02-08-2016, 06:33 AM
(02-07-2016, 08:50 PM)Dimitri Wrote: 'Not sure what else I can do besides smoothing, adding more polygons (not that the number of polygons even matters, since the model will be pre-rendered into a sprite sheet for the game).'
It is a matter of topology. Try another way of constructing the initial-control mesh. Usually such problems arise from the way the mesh is organized from its very first steps. It needs some experience regarding the peculiarities of the subdivision modelling route. After experimenting a little bit you will find the proper solution, for sure. : - )
The initial mesh is simply a flattened sphere. The problem comes when taking a set of faces on that sphere and flatening them in order to prepare them for circularization to make the circular door. The surrounding polygons become non-planar in doing the circularization (and probably the initial flatening), and trying to smooth those out without adding more vertices is what is causing the apparent creasing.
I'm trying another method, if I can figure out a way to cut out the damaged part of the sphere from an earlier save, cut out the damaged part from the current model (including the door), paste the original mesh into place (and weld them back in place) then I am going to try to take just the circular part, extrude the edges back toward (and through) the body, and do a boolian AND on them (with the old Manifold Lab functions).
If this all goes well, I should have a repaired ship with proper faces and edges that can then have hardness re-applied.
(Or, just extrude the door edge back through the body enough to look good, just as the other parts that were merged are extruded through the body). Anyway, all my learning this program and 3D modelling has been experimenting with what works and what doesn't. It's taken me 3 years of playing with it off and on to get this far.