Hi Guys!
I got a problem with my holes in a cylinder.
I start with a plane with 8 vertices.
I chamfer it and have a hole...later on i use a Turbosmooth and then a 360° Bend.
I get a nice Cylinder with some holes in it. But i want it to be editable.
So i use a Edit Poly modifier on that and i dont know why....this destroys the nice smoohing when i for example extrude the Border of the cylinder.
Any idea on how to get nice smoothing on a editable cylinder with holes?
Thanks,
Gazu
Replies
My starting point:
Turbosmooth and then 360° Bend:
Not perfect clean
First Bend then Turbosmooth give much bader results.
Border Extrudet with Shift:
Then a Edit Poly and again Turbo Smooth:
I tried a lot, but i get this bad shading all the time.
What im doing wrong?
Greetings,
Gazu
as clean as you need it...
if you need the asset only for baking... its faster to do the final cleaning pass in Ps....
if you model a hardsurface asset for rendering and its only 200 pixel big on the final image it dont have to be that clean...
if the asset is getting damaged and full of dirt.... it doesnt matter...
if it has to be super clean for some reason.... then you need to model the base objects super clean... use much more geometry...
I love to Model clean just for me and exercise. Thats all ^^
You can probably change the geometry at that point but you must do it at the bottom of the stack if you want predictable smoothing results.
Try to temporarily turn off the bend modifier, the turbosmooth, extrude what you need to extrude (so you can see clearly what you're doing), and finally turn back on the other modifiers.
In any case, starting with a 16x16 surface and making a 16 sided hole will definitely help.
Cylinders with holes is a common subject in the how do you model this shape thread (it's stickied in tech talk). Generally the quickest and beat solution is starting with more geometry so the subdivision artifacts are smaller.
Please note that achieving the best possible results would be with using boolean operations on cylinders rather than bend operations with a flat surface.
I started with a 150 x 150 Segments Plane(I know very high, but for HP purpose....) I used Regularize to create the Circles. Then i deleted the Circle Faces and moved the border of each circle very close to the neighboor face. I bended it 360° and collapsed the Modifier. Only with TurboSmooth i have a nice Shading and i can Edit my cylinder to finish it
Thank you guys,
Greetings,
Gazu
Personally, I would avoid having to rely on painting out errors in Photoshop. The original error shown in the opening post was quite severe in my opinion, and would definitely both show up on a Normal Map, and potentially be a pain in the neck to paint out! It's always best to avoid having to paint out errors on Normal maps.
If your Art supervisor asks you to change something on the asset, then it means you could end up having to re-bake it, and then paint out the error once again - and even more times, if you are asked to make multiple changes. Therefore, try to just get the topology right in the first place, most of the time it's doable! Sometimes you can get away with painting out an error, if it's absolutely tiny, or extremely simple to paint out.
If you've been given the OK on an asset, and you know for certain you will not have to bake it again, then go ahead. Remember that you can show high poly models on your portfolio too, as they are impressive within themselves, so again, good idea to get them looking error-free too!
My goal was a editable cylinder with holes with good shading only in 3dsmax, no zBrush.
You can use Turbosmooth instead of OpenSubDiv if you want to - I personally just find that OpenSubDiv uses less geometry when smoothing models, for the same result. I haven't looked too much into the specifics of either, but you seem to be able to use Turbosmooth and OpenSubDiv interchangeably.
Essentially, it's impossible to achieve a "perfect" result from this, because cylinders have an infinite number of edges and that is not something you can achieve in 3D, so the goal is to get the best result possible in the minimum amount of time, and using the Bend approach is a good way to 'cheat' infinity in that respect.