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Author Topic: connecting 2 sides of a head.  (Read 2643 times)

Kyle101

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connecting 2 sides of a head.
« on: September 26, 2009, 01:12:43 am »

I'm having problems trying to connect on side of a head model to the other. I made 1/2 of the head, I used mirror, and I subdivided both halfs. It doesn't look right. You can see a line going down in the middle and the edges do not match. If you know what I am talking about, tell me what I need to do.
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rellik420

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Re: connecting 2 sides of a head.
« Reply #1 on: September 26, 2009, 02:52:19 am »

what u do is, after u mirror you have two seperate objects. select both objects and then "join solids" (build>join solids). once you join the two objects select all the points straight down the middle (hopefully they r in th middle on the 0 Y axis.) then hit shift+l ("L"). thats merge points. then hit the enter button or change your properties i usually go with .25 since sometimes other points are too close together and u end up merging things you dont want to. but that will fix the crease. hope this helped,
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Kyle101

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Re: connecting 2 sides of a head.
« Reply #2 on: September 26, 2009, 06:55:35 am »

Thanks, I put my model as my profile pic.
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xalener

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Re: connecting 2 sides of a head.
« Reply #3 on: September 28, 2009, 07:49:33 pm »

DO NOT EVER UBDIVIDE A MODEL. Instead convert to subdivided.
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rellik420

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Re: connecting 2 sides of a head.
« Reply #4 on: October 03, 2009, 09:48:19 am »

acutally ive read up a bit on this. converting to subdivided is using NURBS. (some1 correct me id im wrong on this,) basically subdividing the faces multipies the lines which gives a bigger file and more of a render time. using convert to subdivided uses nurbs wich i guess condenses your model and manipulates it.

NURBS, short for nonuniform rational B-spline, is a computer graphics technique for drawing curves. A NURBS curve is defined by a set of weighted control points, the curve's order and a knot vector. NURBS are generalizations of both B-splines and Bézier curves, with the primary difference being the weighting of the control points which makes them rational (non-rational B-splines are a special case of rational B-splines, in practice most NURBS curves are non-rational).

thats what i found online but if you look at your model in point edit mode with no shading (wireframe) you can really see what it does. once you know what it does you can kind of pick and choose if you want convert to subdivided or subdivide faces.

i usually subdivide faces when im at the very start of my model and only when i really need that many lines.
but i think if you have a finished model or close to it. you dont want doe divide the faces you would want to convert to subdivided faces.
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hihosilver

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Re: connecting 2 sides of a head.
« Reply #5 on: October 05, 2009, 12:41:42 am »

rellik, you're close, but technically converting to a subdivision object is not the same as using NURBS.  Using NURBS is a completely different technique where you define the curves and the faces will follow the curves.  With subdivision objects, you basically create a cage out of polygons, and when subdivided, the faces are divided into smaller faces and use the original cage to define how the new faces curve.  It's basically like splitting up faces into more faces then smoothing the object.  The difference between this and subdividing the faces is that using a subdivision object will keep the same original cage.
If that didn't make sense I can explain more.
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