Hi everyone, I am trying to find the most efficient workflow to model cinematic quality models. My primary concern is 3D modeling; animation is not terribly important at this stage, as long as I can pose the models reasonably. I am an amateur hobbyist, open to either Maya or 3ds Max. Smooth Surfaces 1. In 3ds Max, if I…
1. Why would you want to start out with a pre-subdivided object? Surely it's the same end result as just adding a Turbosmooth? Anyway, if you want that, you can turn on "Use NURMS Subdivision" checkbox in the "Subdivision Surface" rollout of any Editable Poly object. That will give you subdivision without needing to apply…
1) In 3dsMax, you can set the number of height, width and length segments of every object. Sometimes its easier to edit a low poly mesh that has turbosmooth applied because editing a bunch of verts can be a nightmare at times. 2-4) meh? use nurbs if thats what you want. Are you looking for smoothing group info? I don't…
Thanks for the feedback. For the infinite smoothness I was referring to, an example would be making a sphere, then zooming in really close. If this sphere is a Nurbs object, then no matter how close you zoom in, the sphere will be displayed as a smooth curved surface at render time. If this sphere is a finely triangulated…
Just slap a Turbosmooth on with 1 or 2 iterations for viewport display and 5-6 iterations for rendering, if you're going to be zooming in that much. For most objects I doubt you'd need that much smoothing unless you were going in REALLY close.
Thanks, everyone. You've been a great help. Now that MoP mentioned it, I'm not so sure what Maya does is a true curved surface for SubD objects. It could very well be the case in which Maya does what Eric mentioned (adaptive subdivision based on zoom level), only Maya does it behind the scenes. I'm very satisfied with the…