The idea of this workflow is that you're creating very complex-looking models that look turbosmoothed without the need to do any time-consuming sub-d modeling. These methods leave a lot of poles, even on clean topo, so it isn't designed for sub-d for that and the reason above. The examples above are all extremely…
Yes, @monster it is very similar, but the results from your double chamfer are not as clean. I ran it on the same default demo mesh with your settings. In this example it's clear to see the 'barrier' effect that the inset has on the n-gons.
Also, @perna , here's an example from the Proboolean thread done by @kanga A sub-D modelers dream...realised in booleans.... :) Even the 'The Division' weapons team said back in 2014 that adopting the boolean approach over trad sub-d completely changed their asset turnaround time.
Quad chamfer alone + turbosmooth does stuff like this Ignore the horrible chamfer and bad example just threw this together Not really sure as to why you inset, really the only problems are caused by Ngons not being connected well, which is solved using turn to poly If it's to avoid the Ngon issue like shown, just make…
I kinda see where's perna coming from - this won't help much when it comes to modeling real-life stuff where all the fillets are slightly different, there are some sharp edges and some soft ones etc. For example this: Though about 90% of the time spent here was not spent modeling it but rather comparing the reference…
Hey guys! Wow at this response. I didn't realize people wanted this so much, I mean it's not that complex of script really. For those that are asking for copies of it, the one I sent @musashidan still needs some work before being ready for release. I'll finish it up and post a copy on Gumroad soon. :) @Mossbros…
@perna Just to follow on from what I was saying about this just being another tool in the box that is for every artist to decide when to use it or not. Here is a model that I had to create yesterday, and I had decided on using the method here for one of the parts completely independantly of what we've been dicussing. Yes,…
This is pure polygon modeling. The 'dreaded' n-gon, and what you might have heard pertains to sub-divisional modeling. Quad based sub-d has long been drummed into peoples' heads. The reason is that they perform more predictably(mathematically) when ran through the smoothing algorithm. Tris and n-gons still subdivide to…
From an ongoing discussion on this thread - http://polycount.com/discussion/164254/maya-surface-based-asset-generation#latest - in which @Fansub first demoed his Shapeshifter tool for Maya - which us Max users drooled over - it turned out that @Polyhertz mentioned, humbly and nonchalantly :) , that he had created a script…
@polyhertz Hey mate, good to see you back. :) Yes, this is the data channel mod. A brilliant feature added. Dynamic chamfering like this is just one of the many examples of what it can do.