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    <title>topic Re: Perfect quads in 3ds Max Modeling Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/perfect-quads/m-p/5699347#M18714</link>
    <description>&lt;P&gt;Ok! It's solved! I got really smoothed shape of object. Thanks!&lt;/P&gt;&lt;P&gt;Now second question, which was in the title. How to get perfect quads after that? Here what I have right now.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;IMG src="https://forums.autodesk.com/t5/image/serverpage/image-id/176193i27B3F5F9209DF63A/image-size/original?v=mpbl-1&amp;amp;px=-1" border="0" alt="Untitled-1.jpg" title="Untitled-1.jpg" /&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I do remember advice about start from poly or else. But I pretty sure that many people are doing modelling in NURBS (which is almost the same spline) in some CAD systems and then convert result to perfect quads like here:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;IMG src="https://forums.autodesk.com/t5/image/serverpage/image-id/176195i59796E108CF8455F/image-size/original?v=mpbl-1&amp;amp;px=-1" border="0" alt="hub1.full.jpg" title="hub1.full.jpg" /&gt;&lt;/P&gt;</description>
    <pubDate>Tue, 30 Jun 2015 10:03:00 GMT</pubDate>
    <dc:creator>newfriend</dc:creator>
    <dc:date>2015-06-30T10:03:00Z</dc:date>
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