Hexagon, Hooves, Distortion

Hello! I created some hooves in Hexagon (2.5) by creating a cylinder and just tweaking it which I've done with plenty of other props like horns and spikes. I saved it as a wavefront object and then imported it to DAZ but when it loads in, there's some sort of mesh between the two hoof tips! It shows up once rendered as well, however in Hexagon it doesn't appear at all (see screenshots: daz vs hex). Does anyone know what's causing this?

Thanks!

 

Screenshot (15).png
1818 x 1020 - 261K
Screenshot (16).png
1885 x 1014 - 212K

Comments

  • At a guess there's an n-gon or concave quad (a polygon with more than four edges, or a polygon with four edges where one vertex dips into the shape defined by the other three). Check your wireframe and if you find anything like that select the polygons and triangulate (triple) them.

  • JonnyRayJonnyRay Posts: 1,744

    Hexagon also has a select n-gons option which can lead you to any faces with more than 4 vertices. However I suspect Richard may be onto something with the vertex which is technically inside the object. In modeling it's called a non-manifold mesh and can cause various rendering engines all sorts of problems. This can be easier to see with a wireframe view (with smoothing turned off), but is definitely a pain to locate sometimes as only a minor shift in a single vertex can fix the problem.

  • AscaniaAscania Posts: 1,849
    edited December 2018

     

    At a guess there's an n-gon or concave quad (a polygon with more than four edges, or a polygon with four edges where one vertex dips into the shape defined by the other three). Check your wireframe and if you find anything like that select the polygons and triangulate (triple) them.

    At a guess it's the bottom face

    Post edited by Ascania on
  • Thanks! I found it and fixed it!!

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