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Trying to create a muffin top effect with breasts and bikini (3ds max)


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Posted

New some ideas on trying to make the bodys breasts effected by the bikini straps like in this pic.

Screenshot_1_zpsloyih9qv.png

Useing 3ds max I have found that the strips button in freeform creates new vertices where i draw them, so i used that to make some new verts that followed the bikini line

Screenshot_3_zpslnddwwfe.png

Screenshot_4_zpsnmzdnc1y.png

then moved them downward, away from the bikini line

Screenshot_5_zpsyxbbk9rm.png

it worked to a degree but the edges around the indentation are sharp and I want to make them smother, possibly by adding verts.

I have tryed to do this with msmooth and turbo smooth but with no luck

Posted

Have you tried increasing the falloff of the soft select and adding a relax modifier, it should smooth out the transition somewhat.

There is already a lot of verts there you should be able to move them where they are needed with no need to add more.

 

 

And just as a side point, i can see that the body has already been sub-d when it was triangulated.. I wish people would stop doing this...

Posted

Thanks for the tips. Could you tell me more about the triabglulated polys and why you prefer them? To add more verts I used the msmooth option, is there a better way of adding verts?

 

I still got the low poly original mesh wish is triangulated if that would work better

Posted

I don't prefer triangulated meshes at all, i prefer quadulated meshes. But it really irritates me when i see a triangulated mesh that has been Msmoothed/Turbo smoothed.

It makes the most hideous topology and doesn't do a good job 'smoothing' anything plus it makes deformation at  the joints of weighting awkward.

 

I'll show you what i mean.

 

Take 2 meshes 1 is in quads the other has been triangulated.

 

wc3jdw74ru57ag97g.jpg

 

They both have the same number of triangles (the quad mesh is technically still made up of triangles) and vertexes.

 

I add 2 iterations of turbo smooth to both of them.

 

nhkj4a1uh1lcz9a7g.jpg

 

As you can see the quad mesh has kept its form and preserved its order, while the triangulated mesh has become a swirling mess of quads of uneven shape and density.

 

The triangle count on the quad mesh is now at 9,632 and the tri mesh is 16,608. And the vert count, quad 4,833 and tri 8,321
That is almost double the amount for a poorer result.

 

Here is a look without the wire frames.

 

i390xdwht8z2o3c7g.jpg

 

You will see strait away the black marks along the cutting edge, the scruffy edges around the holes, as well as the unevenness of what is supposed to be flat surface leading up to the holes.

 

q76ej4spb45jhao7g.jpg

 

It just looks a though a dog has been chewing on it, i don't even know what's going on with all the hard edges.

 

 

There is really no good way of "adding more verts" to a triangulated mesh, the best you can do is qualify the triangulated mesh, which is a little hit an miss (mostly miss on none standard shapes, a box being the standard shape) And the mesh/UVs will need a lot of fixing up after. you will have to weigh up if its worth the time and effort.

 

 

If not then that only way i see is if you use the relax modifier and select the verts you want to smooth out.

Posted

Wow really nice explanation, never really thought about the topology before. Hah you should make a video because no one has ever explained a good topology to me before. Thank you very much! :)

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