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Shu
01-17-2003, 07:15 AM
Ok I really hope someone can help me out on this - I'm sure others have experienced this problem and have found a way around it...

when meshsmoothing a model, the grooves seem to "pull" away from the curves. I know WHY this happens, but I don't know how to avoid it.


Fig1
http://www.shustudios.com/stage/nokia/fig1.jpg
Here's the part of the model I'm talking about. I cut a groove into this mesh

Fig2
http://www.shustudios.com/stage/nokia/fig2.jpg
As you can see, it lines up with the rest of the mesh.

Fig3
http://www.shustudios.com/stage/nokia/fig3.jpg
The groove "interrupts" the smoothing, causing a bulge.


How do I avoid this? Do I have to add the groove after the meshsmooth? (please tell me it isn't so!!)

gnarlycranium
01-21-2003, 01:03 PM
Meshsmooth seems to interpolate curves between the edges that it sees next to each other-- it's not smart enough to know that you want to keep a larger curve consistent. I think that's what NURBS are for. As far as I know, there is no way to prevent this, it can only be minimized by increasing the density of the base mesh so the interruption of the grooves aren't spread over as wide of an area. It's darn frustrating. :annoyed:

cat_dancing
01-21-2003, 02:26 PM
from my little experiance
........

in your images it looks as if some of the vertex are not wald and remain open . maybe a good idea will be to go over the cut you hv made and wald them and then try to increast the iterations

it might help i think

Shu
01-21-2003, 08:24 PM
Thanks for the feed back. All the vertecies are welded. I overcame the problem by tweaking the subobject level in the meshsmooth modifier.

It seems to me that there is no "standard" way of addressing this issue. Am I correct?

gnarlycranium
01-21-2003, 11:02 PM
As far as I know, there isn't. Polys are lumpy. Subds are better for organic shapes than mechanical-- the best tool for mechanical objects is NURBS.... but from what I've heard, MAX NURBS stink. :shrug:

Matt-Clark
01-22-2003, 07:25 PM
You're not doing anything wrong, this is just how sub divs work.

You have three options to get the sharp edge you want in Max.

1. Chamfer those edges slightly before meshsmooth. This will force the meshsmooth to interpolate the smoothing through that chamfer and help retain it's shape. This results in quite heavy meshes.

2. Use smoothing groups to control the meshsmooth

3. Use edge weighting and crease functions in the meshsmooth modifer.

Shu
01-23-2003, 06:17 PM
Thanks for the tips! Ok, so here's what I understand..

- Polygonaly modelling is best for organic: human forms, etc.
- NURBs are best for mechanical obejcts; cell phones, electronics, etc.


When does Patch modelling shine? (is patch modelling the right term?) So far, I've focused on polygonal modelling in max, because I am fairly comfortable with the workflow.

gnarlycranium
01-23-2003, 08:17 PM
I've never used Patches myself, but from what I've seen they're another method that's good for organic things. I think it can be used for some NURBS-like applications, but I'm not too clear on the link or similarities between the two.

nitemare
01-26-2003, 08:11 PM
can't you just do a boolean after meshsmooth?

gnarlycranium
01-27-2003, 04:58 AM
For an in-depth debate on the trials and tribulations of modeling mechanical objects with meshsmoothed polys in MAX, take a look at this thread in the 3ds MAX section (http://www.cgtalk.com/showthread.php?s=&threadid=39739).

nitemare
01-27-2003, 01:07 PM
here i've done a boolean after meshsmooth.
what's the problem then?

Shu
01-29-2003, 05:11 PM
try doing that with beveled edges...

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