Some help

ok, im doing atutorial that has you make a person out of cubes. it then says that if you hit set smooth, it becomes all nice and smooth, like this:

http://upload.wikimedia.org/wikibooks/en/d/db/Simple_person.png

and all i get is a scaly looking thing. it rounds everything like its all not attached or something. it rounds each cube individually. what am i doing wrong?

here’s the tutorial btw:
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Detailing_Your_Simple_Person_1

I think you missed the part where it tells you to extrude the new cubes rather than add them. So. Better advice: dump gus and move to an updated tutorial that will get you going faster and further: BSoD/Introduction to Character Animation.

Trust me, this tutorial starts from assuming no knowledge of Blender and walks you through modeling, texturing, rigging and animating. You can go as far as you want, but you won’t find a better introduction to Blender on the web.

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Well, no, I extruded them. But ok, I’ll try them out.
PS I can model stuff, I’m almost done on the modeling process of a pistol. I just had a question about this thing.

Well, post some wires of your model, and maybe someone can tell you what happened.

Maybe your normals are turned wrong here and there?

Here are some shots:

the first is the object in edit mode.

The second is what happens
http://i123.photobucket.com/albums/o314/Magmoormaster/Blender2.jpg

I haven’t adjusted the normals. Should I have?

Hehe… you loaded the same pic twice.

%<

Oops. Oh well, I’ve fixed that.

ok, i fixed it.

Not sure if you mean fixed the link or the problem so here goes:

Each of your “extrusions” is actually a seperate Cube (although all part of the same Mesh); in other words, at each intersection there is a (more likely two) face on the inside. If you use Extrude (E in edit mode) on the verts of the outside face to extrude the next ‘cube’ that internal face will be dropped, or more correctly, it’ll be carried forward with the extruded verts. What you have now is those internal faces also being calculated by the Subsurf Modifier.

%<

One possible “fix” to your current bubble problem would be to go into edit mode, select all vertices (a key), press w and select “remove doubles”.

What Fligh is saying is right.

actually, i did it just like the right way. i extruded by region and moved it into position. i tryed the other way and it worked abit, but since one face was missing, it kinda had some holes.

if you have a missing face, select 4 vertices that make the hole and press the f key (f for fill…how about that :D)