Using Wings3D to Fix Topology

The Problem

Most full-blown 3D applications come with “subdivison surface editing” facilities of some sort. The tools used for this, however, are basically just polygonal modeling ones, applied to the control cage rather than the subdivison surface itself. As they often got developed before subdivision surfaces even got added as a feature to such applications, they are more or less terrible at guaranteeing that the surface one’s editing is actually staying manifold.

However, non-manifold geometry frequently provides to be the opener for a can of worms at render time. Just recently, a colleague at work asked me for help to fix a model done in Maya. While looking fine in Maya’s viewport, it would render as a subdivison surface with completely screwed up texture coordinates in PhotoRealistic RenderMan.

The reason being that it contained non-manifold geometry. The renderer detected this and threw the offending parts of the mesh away, printing a warning message. Due to a bug though, it didn’t adjust the relationship with the texture coordinate data accordingly. Which led to the bad image.

Now there’s two solutions: report a bug to the vendor of the renderer or make sure your geometry is ‘good’ (manifold) for starters.

With deadlines looming, the latter is commonly the only option. What we tried first in the case at hand was hence to run Maya’s Polygon Cleanup tool on the mesh to ensure manifoldness. Maya’s tool not always detects certain sorts of non-manifold connectivity though. As was the case with the mesh at hand. So we couldn’t fix the problem in Maya.

I’ve come across this issue numerous times in recent years. Having ‘good’ meshes come out of the modeling department can save you so much trouble later down the pipeline, its importance can’t be stressed enough.

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The Power of Interdisciplinary Teams

If you face a problem, one way to look for a solution may be to ask people from different fields. A lot of time a solution doesn’t present itself because the knowledge you have in a specific field also acts as a boundary for your imagination.

Before I continue talking about the subject itself, let me start with a story.

Many people have commented on the ‘Liquid’ shelf system my very good friend Sascha Ulber designed, in spring 2003. As trivial as it looks, the way it was conceptualized and most things about it were about five years ahead of the curve then.

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A Comment on the iPhone 4’s “Retina Display” Debate

Several blogs and mailing lists I frequent linked to an article investigating the validity of Apple’s claims that the iPhone 4′s display has a ‘terminal’ resolution for the application at hand: namely a human reading its display at an ‘average’ distance (which, being unspecified in Apple’s press release, offers quite a bit of latitude for interpretation).

The article ignores several important facts.

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On Plagiarism & Creativity in the Digital Age

A while ago there was a thread on the 3D-Pro mailing list that diverged from its original subject and took a turn towards a debate about copyright.

The debate resulted when someone discovered that part of an image was being used as a backdrop for another image without giving proper credit.

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