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Subdividng a Cylinder for Mudbox
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  • Fortran
  • Posted: 24 February 2009 03:35 PM
  • Total Posts: 7
  • Joined: 20 February 2009 12:16 PM

Hi guys,
Just been getting into working with the MudBox demo recently and thought I would use it for my latest project, which is re-creating the “Weathertop” from LOTR. Now for the first time I’m coming up against a bit of a problem with subdivision. I am trying to get a good even distribution of quads across the mesh so it will subdivide in MudBox properly, however I can’t seem to get it correct. Also another smaller but equally important problem is obviously the steps are alot smaller in comparison to the rest of the mesh, meaning that when it subdivides those areas become incredibly dense in comparison.

This is my 3rd attempt at getting this correct now, the first time I actually included a 3 edge system around all hard edges to maintain them in MudBox (the same way they require this to stay sharp with TurboSmooth) however MudBox has the option to subdivide without smoothing the mesh so I have omitted them this time to reduce poly density in those areas.

Anybody have some good pointers for making a cylinder fit nicely into even quads ?

Big thanks to anybody that can point me in the right direction.



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Best I can do for you. Try this one out.



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  • Fortran
  • Posted: 24 February 2009 07:07 PM

Wow nice job! Thanks alot Silva Spoon. What does this subdivide like though ? Won’t the areas to the top/bottom/left/right subdivide alot less than the other parts ? I managed to get a work around from Maxforums using the Tesselate modifier and quads, but the handmade way would be best if I can get it to divide nicely. Will try you pattern out right now. Thanks again!



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