u have over lapping polys thats usually teh problem trying erasing that are and re do it be care ful to only have one layer of polys
Tutorial exercise: (Calling all Noobs)
I had that exact same problem, if you look closely enough switching between meshsmooth 1 - 0 iterations you can usually find the offending one’s and delete them. But as FreakyOne says erase that area and just create new ones.
So, what is the verdict?
Can the head be attached to the body, if the body’s MeshSmooth was collapsed with 0 iterations?
I would answer this myself if i was close enough to joining the two.
Cheers,
iART
Im quite late into starting this tutorial now… but, can someone expand on this part?
"For the beginning start in left viewport, extrude one face from the cube, like show on picture on the left. Repeat this process and adjust the vertexes. "
Also, I understand a vertex is a ‘point’ of the square… and I know you can make a box with 20vertexes vertical/horz etc, but is there a way to ‘ADD’ more vertexes to a current object?
I’m starting to get frustrated. I keep finding stuff like this for no apparent reason. I’m following the instructions to a T on the leg armor here (this is the thigh, specifically), and stuff like this keeps cropping up. My wires look like the tutorial’s. But I get weird jaggies like this. Any ideas?
fleedawg, post a smoothed wireframe of that problem. it might by a double polygon or try looking from the inside of the mesh, not using double sided texture. You can often see what the problems are form there.
Quick, yes you can add more of them, if you select edgemode (if you are using an editable poly) you will see an “Instert Vertex” button. I recommend you to exploring cutting polygons aswell.
Look it up in max help material.
gl!
I just wanted to say how cool I thought this was, and I hope there are more community activities like this.
I started today, I know I’am a little behind, and I came across a problem. My problem is that I cant get the foot to look correct in the front viewport. The part where you have it all extruded and shaped to the left view and you have to match it up to the front view now.
Can someone post a top/bottom view of the foot so I can reference that with my model. Thanks so much.
–Jeff
I found out what I did wrong on my thigh armor. I had somehow managed to put a crease of 1.0 on that edge that was poking out. Don’t ask me how though. 
Originally posted by Xilica
[B]=)finally figured it out:buttrock: [/B]
How did you do it? Mine is bending on the same angle like yours was at first. How do u turn the bend? 

This is one of the things that really bugged me about the tutorial. It wasn’t clear AT ALL in this part and was very frustrating. Basically, when it says to use XForm, what you do is add the XForm modifier, and then use that to rotate the cylinder (rather than the standard rotate tool). Because when you rotate normally, it moves the axis for the object, which leads to that odd bending.
Another option is to click the plus next to the Bend modifier and select the Gizmo subobject. Then you can rotate that normally, and make the gizmo face the right way. Hope that makes sense.
mikrowave: What I did was turn the vertices on top and bottom and then did another bend. I kinda forgot how, but I have done this twice through playing around. I got screweda t first and got frustrated but began playing with it more and finally got it.
