hey guys,
im trying to export my architectural mesh (a back alley building) from 3ds max to mudbox but to do so i need to create edge loops in max to keep the hard edges. everytime i do i end up spending a lot of time and end up ruining the mesh and having to start over again.
i guess what im asking is,
1.do any of you know of any tutorials i can watch or read that will explain how to do this efficiently?
2.do i need uvmaps applied to the mesh to export even though i am normal mapping in max?
thanks, ive been stuck on this for awhile and my instructor didnt know what to do either.
Replies
Apply turbosmooth on that object (value 3 or so) and tick 'use smoothing groups' or whatever its called
Export this to Mud.
Now the mesh will be very dense even at level 0. Once you subdivide once more in mud you will keep all the main forms, and get a very nice, slightly rounded hard edge effect.
You really need to learn them, they're used all over and are essential to 3d modeling and game art at a general level.
What part of smoothing groups confuses you? Any specific questions?
http://www.poopinmymouth.com/process/tips/smoothing_groups.jpg
The help file.
http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab041063133-2a605991112a1ce7a04-7ff1.htm,topicNumber=d0e19200
I hope you figured it out?
it is pretty straight forward and as someone already said essential!
It should be a piece of cake for a building though. Ticking 'By Angle' in the Selection tab helps for selecting polys that are facing a similar direction, just select each wall and give them all a different smoothing group number.
Auto Smooth is better though, just a couple mouse clicks... Select all the faces, set the threshold angle (any edges less than this angle will be soft), and click Auto Smooth.
Now you can subdivide your model and the edges will remain crisp. However this method doesn't work if your model needs the subdivisions to help smooth or round out any shapes.
This way, I actually quite like working with them, even though initially I was also more of a fan of the hard/soft edges workflow.
For those who use 2010: Polyboost is the plugin that is now integrated into 2010 as the ribbon/polytools/graphite tools