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Bumpy Mesh

Bumpy Mesh

stefansiggemann
Contributor Contributor
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18 Replies
Message 1 of 19

Bumpy Mesh

stefansiggemann
Contributor
Contributor

Hi,

 

I have here an Mesh what has bumps at the holes, I think its because pinched, I hope someone has an idea how to fix it.

 

Here is the mesh with wire, without Turbosmooth  and with Turbosmooth

model.jpg

 

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Accepted solutions (2)
1,623 Views
18 Replies
Replies (18)
Message 2 of 19

MartinBeh
Advisor
Advisor

To me this does not look like real bumps in the mesh geometry but rather like shading artifacts caused by badly interpolated surface normals...

 

Does it look any better if you apply a Weighted Normals modifier?

Martin B   EESignature
→ please 'Like' posts that are helpful; if a post answers your question please click the "Accept Solution" button.
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Message 3 of 19

RobH2
Advisor
Advisor

Part of the problem is the spacing on the vertices. Some relaxing may help so the distance between them is more regular. Because of that, some of your edges are long and some are very, very short. That causes the mesh to sink in places, causing visual problems. More regular spacing of verts will make the edge lengths more regular and they will smooth better. 

 

Add some extra loops will help so that the smoothing is taking place in a better way.  Before you Turbosmooth, use your last Edit Poly and redo the smoothing groups to make sure that the whole outer face is just one smoothing group and the inner hole edges are another one. 

 

I'm attaching some grabs that might help. 

 

Hole Issue_01.jpg


Rob Holmes

EESignature

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3ds Max (2023-2025), V-Ray 6.2, Ryzen 9 3950-X Processor, DDR 4 128MB, Gigabyte Aorus X570 Master motherboard, Sabrent Rocket NVMe 4.0 M.2 drives, NVidia RTX 4090, Space Pilot Pro, Windows 11 Pro x64, Tri-Monitor, Cintiq 13HD, Windows 11 x64
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Message 4 of 19

stefansiggemann
Contributor
Contributor

If it has more space no problem, but I dont have more space thats my problem and more edge loops doesent help at all. On picture nr 4 u are can seeing it, more space no problems 🙂

 

model.jpg

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Message 5 of 19

dmitriy.shpilevoy
Collaborator
Collaborator
Accepted solution

Try this. Green - add, red - remove

dmitriyshpilevoy_0-1733209337811.png

 

It should help a bit, but won't solve it completely. You really need to break those long horizontal edges. Might be easier with 10 sided holes.

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Message 6 of 19

stefansiggemann
Contributor
Contributor

I tried with deleting the lines but it wasnt helping too its better ok but not clean but inside Substance Painter you can still see it

 

model.jpg

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Message 7 of 19

stefansiggemann
Contributor
Contributor

I did it its getting better but still there

model.jpg

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Message 8 of 19

dmitriy.shpilevoy
Collaborator
Collaborator
Accepted solution

Do you see how it looks fine between holes and gets distorted on outer sides? That's where semi-uniform sized faces go into faces almost twice as big/long.

 

Try this

dmitriyshpilevoy_0-1733233210235.png

 

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Message 9 of 19

stefansiggemann
Contributor
Contributor

I did it, but nothing seems to have changed

 

model.jpg

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Message 10 of 19

dmitriy.shpilevoy
Collaborator
Collaborator

Try as it is shown on the pic, you are missing cuts atm.

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Message 11 of 19

stefansiggemann
Contributor
Contributor

cant do a line to the top if I will do it isnt round anymore

 

stefansiggemann_2-1733237827129.png

 

stefansiggemann_1-1733237744447.png

 

 

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Message 12 of 19

dmitriy.shpilevoy
Collaborator
Collaborator

It is already not round near holes.

Make it again, this time start with cylinder that has enough sides to support details you are trying to add.

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Message 13 of 19

stefansiggemann
Contributor
Contributor

I think i got it or?

model.jpg

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Message 14 of 19

stefansiggemann
Contributor
Contributor
Really thx for your help, gives a way to find how mutch I need I have always this matter?
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Message 15 of 19

dmitriy.shpilevoy
Collaborator
Collaborator

Looks good I think.

Check how it looks in rendering or in game - if you don't see distortions then it's good enough.

For example, this will smooth almost fine. On highly reflective materials you will still see highlights getting wavy around holes, but if you are planning to use it for worn metal then it might not even be noticeable.

 

dmitriyshpilevoy_0-1733240712132.png

 

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Message 16 of 19

RobH2
Advisor
Advisor

This is and interesting conversation. Let's approach this from a different direction. I just tested one way to do it. You could come up with others and other modifiers but think about this. Instead of starting low poly and working your way up, start very high poly, get a nice clean mesh and then optimize it. That way, all of the faces were properly supported and alighted in the beginning and you don't get dents and sinking and other artifacts. Plus the holes stay perfectly round. 

 

Plus with this way, there is no tedious task of cutting out 'tris', adding edges, adding loops, relaxing, moving edges, equalizing long edges, etc. That takes forever and takes even longer to stare at it and figure out where to even start cutting. 

 

It think this is also a great place to utilize the new 'Retopology' modifier because it's already nicely subdivided. I didn't try that but I'd bet it's a good workflow as well. 

 

See attached. 


Rob Holmes

EESignature

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3ds Max (2023-2025), V-Ray 6.2, Ryzen 9 3950-X Processor, DDR 4 128MB, Gigabyte Aorus X570 Master motherboard, Sabrent Rocket NVMe 4.0 M.2 drives, NVidia RTX 4090, Space Pilot Pro, Windows 11 Pro x64, Tri-Monitor, Cintiq 13HD, Windows 11 x64
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Message 17 of 19

dmitriy.shpilevoy
Collaborator
Collaborator

Heey, boolean is a cheat =P
It gets the job done though.

 

I think important thing here is that whichever method you choose - mesh density needs to be appropriate to desired details. The smaller details you want to use - the more polys you need to start with.

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Message 18 of 19

RobH2
Advisor
Advisor

Time is money and I never think that anything is a "cheat." As we know, there are many ways in Max to do the same thing. It's the one that's the fastest, most efficient and works perfectly that wins the race. It doesn't have to be pretty and if you get to it in an unusual way, well, I call that being "creative" and not "cheating"...lol....!  Point being, get it done beautifully, move on, get paid. 


Rob Holmes

EESignature

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3ds Max (2023-2025), V-Ray 6.2, Ryzen 9 3950-X Processor, DDR 4 128MB, Gigabyte Aorus X570 Master motherboard, Sabrent Rocket NVMe 4.0 M.2 drives, NVidia RTX 4090, Space Pilot Pro, Windows 11 Pro x64, Tri-Monitor, Cintiq 13HD, Windows 11 x64
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Message 19 of 19

jibijib
Collaborator
Collaborator

Having intersecting diagonal edges adjacent to straight edges are going to look weird on curved surfaces.

You have quads that are packed close together below and above the circles which are going to adapt the same amount of polygon density as neighbouring polygons when you smooth them. The bulging is from the polygon density on the odd curvature because of the diagonal edges. Just get rid of the circle edge around the cutouts.

 

jibijib_0-1735606377947.png

 

They are going to curve at different angles when you apply a smoothing modifier.

 

jibijib_1-1735606532265.png

There's nothing wrong with eyeballing the vertices to see what happens to the smoothing modifier when you move them around.

 

 

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