Using FBX, you can import objects with hard edges and creases modeled in other applications such as Softimage, 3ds Max (smoothing groups) and Maya (edge and vertex creasing, partial creasing). This lets you continue work with the model in Mudbox, while preserving the appearance of hard surfaces and features like sharp edges. What's the difference between hard surface and organic modeling? When it comes to 3D modeling, your models will fall under one of these two categories: organic and hard surface. No matter what you’re creating in your 3D application, it’s either going to be a hard surface or organic mesh. With a hard surface mesh, topology and edge flow may not be such an important issue as long as it looks good at render time. Similar to classifying the model by how it’s constructed, depending on the characteristics of the mesh can determine whether or not it’s hard surface or organic.

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hard edge modeling in mud box

GUN MODELING in MAYA part 1 - hard surface modeling tutorial, time: 8:05

What's the difference between hard surface and organic modeling? When it comes to 3D modeling, your models will fall under one of these two categories: organic and hard surface. No matter what you’re creating in your 3D application, it’s either going to be a hard surface or organic mesh. With a hard surface mesh, topology and edge flow may not be such an important issue as long as it looks good at render time. Similar to classifying the model by how it’s constructed, depending on the characteristics of the mesh can determine whether or not it’s hard surface or organic. You can model hard surfaces in mudbox, but if you dont even know how to model them well with traditional sub-d you're going to have lets of problems trying to sculpt that sort of thing, it is not something that is easily done so i would suggest learning how to do proper poly modeled stuff, and when you have a good grasp on that then i'de say. Using FBX, you can import objects with hard edges and creases modeled in other applications such as Softimage, 3ds Max (smoothing groups) and Maya (edge and vertex creasing, partial creasing). This lets you continue work with the model in Mudbox, while preserving the appearance of hard surfaces and features like sharp edges.srubidom.net Independant Mudbox User Forum Secondly, going back to the hard edged modeling could you briefly tell me your method. I am trying Mudbox. Is it difficult to do concept design which has hard edges: like stylish objects, vehicles? If it isn't, any tutorial, lessons. Do you prefer to build your hard surface models from scratch in . then I learned how to use Z, then went over to mudbox, then back to z where I. Give your max model hard edges (smoothing groups) where you want the hard edges to be. Apply turbosmooth on that object (value 3 or so). Hi, I'm little bit lost in a highpoly modeling under ZBRUSH or MUDBOX. Mudbox is tries to subdivide the mesh itself, you need to add edgeloops and support edges to your mesh to control how it will subdivide in max. -

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