I'm a longtime Maya user who is learning Max and I'm having a strange result when using turbosmooth on a mesh. I'm not sure if this is the normal turbosmooth result, or if there is something wrong with my mesh. Using the Maya mesh smooth would not get this result unless my topology was wrong so I'm a bit confused since everything looks ok to me.
The specific issue is the curved crease at the start of the bend. This happens around all my corners that I make this way and is very visible in the smoothed result. I created the corners using a combination of the bevel and chamfer commands.
Any help would be appreciated.
Replies
Anyway, I figured out that it was something in the edit poly history that was affecting it. I just converted it to an edit mesh, and back to edit poly, and then the turbosmooth worked fine.
glad you found a solution to your problem.
i definitely agree with you that in some cases having ngons in subd modelling is better than using a quad but in the case of your screenshot imo the best solution would be to add an extra edge loop and split that ngon into 2 quads. It looks like you kinda just stopped adding edges ??
Thanks for the suggestions.