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Okay, I need to model some holes into a cylinder for my M4 Carbine, but because the holes are close to the edges of the plane the triangles are close together which makes the smoothing like crap.
Basicly does anyone know a way to model holes into a round object like this:
Please could you show me with a wireframe, it would be much appreitiated. (Spelt that wrong Lol)
read 756 times
3/13/2009 4:50:36 PM (last edit: 3/13/2009 4:50:36 PM)
check the grotorial page for others
read 746 times
3/13/2009 5:00:35 PM (last edit: 3/13/2009 5:00:35 PM)
Awesome, thanks. But I dont want to turbosmooth or meshsmooth it.
read 743 times
3/13/2009 5:08:22 PM (last edit: 3/13/2009 5:08:22 PM)
If you're not going to turbosmooth it then what's the problem with the smoothing being "like crap"? =P
read 708 times
3/13/2009 7:19:42 PM (last edit: 3/13/2009 7:19:42 PM)
Because I try to avoide using turbosmooth because my topolagy sucks.
And I really doubt turbsmoothed objects are going to run well in game engines.
read 698 times
3/13/2009 7:31:07 PM (last edit: 3/13/2009 7:31:07 PM)
There's a fault in your logic
read 688 times
3/13/2009 8:23:55 PM (last edit: 3/13/2009 8:23:55 PM)
"holes are close to the edges of the plane the triangles are close together which makes the smoothing like cra"
I think what he means is that he gets normal problems. When you have really low poly geometry gourad shading can start to look really bad. Especially with small long triangles.
If i understand you right the only solution is to try and spread the polycount a little. Add an extra ring of edges or an extra edge. Also try to keep surfaces that are not supoosed to be curved as planar as possible. As a last tip make certain your smoothing groups are assigned properly.
HEre is a working example:
read 667 times
3/14/2009 6:08:26 AM (last edit: 3/14/2009 6:20:35 AM)
That example will probably work fine. Thanks.
read 653 times
3/14/2009 7:35:58 AM (last edit: 3/14/2009 7:35:58 AM)
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