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TurboSmooth Bumps
show user profile  Agentmass
So I made some cuts in my model and after turbosmoothing, I get these bumps because of the edges. I'm not sure what to do though because these edges needs to be here so the mesh does not fuck up. Thanks for any help.




read 740 times
1/7/2012 7:08:25 AM (last edit: 1/7/2012 7:11:25 AM)
show user profile  dragopede
Bump for more info. I was just about to come on the forum and ask this exact same question, amazingly.

I thought for sure that I'd seen a tutorial video where the person messed with the settings under the Subdivision Displacement section of Edit Poly to get around this issue. But after looking through the Help section, I think my memory is faulty.


Edit: I see now that what I was going to ask about isn't the same thing. Oops. Guess I was more tired than I thought when I posted that.
read 727 times
1/7/2012 7:47:24 AM (last edit: 1/9/2012 12:05:59 AM)
show user profile  Garp
5-branch poles generally create problems on curved parts. They should be kept on more planar area, when possible.
But what makes it A LOT worse is the two 5-sided polygons next to it. From what I see of your topology, it needs to be reworked to be correctly subdivided.
Think in terms of edge loops formed by quads that flow nicely all around the model.




read 726 times
1/7/2012 7:48:21 AM (last edit: 1/7/2012 7:48:21 AM)
show user profile  Agentmass
What do you mean by that? I thought the topology was half way decent.
read 714 times
1/7/2012 11:17:55 AM (last edit: 1/7/2012 11:17:55 AM)
show user profile  mrgrotey
What he means is you have a pole on the curved edge of the seat and they cause bumps when turbosmoothed. A pole is a vertex that has 5 or more edges coming away from it. They should be kept where possible to flat (or at least flatter) surfaces.

To the bottom-left of that pole you have an Ngon (A face with more than 4 sides) this is also a no-no in the world of turbosmoothing and will 9/10 cause mesh errors. Models being subdivided (turbosmoothed) should wherever possible be kept to entirely quads (4-sided faces). This gives a far more predictable outcome when subdividing.

Regarding the Ngon just continue the vertical edge loop down and under the seat. regarding the pole you need to move that further inside the model i.e. closer to the corner of the groove and make up the original edge of the seat using additional quad geometry.


Watch this video it will teach you very well about these problems
http://www.youtube.com/watch?v=k_S1INdEmdI&list=UU5fpWfCQ95VFghlkH1RG70w&index=5&feature=plcp


Grotey

read 711 times
1/7/2012 11:33:59 AM (last edit: 1/7/2012 11:36:46 AM)
show user profile  Agentmass
Alright, I got rid of that pole and I got rid of the Ngon. However, i'm still having problems with the bump. I did also watch the video. I did not know that you're not suppose to have more than 4 sides.





read 706 times
1/7/2012 11:54:13 AM (last edit: 1/7/2012 11:54:43 AM)
show user profile  BishBashRoss
I still see lots of Ngons. What is it you're making? Would it be better to construct it from multiple pieces? would it be made from more than one piece in real life?





read 701 times
1/7/2012 12:02:40 PM (last edit: 1/7/2012 12:02:40 PM)
show user profile  Agentmass
Actually, I managed to fix the bump by extending some of the edges down. I'm wondering though, is there a way I can get better original topology? I started off making the chair from a plane because I was following a blue print. What else could I have done?
read 699 times
1/7/2012 12:03:29 PM (last edit: 1/7/2012 12:03:29 PM)
show user profile  Agentmass
One last question, is there a way when Shift + dragging an edge to extrude to get the same sized polygon every extrude?
read 683 times
1/8/2012 4:51:42 AM (last edit: 1/8/2012 4:51:42 AM)
show user profile  digital3ds
instead of shift dragging try just extruding it if you need it to be uniform
- Mike Sawicki




read 679 times
1/8/2012 5:01:50 AM (last edit: 1/8/2012 5:01:50 AM)
show user profile  Garp
In case you didn't notice, you have a huge 7-sided polygon just below the transform gizmo.
Turn off your Isoline Display and see how it's subdivided.




read 672 times
1/8/2012 7:26:10 AM (last edit: 1/8/2012 7:27:04 AM)
show user profile  Agentmass
Ohh, that's that you mean. How would I fix something like that? Just extend those three edges down?

Also, clicking on the extrude button does not properly extrude the edges. I cant get the edge to extend upward.
read 669 times
1/8/2012 9:12:12 AM (last edit: 1/8/2012 9:17:17 AM)
show user profile  mrgrotey
If only I had bothered to say, (and I quote myself here) "Regarding the Ngon just continue the vertical edge loop down and under the seat" in my last reply then this could have been sorted a lot earlier ;)

Grotey

read 663 times
1/8/2012 10:15:34 AM (last edit: 1/8/2012 10:19:54 AM)
show user profile  Garp
Ah, but you didn't say it in bold ;)

Agentmass, you also have a 5-sided at the right of the quad under the gizmo.
On that quad, target-weld the up right and bottom left verts to the bottom right one.
Sometimes you remove edges instead of adding new ones.

And hit J to get rid of the selection brackets!




read 653 times
1/8/2012 4:15:54 PM (last edit: 1/8/2012 4:17:33 PM)
show user profile  Agentmass
Sorry about that ^^, must of missed it. Thanks for the help.
read 626 times
1/10/2012 2:33:02 AM (last edit: 1/10/2012 2:33:02 AM)
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