That looks great @juniez. Max has a few 3rd-party remeshing plugins but I don't know a way to smooth them out in a similar way to Zbrush's polish. It looks like Blender can handle all of that internally.
Thanks mate, thats what you mean. Wasnt quite sure. As for max 2017, if you re in the edit uv window, theres an icon allowing you to flatten by smoothing groups. Ill edit this post and post a screenshot once I am able to
@Fansub I dont think its possible in default max and dont know any script. I only know it the other way create smoothing groups from uv shells with for example TexTools. If its possible i realy would love to know.
What do you mean by break group off? So if I for example autosmooth it by 30*, how can i break it to have uvs for that Afaik 2017 has a feature which is called flatten by material id / smoothing groups but I havent been able to find more about it than someone mentioning it.
Yep you're both right. Polish by crisp edges (with "empty" circle option) gives a similar result as claypolish smooth without affecting the topology. + a little relax to ease artefacts. Looks very fine to me. This dynamesh technic is really robust. Works every time where i'm not sure CAD fillet/meshfusion would.
What's even more interesting about this workflow is that you can simply smooth those boundaries and have some rounded-edge effect happening in realtime,so it's a really encouraging R&D project because you know it has a lot potential. Never created a single cube in Max,hope that answers your question :p
Yeah split your model into parts, or at least a few large ones to make it manageable. Even then parts that you dont want to be welded together to give you nice fillets should be in a separate polygroup. Then smooth by polygroup. Look through the thread and you will see that curves have alot of polys in the base model and…
@khaos if you plan ahead, you can definitely put more geo there. You can also use several of the polishing options in the Deformation drop-down (I typically use "polish by features" and "polish" - with the open circle for the latter. That will smooth out a lot of those kinds of areas. Masking those parts will also help…
Yeah, I get the whole exagerrating smoothness part. :) Bakes edges generally come out better when you slightly over-soften edges. This is the image I'm referencing when I talk about crisp edges after dynamesh: Notice how crisp and perfect all of the edges are on this model after the Dynamesh? Unless I'm…
Great Tutorial @"Amsterdam Hilton Hotel" ! One question guys - I'm making a lot of these sheet metal car parts and this method works really well with them, with one small exception. After making the "sheet", applying Shell modifier in MAX , sending the model to Zbrush and smoothing it, the edges of the sheet get all…