3ds Max Turbosmooth help

Discussion started by louis-reece-marshall

I am creating a 3d model from a first person video game. Everything has been going smooth until I got to working on creating cuts into the cylindrical body of the model. I am looking to use a high poly to low poly workflow and currently I am using the chamfer modifier to add support loops to the cut out shape. I have managed to get the general shape of the cylinder cut down but I am stuck at adding the correct topology for the top inside angles. I will provide some screenshots below.

Edges I am having trouble with:

https://imgur.com/gallery/WhmAOzM

High poly:

https://imgur.com/gallery/I7FxeZr

I need the top edges to be supported so that they wont collapse with the high poly version. If anyone has any idea how to get around this it would be a great help.

Answers

Posted almost 3 years ago
1

Hard to understand what you mean by 'collapse'... but if I understand correctly you need to chamfer/add edge loops here

https://ibb.co/txmRLWw

louis-reece-marshall wrote
Yh I meant to say that the top edges were getting smoothed over by the turbosmooth instead of having defined edges, would you have an example of how to properly chamfer these edges? I am still new to modelling.
3DCargo wrote
3DCargo
Well I just outlined the areas for you that you need to cut/chamfer. Modelling is one of those things that only sink in with experience, so give it a try and see where things break, try to keep your edge loops running through from front/back left/right and it should hold that shape.
louis-reece-marshall wrote
is that from the link that you sent with the original comment? That link says that the page does not exist.
3DCargo wrote
3DCargo
copy and paste the link in your browser, dont right click and select 'go to link' that will not work.
louis-reece-marshall wrote
I tried adding something like this but i now get some weird bending with the turbosmooth. Low Poly: https://imgur.com/gallery/l5zSSNb High Poly: https://imgur.com/gallery/gendgnN Is this incorrect?
louis-reece-marshall wrote
I chamfered the edges that you said and I am getting some pinching to the overall shape of the cylinder with the turbosmooth model. Low Poly: https://imgur.com/gallery/yv822a3 High Poly Pinching: https://imgur.com/gallery/MwYqGEc
3DCargo wrote
3DCargo
ah yes, I see the other side is cylindrical. This is tricky, you will have to corner off the poles while keeping the cylindrical side's shape using an edge contraint. The edge constraint must be used for rounded surfaces otherwise you incur artifacts. Low Poly: https://ibb.co/rs6WyXX High Poly: https://ibb.co/3f2VPqs Surface: https://ibb.co/TP5X8Vq
3DCargo wrote
3DCargo
FYI just focus on the right side, i didnt adjust the left. Keep in mind if you dont want that harsh edge dont use chamfer, only add edge loops and contrain to edge so that you are 'rolling over the rounded surface'. If you are not constrained to edges you will create hard shapes. edit: Actually use the left side as reference as to what you are currently getting (not correct), the right side should work better for this situation.
louis-reece-marshall wrote
Okay thanks, I will give a go at adding loops while using edge constraints
Posted almost 3 years ago
0

TurboSmooth lets you subdivide the geometry while interpolating the angles of new faces at corners and edges. If you apply it to the complete mesh as it is now, Turbosmooth will calculate also the complete mesh. For me, it sounds like you want to maintain the angular/cornered shape of the edges marked with the arrows. If I get it right? than in this case using TurboSmooth you need to chamber the edges marked with the arrows, or manually create multiple closely spaced edges instead of 1. Turbosmooth won´t be able than to "re-calculate" ord even discard your manually created edges, and will keep them as they are (almost cornered). Second approach would be not to use TurboSmooth at all on such critical spots, but instead carefully chambering all edges that should be subdivided and rounded.

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