For the 3ds users, why don't you use a combinaison of smoothing groups and 2 turbosmooths (the one underneath being used with Smoothing Groups turned on) ?
I'm pretty sure this is a matter of just setting smoothing groups on the base mesh, using a smooth that respects the smoothing groups to highly tesselate the mesh to the point where it generates the support edges for all the hard edges, and then dropping one last smooth on top to round all the edges. I do this with a…
I might be missing something but.. 1. No turbosmooth, all 1 smoothing group 2. No control edges, turbosmooth (2x) by smoothing groups, turbosmooth (2x) normal settings. 3. Control edges, all 1 smoothing group 4. Control edges, turbosmooth (2x) normal settings.
If you use not any smooth shading on the surface and the area around the cylinder is not curved.. that should be fine.. ( maybe one additional support loop ad the 90 degree edges).. ..or: have a look at it with some light object.. see any difference.. ?
Got it! Thanks for clearing that up! EDIT: i'm getting odd pinching on the corners where the smoothing groups are at after I mesh smooth. Any way to avoid that?.
Another approach for something like this can be Double Smoothing, been invented for quite a long time basically, double smooth will add a bunch of control edges and smooth your mesh at the same time, so you can remain the cylindrical shape and have hard edges but don't need to mess with the cage mesh But still, you'll have…
I've tried using one smoothing group, smooth result by smoothing groups, no smoothing groups - nada. http://evilalchemy.com/stuff/subd_error_example.max This is the piece of the mesh I had the problem with earlier. I'm using Max 2008, but I remember having this same problem with older versions of Max. I also found that…
Actually I applied my smooth as I thought it looked good and then moved on. Your picture is what my preview smooth looked like and then after applying it I noticed the errors.. Im curious to what your geo looked like before you preview smoothed it. This is what my low poly looked like (I pressed 3 to preview, looked good,…
knockout version of your shoe base. base mesh as few polys as possible. Turbo smoothed using Smoothing groups. and look at how direction of the edgeflow on the extruded edges.