#Object Faces
3 messages in this thread
I'm having a few problems with faces! I'm trying to create an L-shaped couch in
the detail editor by adding an axis, drawing lines to the shape I need and then
extruding upwards to form the height. I then try to add faces to the top
seating surface and can't seem to be able to pick the right points in the three
views. This also causes a problem because when the object is rendered with a
texture, angled divisions can be seen on the surfaces corresponding to some of
the faces.
Should I be making the couch another way? Or am I adding faces wrongly?
Could you provide a bit of help please?!
Steve
>>
by adding an axis, drawing lines to the shape I need and then extruding upwards
to form the height. I then try to add faces to the top seating surface and
can't seem to be able to pick the right points in the three views.
<<
Steve,
Couple of ways to tackle this. First, you can add the faces to the flat 2D
outline you create before you extrude. Then when you extrude the top surface
will automatically be faced.
If that's not what you want then, you can select HIDE from the menu, then use
the lasso or drag-box to HIDE the lower vertices when viewed from the front or
side views. Doing this will remove them from view, it won't delete them, so
that you can easily get to the points you want to get to.
-GreG
<<
This also causes a problem because when the object is rendered with a texture,
angled divisions can be seen on the surfaces corresponding to some of the
faces.
>>
Steve,
I too, noticed and had problems with this anomoly when I first started
working with Imagine. I believe it has to do with applying phong shading to
surfaces having co-planar faces, that is, surfaces with faces which have all
their points in the same plane. Try fracturing the surface faces and moving
some of the resulting points slightly so they don't lie in the same plane. Or,
in the attributes requestor, turn off phong shading. BTW, I've seen this same
rendering aberration in other modellers I have, so I assume they're all using
the same phong shading algorithm. Hope this helps.
– Bob