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Showing results for tags 'subdivide'.
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Hello everyone! I'm trying to make kind of greeble tool, but i want cuts to be strict horizontaly. It's looks fine when i do one pass , but with more then one iteration it gets really weird. And i assume why it does that - because it doesn't know where to make correct verticies, so that points can connect, but i don't really know how to solve. Anyone have an idead ? UPD: I figured it out, but i would still love to hear your ideas
Hello, i have been encountering this subdivision problem during the modelling process,i tried using edge loops but they won't solve the issue. What i also don't understand is why does it only happen on that particular corner? Thank you for time
Hello. I'm trying to subdivide an object in order to export it for texturing. Because later I will be using subdivision at rendertime, I need to either use Mantra-compatible or OpenSubdiv algorithms. But with both of them I have problems. Mantra-compatible doesn't smooth UV borders. This normally wouldn't worry me much, but the thing is that it also has troubles smoothing one area of my UV set, which happens to be one of the most visible parts of the model: What puzzless me, is that even with 0 subdivision levels it affects UVs: For comparison - original UVs: In fact, for some reason Mantra-compatible CC algorithm rips off the inner loop - disconnects it from the rest of the UV island, making two UV islands out of one. I marked the new island on the image below. I also moved a several faces to better visualize the lack of UV continuity. Why does this happen? OpenSubdiv CC algorithm seems to fare much better when UV-smoothing this region: But it removes all primitive groups. And I need them to easily manage objects when I will be painting textures. So to use it, I would have to recreate all groups from scratch. Can I do something about those two problems?