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General modelling question
show user profile  antoin_currie
Hello there,

I create a plane with many edges and at one side I manipulate some verts in many directions.
At this particular side, I extrude the edges down along the z axis to give it some depth.
The absolute corner edges of the side stay sharp after the turbosmooth modifier has been applied but the central edges are softened.
Until I apply support edges to make it sharp and pointy.
This is how smoothing works fundamentally, I know this, but just would like to know if there is a better way of creating the sharpened edge without having the support edge cause a crease all alone the middle of the plane?
Surely I don't need the support edges to go all along the plane?
If I don't, there is some distortion and it's not as sharp.
What do ya do?

I hope I've explained it properly, I know most of you guys will get it straight away!

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1/9/2015 4:16:14 PM (last edit: 1/9/2015 4:16:14 PM)
show user profile  antoin_currie
I've done this which gives me a decent result:-
But is it the best way? Or is there a better way???
read 478 times
1/9/2015 4:20:25 PM (last edit: 1/9/2015 4:20:25 PM)
show user profile  K-tonne
you could terminate the many edges along the mesh past the peaks
for example: you have 3 edges in the second pic- you could just collapse them after the peak has ended to form a quad
also it's ok with meshsmooth/ turbosmooth to have tris or even ngons on flat areas
but as a loose rule you should try to avoid ngons really

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read 473 times
1/9/2015 4:26:48 PM (last edit: 1/9/2015 4:26:48 PM)
show user profile  antoin_currie
thanks for the reply, can you please explain what exactly it means when you say 'collapse' the edges?
I basically don't want the big long edges running along the flat of the mesh, but I know I need supporting edges for the peak to sharpen up. so are you saying I should do this?

read 469 times
1/9/2015 4:37:03 PM (last edit: 1/9/2015 4:37:03 PM)
show user profile  K-tonne
a little further into the mesh to avoid distortions when smoothing perhaps- if it smoothes fine there then that's cool
and 'collapse' is an actual button in vert, edge and poly mode- it does what you think it does :)
it's a quick way to maintain quads sometimes- you collapse 3 verts into one, then delete the middle edge running to that vert creating a quad
there's vid by grant warwick posted on another thread recently you should watch maybe, it's very informative about just this type of thing

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read 464 times
1/9/2015 4:49:22 PM (last edit: 1/9/2015 4:49:22 PM)
show user profile  antoin_currie

yeah I see what you mean with the collapse, I just normally weld, but I suppose I could make use of that as well.

I do get a good result with what I've done just there, I'll try playing about with that, but thanks, your pointers have helped.

read 462 times
1/9/2015 4:55:14 PM (last edit: 1/9/2015 4:55:14 PM)
show user profile  herfst1
As long as your n-gons are on a flat it makes not difference to turbosmooth results. I've done a bunch of low poly modelling and, as k-tonne says, if it's terminated (or not) away from any curve it'll be fine. Here's an example of a decent result while ignoring the "rule" of poly modelling.

read 452 times
1/9/2015 5:44:52 PM (last edit: 1/9/2015 5:45:18 PM)
show user profile  antoin_currie
thanks for the video there herfst, makes a lot of sense.
read 446 times
1/9/2015 6:15:47 PM (last edit: 1/9/2015 6:15:47 PM)
show user profile  ScotlandDave
With what you have above, normally what i`d do is basically what you have done, but add in another loop, connect those new unresolved loops to it, and then terminate them from there ( as in the pic ). Basically it just resolves the loops away from your edge, in a less important area where it`s much less noticeable..

The other alternative is to continue your new cuts instead of terminating them, but widen them right out so that they don`t cause the subdivided mesh to `tighten - ie so you get the benefit of controlling that corner/edge area but they loosen off further into the mesh. And then terminate them elsewhere, so as per my first pic but without the extra loop added in..

Kinda like this:

How hard is it to explain these things without showing it :)

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read 428 times
1/10/2015 12:37:40 AM (last edit: 1/10/2015 12:43:25 AM)
show user profile  antoin_currie
Wow, learned a lot from you all, cheers.
ScotlandDave - thanks, looks good!
It's absolutely impossible to explain without showing!
read 393 times
1/12/2015 10:40:04 AM (last edit: 1/12/2015 10:40:04 AM)
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