Szabolcs is trying to achieve that result without using bevel or multiple edges in the borders but I don't think that's possible, and I don't think that's what this Max user is doing.
Martin On Fri, Aug 23, 2013 at 9:24 PM, Stefan Kubicek <s...@tidbit-images.com>wrote: > I don't think Max does anything different compared to XSI or Maya in this > respect. The unsubdivided mesh will > show rougher shading due to interpolation across vertices in any of these > applications. > > What does influence the look are: > Per Pixel Shading > Amount of subdivisions (the more the smoother, how much did he subdivide > the choppers geo?) > Lighting (more even lighting will create less visible "artifacts"). > Material Settings (diffuse materials will show less prominent artifacts > than highly glossy ones). > > I quickly tried modeling a cylinder with a similar rectangular groove and > I can't find any shading artifacts in the subdivided version. Screenshot > attached. > > > I tried to replicate a similar topo, but I think it's all about how max >> shade in the viewport. It seems that Softimage has problem with the poles, >> while Max treats them quite well. These poles makes trouble on the >> subdivided mesh too. >> >> I do not know what's difference in SI and Max in the terms of shading and >> subdivision, but that might be the issue. >> >> >> Cheers >> [cid:image001.jpg@01CE9FE1.**AD73ABA0] >> >> >> From: >> softimage-bounces@listproc.**autodesk.com<softimage-boun...@listproc.autodesk.com>[mailto: >> softimage-bounces@**listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>] >> On Behalf Of Toonafish >> Sent: Thursday, August 22, 2013 3:49 PM >> To: softimage@listproc.autodesk.**com <softimage@listproc.autodesk.com> >> Subject: Re: Hard surface modeling question >> >> Can you show some wires ? Maybe try using some Ngons, sometimes they look >> better when subdivided then those weird elongated tri's. >> >> - Ronald >> >> >> On 8/22/2013 14:32, Szabolcs Matefy wrote: >> 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-bounces@listproc.**autodesk.com<softimage-boun...@listproc.autodesk.com> >> <mailto:softimage-**boun...@listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>> >> [mailto:softimage-bounces@**listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>] >> On Behalf Of James De Colling >> >> Sent: Thursday, August 22, 2013 2:15 PM >> To: softimage@listproc.autodesk.**com <softimage@listproc.autodesk.com> >> <mailto:softimage@listproc.**autodesk.com<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 <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:s**zabol...@crytek.com <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:image002.jpg@01CE9FE1.**AD73ABA0] >> >> 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-bounces@listproc.**autodesk.com<softimage-boun...@listproc.autodesk.com> >> <mailto:softimage-**boun...@listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>> >> [mailto:softimage-bounces@**listproc.autodesk.com<softimage-boun...@listproc.autodesk.com> >> <mailto:s**oftimage-bounces@listproc.**autodesk.com<softimage-boun...@listproc.autodesk.com>>] >> On Behalf Of James De Colling >> >> Sent: Thursday, August 22, 2013 12:33 PM >> To: softimage@listproc.autodesk.**com <softimage@listproc.autodesk.com> >> <mailto:softimage@listproc.**autodesk.com<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:s**zabol...@crytek.com <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<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<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<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 >> >> >> >> > > -- > ------------------------------**--------------- > Stefan Kubicek ste...@keyvis.at > ------------------------------**--------------- > keyvis digital imagery > Alfred Feierfeilstraße 3 > A-2380 Perchtoldsdorf bei Wien > Phone: +43 (0) 699 12614231 > www.keyvis.at > -- This email and its attachments are -- > -- confidential and for the recipient only -- >