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Character smoothing - how can i solve this problems?
show user profile  Alex910
This is my first character in max and the smoothing as you see in the picture, looks weird in some places. Is this normal at this stage? and this smooth problem will be canceled by the texture? I tried to modify the vertexes position, but the same result, in new places. How can i correct that problem? The subdivision can solve it? And, in your case, how do you solve this problem when modeling a character?
Here is my character photo: http://imageshack.us/f/15/mymodel.png/

Thank you!
read 289 times
7/12/2012 9:01:05 PM (last edit: 7/12/2012 9:01:05 PM)
show user profile  herfst1
You can try turning on a turbosmooth modifier.

Your mesh looks fairly clean (poly's) but looking at that lip I reckon you've got a stray vert. Go to vert sub-object mode and check.

Normally I'll model and move verts turning turbosmooth on and off all the time to check.

Yes, texturing will hide a lot of errors.

read 282 times
7/12/2012 9:10:16 PM (last edit: 7/12/2012 9:10:16 PM)
show user profile  K-tonne
it's the transition between the nose, nostrils and the top lip- too much of an angle for one smoothing group to handle
putting the top lip into another smoothing group would help, but probably wouldn't look as you'd like
you could try turning the edges (edge mode> edit edges> turn) you'll see some dotted lines- click on them to turn them- meaning the edge will connect to another vert- right click to get out of turn mode
failing that throw some polys at it- you have allot in the eye so i guess polycount isn't too much of an issue
put a loop around the nostrils to around low on the bridge of the nose to lessen the angle that's causing the problems
mouths should be modelled as flattened cylinders really (as if you were looking directly at the cap)- for smoother animation

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read 276 times
7/12/2012 9:16:11 PM (last edit: 7/12/2012 9:16:11 PM)
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