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July 17 , 2009

Chapter 14 - Advanced Poly-Modeling (3ds Max 2010 Architectural Visualization)


The modeling of complex objects is something that every 3D professional is bound to be required to do at one time or another. While many of the modeled elements encountered in architectural visualization are structural forms that are often square and linear, there are times when buildings, walls, furniture, props, and architectural details will require either a bit more detail, or that they are nonlinear by nature. In many cases, the way to create this detail is through the use of subdivision modeling. Building a low polygon base mesh that will later be subdivided through the use of the TurboSmooth or MeshSmooth algorithms is a powerful way to create complex models with high levels of detail and smooth-flowing surfaces. I am sure everyone reading this has modeled and used Turbo-Smooth many times. I am also confident that there have been many occasions when your model has turned into something completely unexpected when adding the TurboSmooth modifier. The ability to create intricate models that will subdivide properly and create consistent and predictable results is what makes a modeler's skill level advanced. With this in mind, I am going to outline some of the key factors that make poly-modeling and subdivision surfaces more predictable, while also improving the quality and speed by which you produce your models.

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3ds Max has a history of keeping old features in future releases so that features used in older scenes continue to work properly in the newer releases of the program. This is good but also a bit confusing, especially when the old functionality is still there but has actually been overtaken by new and improved features. For example, the newest…

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