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Problem with MeshSmooth Modifier in Max 8

Forum

Hi there, this will be my first post. I've been modelling for only about 6 months, i'm getting there slowly but I could use some advice with a human i'm making. I've used the MeshSmooth modifier to smooth my mesh but i'm seeing some problems with the smooth that I can't seem to get rid of. I'm not sure if its my technique, or whether using the mesh smooth modifier is just a bad idea for what i'm trying to achieve. Below is a couple of renders of my humans face, the white rings are where i'm seeing problems.

Any ideas?

Thanks for any help anyone can give!

[img]http://www.frogthief.com/images/headrender.jpg[/img]
[img]http://www.frogthief.com/images/headrender2.jpg[/img]

Submitted by J I Styles on Thu, 06/07/06 - 7:49 PM Permalink

the pinching is caused by topology poles created by meshsmooth subdividing non-quad polygonal surfaces. The worst offender of this is pure triangles (aka tri's). What this means is that quad based geometry smooths good, triangles don't. So, to fix, hide edges on your base mesh to create quad based topology like this:

[img]http://www.sumea.com.au/forum/attached/j.i. styles/20067519492_head.jpg[/img]

Submitted by Code Metallium… on Fri, 07/07/06 - 3:50 AM Permalink

Ah righto, so I just need to keep triangles to a minimum. Cheers Styles, i'll get to work ridding my model of them (Hopefully it won't take to long!)

Submitted by kingofdaveness on Fri, 23/03/07 - 10:39 PM Permalink

Try using turbosmooth instead of meshsmooth - it will run a loooooot faster.

Forum

Hi there, this will be my first post. I've been modelling for only about 6 months, i'm getting there slowly but I could use some advice with a human i'm making. I've used the MeshSmooth modifier to smooth my mesh but i'm seeing some problems with the smooth that I can't seem to get rid of. I'm not sure if its my technique, or whether using the mesh smooth modifier is just a bad idea for what i'm trying to achieve. Below is a couple of renders of my humans face, the white rings are where i'm seeing problems.

Any ideas?

Thanks for any help anyone can give!

[img]http://www.frogthief.com/images/headrender.jpg[/img]
[img]http://www.frogthief.com/images/headrender2.jpg[/img]


Submitted by J I Styles on Thu, 06/07/06 - 7:49 PM Permalink

the pinching is caused by topology poles created by meshsmooth subdividing non-quad polygonal surfaces. The worst offender of this is pure triangles (aka tri's). What this means is that quad based geometry smooths good, triangles don't. So, to fix, hide edges on your base mesh to create quad based topology like this:

[img]http://www.sumea.com.au/forum/attached/j.i. styles/20067519492_head.jpg[/img]

Submitted by Code Metallium… on Fri, 07/07/06 - 3:50 AM Permalink

Ah righto, so I just need to keep triangles to a minimum. Cheers Styles, i'll get to work ridding my model of them (Hopefully it won't take to long!)

Submitted by kingofdaveness on Fri, 23/03/07 - 10:39 PM Permalink

Try using turbosmooth instead of meshsmooth - it will run a loooooot faster.