I'm trying to learn hard-surface modeling in max with Turbosmooth. My question is pretty much what the image says. Is there a better way to do this so that it doesn't pinch that way around the outside?
Yeah, instead of bevelling/chamfering the thing in, run a loop all the way around the top and bottom and sides so you have a quad on each corner. Will try to put an image together shortly if you need it.
Why not just float the whole thing? Clone the faces you want to extrude from into a seperate object and extrude from *that*, topology issues shouldn't be a factor? You could even float a third 'trim' element over it to smooth the transition.
Cool! I tried it with a denser cage, and that made it a whole lot easier. Between that, the quad-cornered loops, and floating a lot of stuff, it's making a lot more sense to me. Thanks guys!:thumbup:
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Assuming this is for normal mapping, of course.
I'm not sure if I did this right or not...