Okay, so Maya, what edges soft and what edges hard on my UV layout posted above? (pretend I fix all my ngons.) Currently all my outer shell is set to hard, and insides set to soft. Thought that was the correct way to do things, but I guess not?
Lonewolf: Or the model is just using Mental Ray shaders with the "round edges" capability enabled. Then you don't need turbosmooth or sub-d, it just naturally rounds off all the sharp edges, even when objects intersect. Well worth looking into if you want to save work for highpoly renders.
This hand is really giving me trouble. Model is for film so has to be no tri's only quad's and the arm it has to attach to is 8 edges. Fingers are mostly ok but getting 8 edges for wrist as well as no tri's and getting the thumb shape and trying to work out muscle flow is killing my head.
First time I've seen one of my models used at reference. Awesome! :) Soften up the edges like Alberto Rdrgz said and take a look at your topology. There seems to be some smoothing errors and unintentional hard edges near the front of the model, just behind the front "entrance". Keep it up!
To me I just feel like the edges are all too consistent and soft, even the cut details seem really soft. I think if you had the very middle of the bridge flat it would also help, currently the sharp edge in the middle of the bridge just seems out of place to me.
I apologize. It's one thing I forget to do when I'm having an issue like this. The above image is the "high poly." I just needed chamfered edges for a beveled edge for the piece. So, I didn't touch anything else and didn't really think much of the models causing a problem.
High quality here ;) The only thing I don't like is the stitching on the collar, is too wide and too far from the edge. That kind of stitching is for upholstery, not shirts. It should be at 7mm from the edge, and about 2-3mm per stitch. That's the kind of stuff you learn during fashion design studies :)
What about Set Flow under graphite>loops>set flow (edge sub-object mode)?..usually it'll give a nice smooth result (you can press it a few times to get more relaxed edge flow, it's not gonna make it flat like what relax will do). _Revel
They are meant to be there. They appear wherever the cut crosses a triangle edge, even non-visible edges. There are scripts out there that help clean up these types of verts. http://www.scriptspot.com/3ds-max/scripts/vertex-cleaner http://www.scriptspot.com/3ds-max/scripts/cleanbool There are probably more but that should…
Looking good man, although i think the edges on the shin are too harsh. And the chest towards the bottom seems too far apart. One more thing, the edges around the abs also seem to solid/ hard. Try and blend them together a bit more! But anyways man looking sweet.