Kongfu Posted September 11, 2015 Share Posted September 11, 2015 http://savepic.su/6101802.jpg http://savepic.su/6102826.jpg Hello, im trying to handle a problem with my model. I've modelled pokeball in blender, exported it to houdini as fbx and can't get it to render properly (polygonm as subdivision). I used facet, bevel, crease attribute and etc, but nothing works for me. I would like to hear any advices before i give up and re-model it from scratch. Quote Link to comment Share on other sites More sharing options...
dedeks3000 Posted September 11, 2015 Share Posted September 11, 2015 Too many ngons and triangles on your mesh ! Only Quads polygons is preferable ( as much as you can) Quote Link to comment Share on other sites More sharing options...
Atom Posted September 11, 2015 Share Posted September 11, 2015 Inside Blender, put your mesh into edit mode and select all faces. Then choose Triangles to Quads under the Mesh/Faces menu of the 3D viewport. This will attempt to convert triangle into quads. The triangles I see in your posted image should be convertable using this method. Also try applying a SubSurface modifier in Blender before you export. If it looks good there it should port to Houdini ok. Quote Link to comment Share on other sites More sharing options...
Kongfu Posted September 15, 2015 Author Share Posted September 15, 2015 Thanks for replies! I completely remodelled this thing twice and getting close to what i want! http://savepic.ru/7744458.jpg Quote Link to comment Share on other sites More sharing options...
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