So I'm trying to build johnny 5's shoulder, for lack of a better term, and I'm having some subdivision problems that I can't figure out.
So I start out with this shape here.
http://img.photobucket.com/albums/v506/lordofarda/3d%20graphics/blah2.jpg
Straightforward enough so far. Yet when I convert it into a subdivision surface I get this garbage
http://img.photobucket.com/albums/v506/lordofarda/3d%20graphics/blah1.jpg
Then when I render it out, it looks perfectly fine if rounded since there is no creases yet
http://img.photobucket.com/albums/v506/lordofarda/3d%20graphics/blah.jpg
I have gone through the mesh cleanup many times. No lamina faces, no nonmanifold geometry, no concave faces, no faces with holes, no non-planar faces, no zero-length edges, no tris nor n-gons, no faces with zero geometry area, and all normals are facing outwards.
Anybody have an idea of what is wrong?
Posts
Have you tried adding some edgeloops to refine the corners and give it some hints with the abrupt change between hole and cylinder?
Does it do the same if you leave it as a plain poly object and go to the smoothing preview (shortcut "3" on your keyboard)?
Maya either has a couple of weird quirks with its subdivision or there's something fundamental that I overlook occasionally too. I get this from time to time and I usually go back by one incremental save and re-do it.
But is this really something that you want to do as a subdivided object? I would have thought that this is something you could accomplish just as easily with a plain poly object and an appropriate strength Smooth operation and some Soften Edge operations if necessary. There's more than one way to skin a cat!
Smooth preview looks just fine and doing a smooth operation works just as well.
And I was wanting to do a subdiv on it since it's a rounded smooth shape it it would give me more control over it whilst I was modeling the rest of him. Since with no good ortho style reference shots of him, it's kind of a trial and error type thing to get all the proportions/shapes right.