|
|||||
|
|
#1 |
|
Registered User
Join Date: Oct 2010
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
[3ds max]pls help mith my modeling
![]() sorry if this is such a noob question, but is there any chance i can make this corner have a smoother curve??? Last edited by wesley14; 16-10-2010 at 11:50 AM.. |
|
|
|
|
|
#2 |
|
The Ninth
Join Date: Jan 2009
Location: Sweden
Posts: 1,590
Thanks: 85
Thanked 27 Times in 25 Posts
|
The only way I see it could be smoother would be to use a higher iteration. Or did I misunderstand something?
|
|
|
|
|
|
#3 |
|
Registered User
Join Date: Oct 2010
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
even with higher iteration i still cant get the smoothness i like.
|
|
|
|
|
|
#4 |
|
The Ninth
Join Date: Jan 2009
Location: Sweden
Posts: 1,590
Thanks: 85
Thanked 27 Times in 25 Posts
|
Ok so I was thinking of getting rid of the "jaggyness" but you probably just want a smooth arc.
Try moving the corner vertices out a bit to help forming that arc you want. Like this. ![]() ![]() |
|
|
|
|
|
#5 |
|
conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,234
Thanks: 3
Thanked 126 Times in 120 Posts
|
ninthjake: the problem there is that you then alter the curve around the cylinder (as you look at it from above)
this is a pretty awkward shape to be making really. I'd probably go back and build the cylinder using more segments both horizontally and vertically - that would give you more verts to play with in terms of defining the curve you want but still allow you to maintain the basic outer shape of the cylinder. |
|
|
|
|
|
#6 |
|
Registered User
Join Date: Oct 2010
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
ok thanks for your help the problem is i makes a slight bump on the corner even when i increase the iteration.. i also tried chamfering the corner but the bump still appears, do i need to start all over again?do i need more segments on my cylinder? ill try it again thanks to all of you!
@poopipe - you got exactly what my problem is man! thanks to you. Thanks to you all!! more power to 3d total!! Last edited by wesley14; 17-10-2010 at 01:13 AM.. |
|
|
|
|
|
#7 | |
|
The Ninth
Join Date: Jan 2009
Location: Sweden
Posts: 1,590
Thanks: 85
Thanked 27 Times in 25 Posts
|
Quote:
I haven't used Max in a long time but I believe that you can move vertices along the normals. Just select the corner vertices and move them along their normals and you won't mess up the shape of the cylinder (not noticeable anyways) @Wesley the bump usually means that there is not enough geometry for the smoothing, try adding some segments between the outer and inner parts as I have done in the pictures. Last edited by NinthJake; 17-10-2010 at 03:00 PM.. |
|
|
|
|
|
|
#8 |
|
conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,234
Thanks: 3
Thanked 126 Times in 120 Posts
|
ninthjake, It might only be a small difference and you might get away with it in most cases but by shifting that vert out of line with the vertical loops you're creating a dent in the surface when it's smoothed - even if you do shift it along existing edges.
The dent will appear where the dark patches in the unsmoothed mesh are (the ones caused by normal smoothing) As I say you might get away with it - it depends how anal you are (very in my case) |
|
|
|
|
|
#9 |
|
Hardstyle
|
Its very easily doable. I will sort it tonight.
__________________
______________________________ Hard Surface Essentials http://vimeo.com/10941211 Threedy 4 life
|
|
|
|
|
|
#10 |
|
Registered User
Join Date: Oct 2010
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
still waiting
|
|
|
|
|
|
#11 |
|
Neil_01
|
right put something together.. hope it helps..
__________________
Sketch Book Of Finals: -- http://forums.3dtotal.com/showthread...d=1#post841503 2013 - Work Dump -- http://forums.3dtotal.com/showthread...d=1#post946582 WheelJack: -- WIP http://forums.3dtotal.com/showthread...969#post841969 I'm On YouTube: -- http://www.youtube.com/user/NeilF01 |
|
|
|
|
|
#12 |
|
Registered User
Join Date: Oct 2010
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
thank you!
|
|
|
|
|
|
#13 |
|
Neil_01
|
cool
__________________
Sketch Book Of Finals: -- http://forums.3dtotal.com/showthread...d=1#post841503 2013 - Work Dump -- http://forums.3dtotal.com/showthread...d=1#post946582 WheelJack: -- WIP http://forums.3dtotal.com/showthread...969#post841969 I'm On YouTube: -- http://www.youtube.com/user/NeilF01 |
|
|
|
|
|
#14 |
|
Hardstyle
|
Jesus christ Neil, you taking the ****? What you showed him was horrible, offense intended haha.
Everybody overcomplicates this issue but it's extremely easy to fix, you just have to work in show end result. Chamfer the edges just like you usually would so you have an edgeloop looping around the border then pull this in towards the center and the pinching WILL dissapear. ![]()
__________________
______________________________ Hard Surface Essentials http://vimeo.com/10941211 Threedy 4 life
|
|
|
|
|
|
#15 |
|
in search of excellence
|
poopie is right, you're messing up the cylinder by working that way
@ Sathe - normal chamfer edge will result in a tris at the corner - was wondering did you start with a high segmented cylinder then after making the indentation and chamfer you retopologized the cylinder in order to make it like this |
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|