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I Need Help With My Topology

anthonybp
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Hi everyone,

I'm working on a radio for a school project and I got a little problem concerning my topology.

Here's my problem :
     

The highlight isn't smooth at all. Tell me if I'm wrong, but I think it should be, because where there's that wierd distortion, it's completely flat. Here's the proof :


And here is what is look like at render time :


If you have any tips and tricks for these kind of problems, I would gladly learn from you.

Thank you :smile:

Replies

  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    So I was reading your other thread and you mentioned this is for animation, not a game. I believe (don't quote me on this) you should be using sub-d modeling. You will be able to use topology which is much more simple, and get better results than what you're getting. This would be the proper topology;



    And your smoothed mesh will end up looking super clean like this;


  • anthonybp
    Ashervisalis

    Oh, I never tried sub-d modeling. I saw a lot of people using 3ds Max for that, can I do it in Maya ?

    And, I guess I should stick to sub-d modeling for hard surface models ?

    Thanks for your feedback.
  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    Yes. When you're ready to smooth your model, press 3. To return to low poly, press 1.  Most rendering engines should be able to render your smoothed mesh without actually needing to add more polygons with the Mesh > Smooth function. Just make sure when UV mapping and texturing, you use a smoothed mesh as well, and not just the low poly/pre-smoothed mesh when texturing.

    Sub-D modeling can get very tricky. The topology needs to be correct for the mesh to deform properly. I suggest searching up some tutorials on that :)
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