oh, and make sure to check shading with highquality viewport, which
pixelshades instead of vertex shades
On 22/08/2013 10:12 PM, "Tim Bolland" <tim_boll...@hotmail.co.uk> wrote:

>  Just a thought but have you looked at the geometry approximation
> settings? Maybe there is a difference there?
>
> Tim
>
> On 22/08/2013 13:55, Andreas Bystrom wrote:
>
>  looks like your surface has more of a curve to it though, the more
> curved it is the more issues like that will show up..
>
>  also, i doubt 3dsmax subdivides much different from softimage or maya for
> that matter, maybe you could ask the guy to send you that piece of the
> model as an obj so you can try it out.
>
>
>
>
> On Thu, Aug 22, 2013 at 11:44 PM, Szabolcs Matefy <szabol...@crytek.com>wrote:
>
>>  Thanks James,
>>
>>
>>
>> I thought and used similar approach but yet, here we tried to reproduce a
>> similar surface that guy does, and we can’t replicate the same smoothness
>>
>>
>>
>>
>>
>>
>>
>> As you see, the unsubdivided model has clearly visible shading issues,
>> and the subdivided has too. I made a similar (almost identical) topology
>> around the corners, and it drives us crazy…
>>
>>
>>
>>
>>
>> Cheers
>>
>>
>>
>>
>>
>> Szabolcs
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *James De Colling
>> *Sent:* Thursday, August 22, 2013 12:33 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Hard surface modeling question
>>
>>
>>
>> what kind of shading issues are you having? and that guys model is nice,
>> but certainly not perfect. and entirely possible to do in softimage with
>> standard tools.
>>
>>
>>
>> i model cars in softimage all the time with no hassles. just make sure
>> you plan out your mesh / loops early on. make all panel cuts etc after one
>> or two subdivisions down so you have the main surface already clean. also
>> if your going realtime, use shading edges or hard edges...there is nothing
>> else :)
>>
>>
>>
>> if you really want to do tricky cuts, sometimes what I do is dupe the
>> mesh, locally subdivide it a few times, then project a fairly dense curve
>> onto it via shrinkwrap.
>>
>>
>>
>> delete the subdivided mesh, (freeze the curve beforehand!) then use the
>> curve as a snapguide for your cuts. im sure there are plenty of other ways,
>> but this is what works well for me :)
>>
>>
>>
>> cheers,
>>
>>
>>
>> james,
>>
>>
>>
>> On Thu, Aug 22, 2013 at 7:51 PM, Szabolcs Matefy <szabol...@crytek.com>
>> wrote:
>>
>> Hey folks. On CgSociety there is a talented guy modeling a MI-24
>> helicopter. He’s using Max for the modeling, and he’s got some extremely
>> powerful technique to model lids, insets, etc, without ANY SHADING ARTIFACT.
>>
>>
>>
>> I tried several things that I am aware of, but in vain, I always had
>> shading issue on my model, even on extreme subdivision.
>>
>>
>>
>> Shaded view:
>> http://www.cantarel.de/external/WIP/MI-24/Mi-24_mdl_v239_view01.jpg
>>
>> Wireframe:
>> http://www.cantarel.de/external/WIP/MI-24/Mi-24_mdl_v239_view02.jpg
>>
>>
>>
>> And the thread itself:
>> http://forums.cgsociety.org/showpost.php?p=7643118&postcount=275
>>
>>
>>
>> So any idea would help us a lot!
>>
>>
>>
>>
>>
>> Cheers
>>
>>
>>
>>
>>
>>
>>
>> Szabolcs
>>
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>>
>
>
>
> --
> Andreas Byström
> Weta Digital
>
>
>

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