mariosantana Posted October 3, 2013 Share Posted October 3, 2013 Hi I have a modeling problem in 3ds max. i created this ring then i capped it and applied turbosmooth modifier to it. the sides look ok but the top and bottom dont look right . how can i fix it so it looks uniform? see images and you will see what i mean. Link to comment Share on other sites More sharing options...
Ismael Posted October 3, 2013 Share Posted October 3, 2013 http://forums.autodesk.com/t5/Modeling/Mesh-smooth-horribly-distorting-base-mesh/td-p/4070576 Link to comment Share on other sites More sharing options...
Jose Negrete Posted October 3, 2013 Share Posted October 3, 2013 you have to keep quads on the top and bottom as well. try border selection and shift scale it. or look for script like quad cap (may not be free, i forget) Link to comment Share on other sites More sharing options...
Jose Negrete Posted October 3, 2013 Share Posted October 3, 2013 http://www.scriptspot.com/3ds-max/scripts/quad-cap-pro Link to comment Share on other sites More sharing options...
mariosantana Posted October 3, 2013 Author Share Posted October 3, 2013 i was able to fix it by connecting vertices like on the link but now i have a sharp area on the border. i guess thats due to the edges being too close to each other. this is as far as it can be fixed without changing the geometry unless you know another trick. thanks everyone for your help. Link to comment Share on other sites More sharing options...
Scott Schroeder Posted October 3, 2013 Share Posted October 3, 2013 If you want to keep the hard edge, in your turbosmooth tell it to separate by smoothing groups. This will make a hard edge anywhere a new smooth group occurs. So your top and bottom faces are smoothing group 1, your sides are smoothing group 2. You might want to really read up on sub divisions and how they work. Link to comment Share on other sites More sharing options...
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