QUESTION FFB mesh conversion smoothing

Discussion in 'Tracks' started by Trawa, May 25, 2018.

  1. Trawa

    Trawa New Member

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    So I got my track all nice and dandy BUT
    no matter whether my FFB mesh (cloned visual layer) consists of 700k polys (tesselate + subdivide) or 7k polys (original) it's bumpy as hell. Whats even funnier - another part of the track is perfectly smooth with just 7k of polys. I ran out of ideas. Smooth, TurboSmooth, MeshSmooth, quadify - nothing. No matter what I do the bumps stay there.

    upload_2018-5-25_17-37-44.png

    This is how visual mesh looks like.
    Tesselated + subdivided
    [​IMG]

    IT'S STILL BUMPY AS HELL.

    Quadified + subdivided

    [​IMG]

    Same result. These anomalies might be causing bumps though.

    https://mega.nz/#!DwwiVCSA!vu4J7jmX9AX0CaVRDGB3O3peq4Q-X866UPsw9nAFUCo
    Mesh link if anyone wants to take a look.

    Any and all help will be greatly appreciated.
     
    Seanus likes this.
  2. Johnr777

    Johnr777 Active Member

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    Maybe its an "anti-rip" feature Turn 10 inserted into their Bernese Alps mesh...
     
    mantasisg likes this.
  3. Seanus

    Seanus New Member

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    You are not alone Trawa.
    I too would be very grateful for a non esoteric method to do this, as I have not had alot more success than you have had using trial and error.
     
  4. luchian

    luchian Administrator Staff Member

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    Well, if this is indeed a rip (and I tend to trust John), then people will be less keen to jump and help you around here.. o_O
     
  5. mantasisg

    mantasisg Active Member

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    classic stuff ^
     
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