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TurboSmooth causing jagged edge loops? (3DS Max)

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    TurboSmooth causing jagged edge loops? (3DS Max)

    Hi,

    I'm trying to make a weapon in 3DS Max. I'm not sure where I've gone wrong, but these images show my problem. Is this suppose to happen? the curvature of the dome part is good, but I don't think the edges are meant to look like that. The "Left" viewport probably shows it best. The edge loop is all zig-zaggy. I have also set TurboSmooth to smooth by Smoothing groups. The whole dome part is a separate smoothing group to the rest of the gun.

    Before TurboSmooth


    After TurboSmooth


    Thanks,
    Zaiteria

    #2
    it's because you have n-gons

    Comment


      #3
      Originally posted by darthviper107 View Post
      it's because you have n-gons
      No sir that's not the reason, take a closer look and you will notice that there are no supporting egdes at all!!! that's the problem.

      Zaiteria you need to go back to your 3D modeling basis, you can't apply turbosmooth without supporting egdes at least not in the areas you want to preserve your shapes.

      Comment


        #4
        Originally posted by juguefre View Post
        No sir that's not the reason, take a closer look and you will notice that there are no supporting egdes at all!!! that's the problem.

        Zaiteria you need to go back to your 3D modeling basis, you can't apply turbosmooth without supporting egdes at least not in the areas you want to preserve your shapes.
        Hmm, the way I got taught is that by setting Turbosmooth to "Shading Groups", it eliminates the need for supporting edges (as the edge that splits up 2 smoothing groups defines the basic shape, and TurboSmooth smooths everything inbetween.) I'll go watch a few videos, maybe that'll help get my head around it.

        Comment


          #5
          [QUOTE=Zaiteria;29913808 setting Turbosmooth to "Shading Groups", it eliminates the need for supporting edges

          WHAAAAAAT!!!??? could you be so kind to show me that info? I've never heard of that before, maybe I miss some big technique at 3D....URL, tutorial, document, whatever you have please share it with me.

          Comment


            #6
            Originally posted by juguefre View Post
            No sir that's not the reason, take a closer look and you will notice that there are no supporting egdes at all!!! that's the problem.

            Zaiteria you need to go back to your 3D modeling basis, you can't apply turbosmooth without supporting egdes at least not in the areas you want to preserve your shapes.
            That specific deformation is due to a 6-sided polygon on a curve--N-gon

            If he's smoothing by groups then it'll do the same as supporting edges, it just won't get the nice rounded corners.

            Comment


              #7
              Originally posted by darthviper107 View Post
              That specific deformation is due to a 6-sided polygon on a curve--N-gon
              the only suspicious polygon with more than 4 sides to me is maybe that big one in the bottom right viewport....

              Comment


                #8
                You really, really, really, really shouldn't use turbosmooth for videogame models anyway.

                Comment


                  #9
                  Originally posted by juguefre View Post
                  the only suspicious polygon with more than 4 sides to me is maybe that big one in the bottom right viewport....
                  Isn't that what we're talking about?

                  Or is it the shape of the polygons on the dome part? That one's due to triangles and a pole in the center of the dome

                  Comment


                    #10
                    Originally posted by Graylord View Post
                    You really, really, really, really shouldn't use turbosmooth for videogame models anyway.
                    Well you'll need the turbosmooth to do the bake and obtain your precious normal map..........along with some other really usefull maps (AO, Convexity, Cavity, etc) after that no more highpoly model or turbosmooth.............

                    Comment


                      #11
                      Originally posted by darthviper107 View Post
                      Isn't that what we're talking about?
                      At this point I'm not so sure........ anyway his model geo/shapes is completly destroyed by the turbosmooth....

                      Comment


                        #12
                        I'm only worried about the zig-zag on the dome part at the moment. The rest I haven't optimised yet. I just read back and realised how stupid my comment was as well. Now I look like an idiot... :/

                        Comment


                          #13
                          That pattern probably isn't much of an issue--it's due to the triangles and coming to a point,

                          Comment


                            #14
                            i agree with Graylord, about to do not use turbo smooth, much better will be if you use -Smooth- modifier in max, also there can be a prob if u like to have some edges to be hard and some to be soft and u use -smooth- modifier, than u will need to use smoothing groups instead of Smooth modifier on your -Poly- model.

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