Yo fritz. Smoothing groups are just a quick way to add hard edges to a mesh. They don't affect sub-division, unless you specifically tell Max to do so, and they generally do not translate between programs. Better to use bevels or chamfers, those do translate between apps. Usually I find it's best to assign a single…
Greetings Polycount; I am having an issue with removing edges from the mesh in Maya2011. It allows you to remove the edges from the mesh that I am working on perfectly but when it comes to continuing on editing the mesh that I am working on it shows that I have vertices left behind from the places I deleted the edges from.…
So I've been using merge to center for a lotta things. I've never had this problem until using this version of Maya though. When in edge mode, I select one edge, select merge to center and it does its job! BUT, now it switches to vertex mode after doing so, even though I was in edge mode! So it basically defaults to vertex…
Hey guys, There is this one thing in max that I was never able to do properly. If I want to remove a piece of geometry I usually select the verts and hit ctrl+backspace (to remove the verts as well). But how do I remove the verts/edges without ruining the underlying geometry? right now i always end up having to manually…
I was just thinking if there were any other ways to achieve sub-D models with polygon modeling without having to add support edges. Isn't there a modifier out there that enables you to define edge sharpness (adjustable value in modifier) that doesn't make you put in any control edges on the initial mesh? I'm just curious…
I was hoping to get some advice on modeling a certain piece of a cylinder. I've been trying retaining edge loops and crease sets modifiers (with both turbosmooth and open subdivision) but I can't figure out how to get this to look correct. Here are some screenshots of what I've tried: These first two show the object I'm…
I have max 2009, so I am not blessed with the privilege of having the Graphite modeling tools. I would like to use the Illusion Catylist "PolySplitRing" to insert support edges in my geometry rather than using the the Connect button. The only down side is the "PolySplitRing" doesn't embed itself into a "Edit poly"…
Also make sure the blade have hard edges on both the cutting edge and blunt edge. They are necessary to make flat part of the blade having its vertex normals perfectly perpendicular to surface . It's what gives you no gradients on baking. A good practice is visualization of vertex normals in 3d soft. They always give you…
Don´t use (quad) chamfering at all, if you don´t have to. Work with supporting edges. This way you can control the hardness of the edge later without having to recreate the main edge. That won´t work perfectly now, but select all side polygons of the blueish part and hit "inset". That should give you an idea of how to do…
Yeah there's a lot of splits that coud be removed, I'd mirror the front and back sides, I'd mirror the side that faces you and the side that faces away. The blade part doesn't need a split where the edge starts to slope in (it still needs one on the actual edge). The trident shaped 3 shape that goes over the blade could…