Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(37 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Meshmoothing a human head
show user profile  Seyren
I'm training to make a body for a game i want to do as a hobby, but i'm having a hard time doing the meshsmoothing part.

I wan to make a face that is fully rigged with facial expresions and stuff, i'm a starter at modelling so i don't know much yet, followed some basic tutorials about model in 3ds max

This is the low poly model:

I admit the Topology is kind of awful, but i had to do it to fit what i wanted to do, more or less, i don't know efficent techniques
Close up of the open mouth

The teeth are just planes between the mouth.

Now here is the thing when i apply meshsmooth

The mouth gets kind of deformed, i don't find it wrong that gets opened because that's normal i guess, but i find strange that the mouth gets like "holes" between the edges.

Removed the teeth so it can be seen better.

Also the sides of the mouth are more opened than ithought.

The thing is that if i move the lips one under another it might be kind of fixed? but would look ugly and dirty, so i'm asking over here if there is a good way to subdivide the face yet preserving the style of the old face.

I hope i explained myself properly

Thanks in advane:
Seyren :P
read 416 times
3/15/2015 4:25:26 PM (last edit: 3/15/2015 4:25:26 PM)
show user profile  herfst1
If it's for a game your're not going to be meshsmoothing it.

What you have to do is create every single poly. Just concentrate lines on the curves.

To fix areas like inside the eyelids, mouth, behind the ears you're going to have to use smoothing groups or denser lines.
read 395 times
3/15/2015 6:31:01 PM (last edit: 3/15/2015 6:31:01 PM)
show user profile  Mr_Stabby
>>What you have to do is create every single poly.

ahh.. the good old days...

these days 99% of games use variably subdivided meshes, usually up to 2x (so like the nose would get full 2x while back of the head gets none).

read 374 times
3/15/2015 11:29:48 PM (last edit: 3/15/2015 11:29:48 PM)
show user profile  Seyren
Oh i see, well you are right, meshsmooth could be too much for the whole thing, i thought it was a good idea since most of the people do it these days and my head looks kind ooof, cubic?

However at this point the only thing i can do is to cut some polys and i'm afraid of wrecking the topology, so is there any tips you would point out? Sorry if i'm asking too much.
read 369 times
3/16/2015 1:29:47 AM (last edit: 3/16/2015 1:29:47 AM)
#Maxforums IRC
Open chat window