What is wrong with these polygons?

ToyenToyen Posts: 1,888

Hello there everybody!

I hope you are having a great day!

I have some misbehaving polygons here after importing an obj to DS from Blender.

I checked the normals and they seem to be fine.

They also do not look like they are ngons.

What could be wrong with these two?

polygons.png
566 x 774 - 85K

Comments

  • StratDragonStratDragon Posts: 3,168
    edited December 1969

    if the normals are okay the surface could be bleeding over the mesh,

    you could sub D just those faces once and see if that fixes

    If the normals are not okay you could try to select the entire surface in Blender and recalculate the mesh and make sure you dont' have a seam, or a marked angle or a combination of smooth and flat surfaces shared across the same mesh without compensating for that break.

  • 3WC3WC Posts: 1,107
    edited November 2014

    I just had a similar problem. I checked the normals in blender, everything was fine, tried re-exporting the obj file, but it still showed up. The solution was that I went to polygon selection in Daz Studio and told it to flip the normal. That worked. Even though it was fine in Blender, for some reason the normal got flipped when importing into Studio. You could try that and see if it works.

    Untitled.jpg
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    Post edited by 3WC on
  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    A wireframe would help - I suspect you have an edge joining one of the sides of those apparent triangles, DS and 3Delight don't like that; if it is the case, try splitting the quads into triangles.

  • ToyenToyen Posts: 1,888
    edited December 1969

    Hey there everyone and thanks for replies!

    Checked the normals again and tried flipping them in Daz Studio, didn´t do the trick. The polygons still look a bit different (see pic) especially the lower one.

    So should I try to subdivide those two polygons? Can it be done inside DS?

    Here´s also a wireframe screenshot.

    wire.png
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    norms.png
    729 x 716 - 67K
  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    Those are certainly the classic shapes for bad quads in DS. Unfortunately you can't selectively triangulate in DS, and doing the whole mesh would add a lot of polygons - better to do it in your modeller.

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