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Antury
17th Sep 2011, 06:30 AM
Hello.
It's just a small question I want to ask. In order to make 3D edges on the cylindrical parts of clothes mesh, such as sleeves for example, I tried to select faces around and use "subdivide 4". But the thing is that I actually need to divide only those edges along the cylinder, that is, vertical for legs and horizontal for arms. But with 'subdivide 4' tool all (vertical and horizontal) the edges of a face are divided, and so, unnecessary vertices and faces appear:
http://s11.radikal.ru/i183/1109/f5/28951565e2ba.bmp (http://www.radikal.ru)

I'm really new in meshing, so I wonder if there is some way to avoid those unnecessary faces, maybe through modifying the model after division or using another tools.

P.S. Sorry if my English isn't too good: it's not my native language ..

P.P.S. It seems that those unneeded vertices on horizontal edges cause strange separate shading of modified part in BodyShop, so I guess one needs to adjust normals after division too..

BloomsBase
17th Sep 2011, 12:20 PM
There is not a way to adchieve that, not that i know of.....:(

You best select the roe of faces and regroup them, then duplicate them
Then snap the bottom roe of vertices of the regrouped meshpart with the top roe of the duplicate.


Before you regroup you do need to edit/update the UVmap and after regrouping all together you need to check/update the boneassignements on the new seam
I hope this makes sence?

Antury
18th Sep 2011, 06:51 AM
BloomsBase, thank you for the advice! But it seems that I lack knowledge to fully understand that.. I don't know much about regrouping and duplicating; when I give this commands in MilkShape it seems that nothing happens.. Yet, it is my problem anyway.

The other question is whether this or that way of getting new row of vertices creates normals and UV-map for them or not. I tried to manually delete the unwanted vertices and build new faces, but those appeared to be totally out of general structure of the mesh: they had no texture at all. So, I guess, this way is no use..

And I still can't manage to adjust normals without getting rid of those vertices. It's strange that the mesh looks rather normal in MilkShape (smooth-shaded), but in Body Shop the odd shading appears on the edited part of it.

fakepeeps7
19th Sep 2011, 08:45 PM
BloomsBase, thank you for the advice! But it seems that I lack knowledge to fully understand that.. I don't know much about regrouping and duplicating; when I give this commands in MilkShape it seems that nothing happens.. Yet, it is my problem anyway.

It may look like the Duplicate command has done nothing, but it probably has. A new group will be formed when you duplicate something. Try hiding the "body" group and you should be able to see the duplicated faces.

The other question is whether this or that way of getting new row of vertices creates normals and UV-map for them or not. I tried to manually delete the unwanted vertices and build new faces, but those appeared to be totally out of general structure of the mesh: they had no texture at all. So, I guess, this way is no use..

The normals on your duplicated piece will be the same as the original. The same goes for the UV map; the vertices on the UV map will be in the same place, so you'll have to adjust them to make them fit (otherwise, your texture won't look right).

And I still can't manage to adjust normals without getting rid of those vertices. It's strange that the mesh looks rather normal in MilkShape (smooth-shaded), but in Body Shop the odd shading appears on the edited part of it.

That's probably because of the UV map. If you didn't adjust it, the new piece will have its UV map overlapping the original piece you duplicated.