Hi guys
I am used to adding more curve points on splines in Maya before extruding to help focus the poly count towards certain corners and areas. I would like to the same in 3ds max however after using the normalise spline modifier, collapsing the stack and fusing unwanted vertexes together the end extruded wasn't pretty. Is there a better way of doing this or should I just extrude at a high poly count and delete polys afterwards?
Replies
How should I best avoid this in the future? I notice in the roadway example given on the loft compound object page there is a significant bend in the object but the polygons and textures remain undistorted and even. Would love to try out a project like this in the near future. http://help.autodesk.com/cloudhelp/2015/ENU/3DSMax/images/GUID-A7002EE4-309B-4AD6-B4AD-FD2BE02BACFA.png
A Patch Mesh is a concept similar to Bezier Splines for surfaces.