...low poly mesh only using chamfer to make it higher poly... and doing it this way feels soooo wrong and stupid :O.... I like this statement, because it sort of describes a lot of things we have to do to get things to work. For harder edges make an edge loop close to another it creates a tighter transition. Think of subd…
You have to chamfer your edges to keep the contour of the mesh. So for example if you had a cube, you'd chamfer all the edges to keep it a cubr when you subdivide it with meshsmooth/turbo smooth. That understanding will take you a long way.
Are people really just chamfering edges to create there highpoly sub-divisions? I would always insert an edge loop on each side of the edge I wanted hard - as in Archanex's tutorial above - chamfering all the edges in that example would produce a triangle at each corner and stop the object from being all quads - how are…
Hi, Ok, this has been really daunting recently ! i have been trying to delve deeper into the world of high poly modeling in 3ds max, not sculpting in zbrush or mudbox.. but hard surface high poly stuff within 3ds max !... here is an example (not my work obviously!) ok so yea.. i think i could model high poly stuff.. i mean…