thicken problem
thicken problem
hi friends , i created a little room using a box and cut a square to make the window ...... i needed to give a thickness to the whole object ...... i used few plug ins ..... all gave the thickness but they also deformed the edges ( see the pic below ) ........ so the external wall surface isn't straight ...... can we give a thickness while keeping the surface straight ? .......thanx
Last edited by agrmrs on 05 Jul 2013, 18:38, edited 1 time in total.
Re: thicken problem
hi , finally i did it using both "interactive thickness" and "move normals" plugins ........ but now it gives me a window border which is blue in color....... when i bevel both of the window borders that blue border doesen't bevel correctly ...... how can i fix that ....thanx
Last edited by agrmrs on 05 Jul 2013, 18:37, edited 1 time in total.
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: thicken problem
The blue edge denotes a border edge i.e. an edge without a neighboring polygon on one side (simply put). Having them around isn't necessarily a bad thing, especially in a window setup like this...
I think it all largely depends, what part of the room you're focusing on. If you plan to only show the interior, I would extrude outwards and simply ignore any border edges, as long as the don't disturb the view. If you're mainly interested in the outside, the extrusion should obviously go inward... ;) ;)
I think it all largely depends, what part of the room you're focusing on. If you plan to only show the interior, I would extrude outwards and simply ignore any border edges, as long as the don't disturb the view. If you're mainly interested in the outside, the extrusion should obviously go inward... ;) ;)
Stay safe, sane & healthy!
Re: thicken problem
thanx hirazi that's a pretty good trick .....but for a walk through we can't do that ...... any clue would be fine ;;)Hirazi Blue wrote:The blue edge denotes a border edge i.e. an edge without a neighboring polygon on one side (simply put). Having them around isn't necessarily a bad thing, especially in a window setup like this...
I think it all largely depends, what part of the room you're focusing on. If you plan to only show the interior, I would extrude outwards and simply ignore any border edges, as long as the don't disturb the view. If you're mainly interested in the outside, the extrusion should obviously go inward... ;) ;)
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: thicken problem
Just a thought: duplicating your room, scaling it ever so slightly to create the "outside", select all the border edges (of windows and doorways) and do a bridge boundary edge OP on them...
Stay safe, sane & healthy!
Re: thicken problem
ohh thanx mate that worked too ...... i've got another problem when beveling eges some areas of the object turns to a dark color kinda burning look...also visibles in the render region have i done something wrong ? thanxHirazi Blue wrote:Just a thought: duplicating your room, scaling it ever so slightly to create the "outside", select all the border edges (of windows and doorways) and do a bridge boundary edge OP on them...
Last edited by agrmrs on 05 Jul 2013, 18:37, edited 1 time in total.
Re: thicken problem
Hi,
That's because you have some Ngons, I guess.
You can try to check uniform mitering in the bevel panel. That Slightly deform the mesh, but avoid ngons :)
That's because you have some Ngons, I guess.
You can try to check uniform mitering in the bevel panel. That Slightly deform the mesh, but avoid ngons :)
Re: thicken problem
thanx mate actually it worked ......but there wreren't any ngons .....also we can harden the edges in the same panel to reduce this issue completely i tested and workedlehko wrote:Hi,
That's because you have some Ngons, I guess.
You can try to check uniform mitering in the bevel panel. That Slightly deform the mesh, but avoid ngons
Re: thicken problem
mmmm beware when u do bevel, if the scale of your object is not uniform it doesn't work properly, to make sure of it, before of beveling, go to Transform -> Freeze Scaling.
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