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
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>>
>>
>> --
>> Andreas Byström
>> Weta Digital
>>
>>
>>
>>
>
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