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Easiest way to add more poly to skinned mesh?
show user profile  jensonagain
I have a skin mesh of a human body. How can I simply add more quads?

In Zbrush you can tick divide and it will do this for you perfectly. Is there something similar in 3d studio max?

Meshsmooth & Turbosmooth give odd results and change the frame of the body. I want to keep the entire body in place and simply add more topology all over the body so it deforms better.
read 403 times
10/9/2014 11:34:03 AM (last edit: 10/9/2014 11:34:03 AM)
show user profile  Nik Clark
Would the Quadrify mesh modifier help?

read 403 times
10/9/2014 11:35:41 AM (last edit: 10/9/2014 11:35:41 AM)
show user profile  3joez
post wire, pleaze
read 402 times
10/9/2014 11:37:38 AM (last edit: 10/9/2014 11:37:38 AM)
show user profile  Mr_Stabby

read 401 times
10/9/2014 11:49:55 AM (last edit: 10/9/2014 11:49:55 AM)
show user profile  herfst1
Easiest way:

1. Make a duplicate and delete all modifiers.
2. Add poly's
3. Add skin wrap modifier. Make sure the original skinned one is unhidden and in the same world space and "pick" it.
4. Done.
read 398 times
10/9/2014 12:20:45 PM (last edit: 10/9/2014 12:20:45 PM)
show user profile  jensonagain
Thank you!
read 395 times
10/9/2014 12:39:34 PM (last edit: 10/9/2014 12:39:34 PM)
show user profile  jensonagain
Do you guys know a way to control the strength of tessellation? Even at the lowest settings it converts my body from 4871 verts to around 18000+ verts.

Is there a way to only add say +20% tesselation?

4871 verts + 20% tesselation = 5845 verts for example
read 376 times
10/10/2014 4:28:29 AM (last edit: 10/10/2014 4:28:29 AM)
show user profile  K-tonne
you're probably better off learning how to model joints so that they deform properly
throwing polys at the problem won't make it go away- just make more issues down the road

have a look at this for a good idea what to expect when dealing with deformations:

Website and Portfolio

read 374 times
10/10/2014 4:44:20 AM (last edit: 10/10/2014 4:44:20 AM)
show user profile  jensonagain
I appreciate that link.

Not only did I manage to make it deform properly at low poly count, but adding more poly made a much smoother deformation.

I ended up selecting the parts of the mesh using face mode (edit poly) then just doing insert loop where needed.

Thanks for all your help, I'm ready to move on to next step lol.
read 360 times
10/10/2014 7:06:48 AM (last edit: 10/10/2014 7:07:06 AM)
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