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Best practices for modeling subdivision surfaces

Best practices for modeling subdivision surfaces - 3ds Max Tutorial

From the course: 3ds Max 2022 Essential Training

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Best practices for modeling subdivision surfaces

- [Narrator] Before we begin modeling with SubDs, I'd like to cover some best practices to hopefully help you avoid topology issues that can occur with Subdivision Surface Modeling. SubDs work best on quadrilaterals, that is polygons with four sides. All of these cubes or boxes have quadrilaterals on them everywhere. The sphere primitive and actually this cylinder primitive also have triangles built into them that meet at a single point which is known as a pole. Subdivision services don't handle poles very well, where five or more edges meet at a single point. It's really optimized for situations in which four edges meet at a single point or a grid structure. Let's add an open subdiv modifier to all of these objects and see how they react. So I'll drag a selection rectangle around all five of those. Go over to the modify panel, from the modifier list, add an opensubdiv modifier and click off of those objects. We can see…

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