average' seems to be another way to achieve what I want, but tedious still. I guess I'll have to choose from the options I got and check from all the angles or subdivide. Really tedious, but okay I suppose.
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>>644370
>Nobody is curious about knowing how shit works under the hood anymore
You pretty much summed up what has been going on over the past decade with pretty much anything technological.
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>>644370
Holy shit my guy, it's just a shortcut button. No shit it's the same command with just the value changed. How are you going to be so mad at someone who is obviously a beginner? And how the fuck you gonna be mad that you're not making a salary that neither you, nor any other 3d artist has ever made? You waifu modeling dipshit, With any luck, everything ever from now on will be outsourced to countries where they model for 18 hours a day for a quarter an hour. Then none of us ever have to worry about faceted edges ever again.
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>>644275

>>644275
>>64

>>644275

What the fuck did they teach these double digit IQ in 3d school these days? read up your manual of choice on per face-vertex normal & sharing

>>644275
>>644275
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>>644275
You can choose whether you want smooth or hard shading on your polygons. If you're making say a game you can also choose for some edges to be hard and some smooth to use fewer verticies for your model.

In Blender load your model as in the screenshot, press TAB to enter edit mode. Press A to select all. Pull up the left hand side toolbar (N or T, don't remember) there you can choose if you want the mesh smooth or solid. Press CTRL+N to fix issues with normals if there are any. Also while you're there press SPACE and type 'remove doubles' to make sure your mesh is one piece not faces separated from each other.

Everyone should read the OpenGL red book once in their 3D lives.
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>>644275
Welcome to normals! The real challenge in modeling.

Basically, normals define how a surface reflects light. By default Maya and 3DS both take your geometry and "decide" whether each face has a soft or smooth edge by the angle. Usually something everything above a 30º angle gets hardened. In blender this option can be activated by selecting the "Auto smooth" checkbox in the Object Data Tab.

How to deal with normals it's up to the modeler in question; when you are going for a subdiv workflow, usually they don't matter that much, but when using booleans, doing hardsurface, or making low poly, you have to take them in consideration.

You want to make something smooth? make sure your edges are not sharper than a 30º angle.

https://www.youtube.com/watch?v=oOOeV3IU2Yo
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>>644299
Great advice, godspeed anon
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>>644385
>Still looks fairly arbitrary but I don't know.
Arbitrary in what way? The procedure does this: extrude some selection, create a group for the faces closing the end of the extrusion, and then average the normals inside that group for the edges within that exceed a given angle.

>I'm mostly worried about it looking strange from certain angles due to weird normal vectors.
What do you mean by "weird" normal vectors? I'm a bit lost here about what you may be after. If your worry about shading has something to do with what's shown in the video, don't mind it, it's a viewport thing and it would look OK in a render.
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>>645033
>>645071
I did think about changing normal vectors to soften or harden the edge, my main problem was that it's kind of eyeballing and arbitrary. Thanks for the advice about Autosmooth, didn't know it existed in Blender. Kind of what I was talking about in >>644378.

>>645105
>Arbitrary in what way?
I meant that the user needs to set an eyeballed value, and sometimes it might get weird in that it becomes completely black at some angles. But as I said in >>644326, I'll just have to get used the trial and error. Thanks.





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