
You got that right, it's a portal Pistol.
Category Designs / Still Life
Species Unspecified / Any
Size 1050 x 750px
File Size 128.1 kB
I prefer to model the base while the MeshSmooth is set to Classic mode, then switch to the NURMS smoothing algorithm for it on the final version. That way you get to clean out all the places where the polygons clump up while you're still modeling, and give it a smooth finish as a reward for the final piece. NURBS and spline modelling in general can be an untamable beast And the lowpoly base of a smoothed mesh can be used for games and 3D aplications much more effectively.
But the model we're looking at is certainly not lo-poly. Mind you, I will -NEVER- use NURBS, even if I convert it to polygons, for game models. That's all going to be polygons, especially as displacement/normal mapping is far better to use with that.
I don't know what meshSmooth is, unless you mean the level of smoothness 1 is Classic. What program uses NURMS? Never heard of that either. The level of control using NURBS tools does have a bit of a learning curve, but I've found it to be extremely useful, especially when you're rendering. ~_~:
I don't know what meshSmooth is, unless you mean the level of smoothness 1 is Classic. What program uses NURMS? Never heard of that either. The level of control using NURBS tools does have a bit of a learning curve, but I've found it to be extremely useful, especially when you're rendering. ~_~:
Um, we're talking about 3dsMax, right?
A Base model - http://www.the123d.com/tutorial/3ds.....x3/stp01-b.jpg
Same model with MeshSmooth - http://www.the123d.com/tutorial/3ds.....x3/stp02-b.jpg
The MeshSmooth modifier has 3 subdivision methods for smoothing - Classic (Old 3dsmax 4.0 algorithm), NURMS (Non-Uniform Rational Mesh Smooth) and Quad Output. You set the "Iterations" on the modifier to set the smoothness level.
A Base model - http://www.the123d.com/tutorial/3ds.....x3/stp01-b.jpg
Same model with MeshSmooth - http://www.the123d.com/tutorial/3ds.....x3/stp02-b.jpg
The MeshSmooth modifier has 3 subdivision methods for smoothing - Classic (Old 3dsmax 4.0 algorithm), NURMS (Non-Uniform Rational Mesh Smooth) and Quad Output. You set the "Iterations" on the modifier to set the smoothness level.
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