Common problem with.. topology

Common problem with.. topology

Secttor
Collaborator Collaborator
2,264 Views
9 Replies
Message 1 of 10

Common problem with.. topology

Secttor
Collaborator
Collaborator

Hi,

I'm quire new in max but my problem repeats in multiple scenarios and haven't found a decent solution yet for it.

I'm getting really strange results after turbosmooth on that cap..probably related to the end-vertexes that have no relation with some others.

Goal : get a sharp edge without any issues on that cap. Tried to inset it and.. it's not enough

I've also attached the model (max2021).

Thanks for any suggestion.

 

Untitled.jpg

Revit MEP - Electrical Certified Professional
Revit MEP - Mechanical Certified Professional

Draftworks.wordpress.com
0 Likes
2,265 Views
9 Replies
Replies (9)
Message 2 of 10

Anonymous
Not applicable

You have a large n-gon at the gap of the torus. This is a big no-no when using subdivision surfaces. To smooth correctly surfaces have to be build from quads. 

One possible solution; You can control the sharpness with additional support loops (Like here). Or use OpenSubdiv with CreaseSet.

torus1.JPG

resulting in:

torus2.JPG

0 Likes
Message 3 of 10

Anonymous
Not applicable

Opensubdiv with CreaseSet:

OPensubdiv.JPG

0 Likes
Message 4 of 10

Secttor
Collaborator
Collaborator

I understood your details for that scenario.. thanks!

I also have the following topology.. & I need it as sharp as possible. How can I improve the topology in order to get that (rounded margins)? The model is also attached.

Untitled.jpg

Also in case of complete "rectangle" bevel.. inside my model?

Got something like this but I'm not happy with it.

Secttor_1-1616095437660.png

Secttor_0-1616096062078.png

 

 

 

Revit MEP - Electrical Certified Professional
Revit MEP - Mechanical Certified Professional

Draftworks.wordpress.com
0 Likes
Message 5 of 10

Anonymous
Not applicable
  1. I would use OpenSubdiv+CreaseSet. This allows to change the sharpness of the edges anytime. And you don`t have to use support loops. 
  2. File attached.
Message 6 of 10

Secttor
Collaborator
Collaborator

what you've done here is totally compatible with further texturing procedures also? I've understood modelling is very important for it also.

Revit MEP - Electrical Certified Professional
Revit MEP - Mechanical Certified Professional

Draftworks.wordpress.com
0 Likes
Message 7 of 10

Anonymous
Not applicable

@Secttor wrote:

what you've done here is totally compatible with further texturing procedures also? I've understood modelling is very important for it also.


Yes. Unlike Turbosmooth, OpenSubdiv has options for  UV boundry smoothing.  That means less artifacts when texturing. You would unwrap the unsmoothed model.

0 Likes
Message 8 of 10

Secttor
Collaborator
Collaborator

brilliant.. got some really smooth results with this method. thanks!

Secttor_0-1616189198275.png

 

Revit MEP - Electrical Certified Professional
Revit MEP - Mechanical Certified Professional

Draftworks.wordpress.com
Message 9 of 10

bioclone_ax45
Advocate
Advocate

Just a small note, notice how on that "square visor" you still had a triangle on the border what would be a pain using some modifiers and what is creating a dumb shading on your examples...

 

You could get rid of this easily just using "chamfer" on the line that moves inside the visor, this way you would add a new vertex into that triangle turning it into a quad.

 

* I add an image, I say you to use chamfer on the red line, notice how the 2 blue lines being used as support lines are not really closed so they will not do their work properly, remove then, add the chamfer to the red line (and maybe some others conected) and later when all are quads add the support lines... if you use 4 example "swift loop" it should give you a closed loop instead left open splines.

 

*Ussually to notice better how the topology works, I recomend to have always a turbosmooth aplied into your objects, and turn it off/on sometimes to check how the model behaves to the modifier, if you notice that the modifier is not "smoothing the surface" but instead, creating some kind of mess, you probably messed a bit the topology... doing this everytime you add complex details into the geometry will help you to notice the problems on the moment rather than get mad with thousands of lines on your model.

0 Likes
Message 10 of 10

Anonymous
Not applicable

This way there is still the tri in the corner that will cause pinching of the surface.

This can be solved like this:

supportloops.JPG

Resulting surface:

subd.JPG

0 Likes