mangled mesh?

I’m trying to to think of another instance where the witty phrase ‘I’ve just squashed my hair and I can’t do a thing with it’ could be used… and I can’t.

MAN that was funny. <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –>

so there I was, cruising along, peachy pleased with the effects I was getting, shooting for ‘disheveled look’ hair. As I modeled the hair on the human, I failed to notice the one or two slight deform tool operations had crossed mesh in a number of places, and unfortunately nothing very organized.

Crossed mesh, that’s where you’ve taken the back surface and pulled it through the front, causing a dismanagable mess of faces. I’ve just squashed my hair, and can’t do a thing with it. Being it involves 15-20+ faces, I fear I may have to drop back to a previously saved model and toss the work I’ve done on this one.

Short of deleting the last 75 operations or more to get back to that point, is there any simpler way to regain my geometrical integrity? Punching up ‘repair geometry’ sort of just chuckled at me and didn’t seem to want to help much.

The only thing I can think off that might help is that if you go through the object layers you can delete some of the layers (or remove the tick to temp. turn them off) depending on the operation deleted sometimes this will destroy the following operations somtimes you will ‘get away with it’ <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Hope this helps ?

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