I personally find hard surface modeling with Subd's in mind really tough, simply because you run into problems like the ones you are getting frequently and easily. You need to jump through all kinds of hoops (additional edges and bevels, creases, hard edges) to make certain mesh topologies look nice when subdivided. What can really help is to break the mesh up into pieces whenever you don't see the resulting open edges (e.g. for lids) or where sharp edges are even required, e.g. when the object you are modeling realistically consists of several glued or screwed together parts that form sharp edges where they meet. Other than that, it is almost always more productive to model higher-res from the start and not subdivide at all. At least this is what Vitaly Bulgarov (http://www.bulgarov.com/index.html) seems to be doing judging by this timelapse video of his (one day of work): http://www.youtube.com/watch?v=4ct9voyU3h0
His edgy, mechanistic style does certainly work in favor of the "no SubDs" paradigm, but I'm sure it can translate to other (more roundish) styles too.
Thanks guys! Geo Approximation doesn't have too much effect at this moment, setting to Angle dependent helps a bit. HQV also helps a bit but nothing really helps this. So guys, so there any special tricks you use for daily hard surface modeling? 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 2:15 PM To: softimage@listproc.autodesk.com Subject: Re: Hard surface modeling question 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<mailto: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<mailto: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 [cid:image001.jpg@01CE9F44.70B6E530] 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> [mailto: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<mailto: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<mailto: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 ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli -- Andreas Byström Weta Digital
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