3ds max 7: smoothing

i’m trying to create something like this, http://img522.imageshack.us/my.php?image=skrivbord4la.png (it’s the cartoonish thing) i’m working on the eyes right now. i’ve successfully made the curve and applied the surface. then i converted it to poly, and tried to change the height of the middle part of the eyes, so some part bumps out, but even after i smooth it, it still doesn’t look as good as this person has in this picture… any suggestions to creating something that smooth? thanks. :slight_smile:

edit: i turned it to mesh instead of poly, i think that’ll help…

edit: check out the final version here: http://www.kirupa.com/forum/showthread.php?t=215191

Haven’t used 3ds in 4 years, but yea I think Mesh Smooth would get a closer effect than poly.

it’s still not working. :frowning: how the heck did this person get it to be this smooth?

stack:
Smooth
Ripple
Edit Poly
Turn to Mesh
NURBS Surface

I love the arms, they look like golf clubs :wink: not enitely sure how he got it that smooth, I’d assume he was just using nurbs, I think I know a man who would know. Ill try get him to post an answer…

thanks man. :slight_smile:

First delete all those modifiers from your stack. Their total overkill for what your trying to accomplish. Create your initial object with enough geometry to maintain its general shape after applying smoothing. Right click it and convert it to a poly or mesh object. (Polys have a better set of tools and working with quads usually produces a nicer mesh).

Theres lots of ways to apply smoothing.

A Meshsmooth or Turbosmooth modifier will give good results. Turbosmooth has less options but it will smooth your poly model with quads using less resources. Meshsmooth uses more resources but gives you more choices for subdivision methods. Either way adjust you iterations up for more geometry(smoothing).

Or… Convert to a poly object then in your Subdivision checkbox enable use Nurms Subdivision and again adjust you iterations to your liking.

Or… Convert to a poly and manually add geometry in the appropriate place then with polygon selection selected go to the polygon properties rollout and set you smoothing groups for any newly created faces.

You usually only need mesh and poly edit modifiers in your stack if your manipulating your object for animations.

There’s probably two things that I would do in order to recreate this image…

  1. The first is that the head is a perfect sphere with the eyes pertruding. therefore start with a sphere create the eyes using seperate spheres and manipulate them into the shape you want, then just place them into the face. If you want proper definition in the eyes (with eye sockets), use the boolean tool. This can either subtract one mesh from another, or combine them together. However, sometimes the results can be a bit messy and you’ll probably have to turn some edges and do some target welds to neaten the mesh up. If you keep them seperate, just link the eyes to the head so they stay in place if you move the model or animate it.

  2. The other is in the modify panel, scroll down to the bottom and play around with the autoSmooth button. This way you can select polys and apply different smoothing to different selections creating the contrast you want.

Hope this helps.:thumb2:

thanks guys. i played around with this and found something even cooler…

this is what i’m doing for the hands.
first create a nurbs curve, then extrude it to whatever amount you want, then apply ripple, and then meshsmooth it. it looks so smooth… it’s awesome… i think this is cheating, but hey it works. :slight_smile: thanks again.

edit: i’ve attached this image to show the diff. between two diff. procedures.
the eye on the right uses extrude, but the one on the left is just cv surface, which also is pain in the rear-end. extrude, on the other hand is really easy, it fills up the whole curve with shape. :slight_smile: much easier that way, and it also does face on both sides, which i usually want.

ok, so i’m almost done with this now… i’m working on legs right now. can anyone please tell me how this person did the transformation from legs to feet? like how it looks so smooth and not broken at all? thanks. :slight_smile:

edit: i think this method will work… i first create a circle, then extrude it, then edit Poly it. then keep on extruding the face… and then make it smooth once the whole transformation is done. would this work?

edit: check out the final version here: http://www.kirupa.com/forum/showthread.php?t=215191