With the modifier stack from top to bottom: mirror -> shrinkwrap -> subsurf I see horrible dents around the wh…

Forum Archive With the modifier stack from top to bottom: mirror -> shrinkwrap -> subsurf I see horrible dents around the wh…

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  • #4896
    mseddon
    Participant

      With the modifier stack from top to bottom:

      mirror -> shrinkwrap -> subsurf

      I see horrible dents around the wheel holes with the matcap.

      Setting the modifier stack to:

      mirror -> subsurf -> shrinkwrap

      Everything looks great. I wonder after finishing this lesson in the tutorial, why it wouldn’t be better to have them in that order?

      #23202
      mseddon
      Participant

        I notice now that with the modifier stack in that order- we lose the nice curve around the cockpit cutout as the mesh wobbles around the underlying triangles… Definitely not what we want.

        #23203
        mseddon
        Participant

          The issue is visible in matcap here:
          http://s33.postimg.org/io3wshnr3/ding.png

          with the wireframe here:

          http://postimg.org/image/hkjsgj33v/

          What is strange is it seems that only the rim around those holes are actually touching the surface of body block- everything else is inset somewhat. Here’s a profile along the edge with the body selected and the body block behind in black:

          http://postimg.org/image/eggit9htn/

          #23204
          mseddon
          Participant

            In your video it was above 🙂

            Thanks for all your help!

            Actually I figured out a workaround. The problem was with shrink wrap on the bottom of the stack, the holes looked perfect, but the cockpit rim got distorted. By creating TWO Shrink-wrap modifiers (one above and one below) and assigning them to appropriate vertex groups allows me to get the best of both worlds- something I can see coming in handy later when I’m dealing with much more complex surfaces!

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