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728762 No.728762 [Reply] [Original]

Can somebody explain why this happens? this happens randomly after rotating bones and then resetting them. The mesh stays corrupted forever like this until I smooth it out in sculpt mode. Is there a way to prevent this? sometimes its in places i dont notice until later and I cant just ctrl-z or I lose a lot of work.

>> No.728764

>>728762
This kills the trypophobe.

Anyway, is this rigged mesh triangulated or quads, and how dense is the mesh? A wire-frame shot might be helpful.

>> No.728765
File: 1.32 MB, 1078x1304, Screenshot_2020-03-11_20-23-10.png [View same] [iqdb] [saucenao] [google]
728765

>>728764
It's a triangulated, and has around 1mil triangles. I have already manually fixed that part, but i took a screenshot of another corrupted area in wireframe mode. As you can see there are random spikes going out/in of the model

>> No.728766
File: 8 KB, 210x259, 1279841892422.jpg [View same] [iqdb] [saucenao] [google]
728766

>>728765
>rigging a 1m triangles mesh

>> No.728767

>>728766
yes, my first model. Playing around; i'll decrease the triangle count later. Im a programmer so this is not my field :/

>> No.728770

>>728767
That's an insane amount of tris. Some of your issues may relate to floating point imprecision. 1 mil is kind of nuts to rig. Try this: make a back up of your mesh and apply a decimate modifier to it. Re-rig if necessary, and see if you still have these problems.

>> No.728771

>>728770
hmm i just noticed that it looks fine in edit mode, but not in object and sculpt mode.. i'll try reducing the amount of triangles. thanks

>> No.728773
File: 385 KB, 553x1006, Screenshot_2020-03-11_20-49-56.png [View same] [iqdb] [saucenao] [google]
728773

>>728770
it's now only 250k triangles and when i scale down the model (by 0.1) then this happens. I have no idea whats why blender does this

>> No.728774

>>728773
u need to retopo it

>> No.728775

>>728774
oh that did really fix it.. Can you explain why that fixes it?

>> No.728776

>>728774
also thanks

>> No.728780

>>728775

dense meshes are not rig friendly

polygon budget should be something around 15-100k tris depending on complexity of the models (for games). for vfx the workflow is massively different

>> No.728784

>>728775
Rigs hate messy mesh, especially if it's really dense AND messy mesh.
Your model's detail level from what we can see here doesn't justify 1m anyways so you should get away with retopo it with the one-click retopo if you just want to dick around.

BUT SERIOUSLY, learn to fucking do it the right way. Learn to fucking retopo before you rig anything.

>> No.728795

>>728776
Because rigging involves skinning, meaning the calculations that bind which joints influence which vertices. You usually need to weight-paint this, so the mesh deforms properly. Using a high res mesh, and automatic skinning, results in errors when moving joints, deforming the mesh.

>> No.728800

>>728762
Freaky.

>> No.728812

>>728773
Bebbers :DDD :DD

>> No.728873

>>728773
So you're a big fan of futa huh?