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show user profile  Theseus
Hey guys, I'm trying to improve my mesh's was just wondering if the flow and topology of this looks OK?
criticism much appreciated :)

Thanks in advance
read 615 times
7/7/2012 12:32:11 AM (last edit: 7/7/2012 12:32:11 AM)
show user profile  K-tonne
have you got an image of what it's supposed to look like?

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read 608 times
7/7/2012 12:43:56 AM (last edit: 7/7/2012 12:43:56 AM)
show user profile  Theseus
Its just off the top of my head, just wanted to know if the mesh looked "clean"
read 598 times
7/7/2012 1:27:14 AM (last edit: 7/7/2012 1:27:14 AM)
show user profile  ccampbell
Honestly not really... :/

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 590 times
7/7/2012 1:47:54 AM (last edit: 7/7/2012 1:47:54 AM)
show user profile  Theseus
Whats wrong and how could i improve it?
read 586 times
7/7/2012 1:52:30 AM (last edit: 7/7/2012 1:52:30 AM)
show user profile  ScotlandDave
Useful answer ccampbell :|

The end points dont resolve well basically delete those end polies, loop select the open borders ( in edge or border subobtect ) and shift drag them to create an extrusion, the scale it down then extrude again and scale down to a point as desired. That`s just to make it more pointy tho :)

The rectangle hole u have, would normally work ok when smoothed, but if u look at the top pic, from each corner of the rectangle the point splits into two edges - what u want for poly flow in that area is more edge loops, i`d have to photoshop what i meant if its unclear..

Hope that`s of some use..

PS The base of the object itself is all fucked up that`s why it looks like shit on the turbo/mesh-smoothed render.

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read 573 times
7/7/2012 2:11:54 AM (last edit: 7/7/2012 2:13:10 AM)
show user profile  Theseus

Is this any better?

read 565 times
7/7/2012 2:52:52 AM (last edit: 7/7/2012 2:52:52 AM)
show user profile  ccampbell
@ Dave: Your right, my bad dave... but was like 100 polys. I didn't mean to be all that rude :/

Theseous - The second one is getting closer. I can see you made adjustments to the base of the staff looks better but not done. You could remove some of the loops around the horn ends. Also, the square hole looks strange, are you getting the shape your after when you turbo smooth? If not consider chamfering the edges of the hole before the smooth.

You also need more loops around the base portion if you want to hold that crisp change from taper to squared at the base. where the pole would attach. Your Smoothing groups are whacky too.

One way to work while seeing your smoothing effects is to make adjustments while using NURMS Subdivision. If editable poly > select a sub object mode for editing > at the very bottom unroll the "Subdivision Surface" roll out and tick the box that says "use NURMS Subdivision" and make your changes. Alternatively you can add a turbo smooth modifier, step down the stack to your editable poly and toggle on the show end result button right next to the thumb tack below the modifier stack.

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 541 times
7/7/2012 4:02:41 AM (last edit: 7/7/2012 4:02:41 AM)
show user profile  Theseus
Thanks for the help guys i think i'm getting there?
Ive inset the polys to make smooth edges on the sides and close edge loops around the base and hole.

read 538 times
7/7/2012 4:49:06 AM (last edit: 7/7/2012 4:50:27 AM)
show user profile  LionDebt
Getting there...

What is it supposed to be? Never hurts to use reference images

read 534 times
7/7/2012 5:01:20 AM (last edit: 7/7/2012 5:02:11 AM)
show user profile  Theseus
Its just an arrow head, its the first time i've used max so i want to make sure my meshes are a good standard. Any improvements to the mesh anyone can see?
read 526 times
7/7/2012 6:49:17 AM (last edit: 7/7/2012 6:49:17 AM)
show user profile  digital3ds
it gets better the more you put into it. You seem like a perfectionist whose starting to learn (a good thing) - don't be afraid to scrap this model and start off fresh if need be. That center hole looks good - I think it'd look better with pointed tips seeing how its an arrow head

*but yea - looks complete
- Mike Sawicki

read 518 times
7/7/2012 7:40:19 AM (last edit: 7/7/2012 7:41:29 AM)
show user profile  ScotlandDave
Any improvements to the mesh anyone can see?

Definitely a step forward in understanding from the previous version, and very very good for a first time in Max..

What i`d suggest is plan your shape BEFORE creating it, even just think about it for a second - rather than `make do` with whatever primitive you created have a think about it first ie what shape would make a good starting point for blocking out form. In most cases the answer is a cube - cube, convert to editable poly, drag points/edges/polies around to approximate the main form/shape, start extruding / adding more loops, edges, points, whatever / refining shape / etc..

Meanwhile swapping mesh/turbosmooth on and off to get a feel for what effect your edits are having on the final mesh..

Good work so far and final words would be keep at it :)

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read 481 times
7/7/2012 11:38:22 PM (last edit: 7/7/2012 11:38:22 PM)
show user profile  Theseus
Thanks for all your help guys, see you again soon probably :P
read 478 times
7/7/2012 11:49:11 PM (last edit: 7/7/2012 11:49:11 PM)
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