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Subdiving a cylinder for MudBox
Just been getting into to working with MudBox recently and thought I would use it for my latest project, which is re-creating the "Weathertop" from LOTR. Now for the first time I'm coming up against a bit of a problem with subdivision. I am trying to get a good even distribution of quads across the mesh so it will subdivide in MudBox properly, however I can't seem to get it correct. Also another smaller but equally important problem is obviously the steps are alot smaller in comparison to the rest of the mesh, meaning that when it subdivides those areas become incredibly dense in comparison.
This is my 3rd attempt at getting this correct now, the first time I actually included a 3 edge system around all hard edges to maintain them in MudBox (the same way they require this to stay sharp with TurboSmooth) however MudBox has the option to subdivide without smoothing the mesh so I have omitted them this time to reduce poly density in those areas.
Anybody have some good pointers for making a cylinder fit nicely into even quads ?
Big thanks to anybody that can point me in the right direction.
read 608 times
2/24/2009 1:49:37 PM (last edit: 2/24/2009 1:49:37 PM)
Id just add a tessellate modifier (set to quad) then remove the edge loops on the face of the steps after wards before bringing into muxbox, takes a few seconds.
by the way, you didn't do a great job in getting them all quads, all the red faces are 5sides polys ;)
read 596 times
2/24/2009 2:28:12 PM (last edit: 2/24/2009 2:28:12 PM)
LOL yes your right, I was struggling to find a good way to match them into the pattern and kind of gave up half way when I realised lol. Thanks very much for the help MrGrotey :) yet again!
read 587 times
2/24/2009 2:45:28 PM (last edit: 2/24/2009 2:45:28 PM)
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