Arnald: delete the offending cap area and either: •Change to subobject level 3 for borders, select the hole border. Click "fill hole" in the Edit Poly rollout. •Apply a fill hole modifier Then a "turn to poly" modifier with the max sides set to 4.
"is it bad" As long as the surface is flat (planar) bordered by control loops, ngons and/or triangles will usually cast no shading artifacts once subdivided or turbosmoothed. However personally as a game vehicle artist, I would fan the corners:
In Max you can use create in subobject mode "poly" to click the verts to make a new poly, or you can select X + Y edges where each is a contiguous strip that doesn't touch the other and use "bridge" to fill the gap with polygons, or in subobject mode "border" you can select a border and use cap to fill it with polies.…
You could just create a simple plane, add enough subdivisions to it and extrude the border edges down. Then you form a nice shape for the lowpoly and collapse the edges that you don´t need to hold shape.
Hey there, New to the subD pimp game. Ref: SubD: SubD/Wireframe: Single Piece: Questions: - How can I make this better? - Do I close off border edges with SubD, and reconcile the edges back into the model? Thanks!
Making the Halo 4 BR I see. That surface looks flat, so you can get away with incorporating it without much consideration into topology. just make a hole, and bridge the border edges. adjust for any weird overlap after turbosmooth.
thanks, that help a lot sometime in border mode max select the edges are not open at all, and edit mesh modifier seem to fix that too, I guess it's another odd thing of max could fix by edit mesh, edit poly and reset X-form :))
So, is there any way for me to do this and not die of misery or old age?... I want to cap all the holes in that model in the manner shown below... I'm only demonstrating on one set of edges/borders, but i want to cap all the other ones too, any thoughts?
Minor Advice needed. (Using Maya v2012) I have 4 ways in mind but i hate trying them all to see which would be quick and give the best result So i ask how would anyone here tackle Modeling the design within the red borders