Now, I have a few question on how the turbosmooth modifier works in 3ds max. I’ve recently watched a tutorial where they applied the turbosmooth modifier on a box, and it turned into a complete mess, to which they created “support edges” (by selecting rings of edges, and making edge loops with the connect tool) and suddenly, the box looks milky smooth with the modifier on. Now, I want to ask how you make these “support edges” for other more obscure and unique shapes? Thanks.
I just use “MeshSmooth” classic mode, works fine for me…
Meshsmooth? What’s the difference?
Don’t use it for game modeling. It creates lots and lots of unneeded polygons.
Meshsmooth or turbosmooth?
None of them. They both do the same.
All you can use for game models is your skill and smoothing groups.
Except turbosmooth is much, much more efficient memory-wise.
I agree, you shouldn’t use any sort of smoothing for game-res meshes, but they become extremely important for high-res, hard surface meshes used for normal map baking. This tutorial should help you out if you want to know more (you have to register in the forums to view. It’s free): http://digitalapprentice.net/Community/index.php?option=com_content&task=view&id=67&Itemid=154&mosmsg=Item+successfully+saved
Again, do not use smoothing with your final game-res mesh. A good normal map/smoothing group setup will do the job for you.
Alright thanks, also, are there any tutorials on splines? I’ve only gotten a glimpse at their capabilities and I want to take my modeling one step further. The only thing I know how to do as of now is to draw a spline and make one of my poly’s contour to the line that I drew.
Perhaps it’s in those grant’s tutorials, I’ll have to check them out tomorrow though.