Hi, I'm a beginner 3ds max user going into intermediate level by making a character. I would appreciate for some help on this shading issue at the mouth area and how to solve it? any best advice i would really appreciate it.
For technical problems like this you should post in Technical Talk.
I'ii give it a bash though. The quad termination technique you are using around the mouth is troublesome with smooth shading. Try running a loop around the outside of the mouth and when lowering the resolution slide the vets down an edge to give as much of a quad shape as possible. Those spikey 4 cornered tri shapes are contributing to the problem. Also smooth shading doesn't like long polys. Here is one from the wiki:
Though not smooth shaded Im pretty sure they would look good if they were.
For technical problems like this you should post in Technical Talk.
I'ii give it a bash though. The quad termination technique you are using around the mouth is troublesome with smooth shading. Try running a loop around the outside of the mouth and when lowering the resolution slide the vets down an edge to give as much of a quad shape as possible. Those spikey 4 cornered tri shapes are contributing to the problem. Also smooth shading doesn't like long polys. Here is one from the wiki:
Though not smooth shaded Im pretty sure they would look good if they were.
oh i see will post any other issues or questions on that forum, and thanks for ur help i'll do better with the topology to be like the reference u sent and avoid long tri polys . appreciate it brother
This is an embed external element. It can be deleted using the delete key or the backspace key. To view the full element, press the preview button below.
Replies
For technical problems like this you should post in Technical Talk.
I'ii give it a bash though. The quad termination technique you are using around the mouth is troublesome with smooth shading. Try running a loop around the outside of the mouth and when lowering the resolution slide the vets down an edge to give as much of a quad shape as possible. Those spikey 4 cornered tri shapes are contributing to the problem. Also smooth shading doesn't like long polys. Here is one from the wiki:
Though not smooth shaded Im pretty sure they would look good if they were.
oh i see will post any other issues or questions on that forum, and thanks for ur help i'll do better with the topology to be like the reference u sent and avoid long tri polys . appreciate it brother
While I think of it the wiki is a pretty good resource for all your game making needs: http://wiki.polycount.com/wiki/Polycount
ah alright, appreciate it