3ds Max Modeling :: Smoothing Surfaces To Make Terrain Look More Natural

Sep 22, 2011

I often work with Civil Engineers and I use line work from Civil programs such as 3D Civil and Bentley MX. These programs give me splines (see image 1). I trace over the lines to create poly surfaces which may end up being grass or concrete etc (see image 2)

I don't use the terrain command because the command is not always suitable. The lines I import often have gaps or other issues thats why I find it faster to trace over the lines to create my poly surfaces.

But if you look at image 2 it's very blocky. I would like to smooth between these surface to make the terrain look more natural. I have played with turbosmooth and meshsmooth but sometimes they screw up the surface or don't work at all.

How I could make my surfaces more natural and less blocky.

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Jan 18, 2013

I have been trying to figure out if there is a more efficient way of doing this for some time. It seems so basic but it always comes to play in my smoothing process.

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Feb 13, 2013

I'm currently working on modelling a helmet with a little bit of detailing. I have this rim shape that curves around the back of the helmet, but there are supposed to be some hard corners near the back. Every time I try to sharpen the corners with support edges (using chamfers, using extrude with no height, adding edge loops) I always get these nasty corners. Check out the pictures. Is there any way to retain the round shape of the helmet while sharpening the corners?

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Jan 26, 2011

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So what I've done so far is to create a plane (10x10 with 10x10 subdivisions). I then clone the plane into an 2d array with a total of 100 planes. I then group the planes into a single group. This gives me a terrain object consisting of 100 planes and a size of 100 X 100 units.

Now, here is my question: Is it possible to apply a displacement modifier to this group/planes so that a heightmap will modify the planes and thus create a terrain where each tile is only affected by its "part/area" of the heightmap?

I've tried by adding displacement modifiers to the planes but when applying a heightmap each plane is affected by the whole heightmap and thus the result is that the terrain group consists of a number of identical "mini terrain" planes.

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I have a long history using MAX but not importing this kind of data, with any success.

Generally, I know that Global Mapper is the good source for hirez imagery based on geospatial coordinates. Not sure how to use GM, but I bet they have tutorials. Mapping GM data onto a Max mesh is possible.

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[URL]

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Jun 25, 2011

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Jul 21, 2013

At this present time I would consider myself a high end beginner at 3ds max. 

I am currently trying to model a mech and have been trying to smooth it. I have made progress but I don't know where to take the geometry from here. There are numerous smoothing errors in the model and I understand why they are happening, I just don’t know the right way to fix them. You will understand what I mean if you have a look at the model (I've attached it so you can download it).
 
For example, in the first image you can see an error, if I extended the edges this may get rid of it, but then I get the result in the second image, and it doesn't look right .

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May 9, 2011

Sometimes, during the process of exporting and importing OBJ files between apps, when the model lands back in Max I find that I cannot edit the smoothing groups. They're locked in. The only work around I've found is to export it back out of Max without smoothing groups, then bring it back in.

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Dec 27, 2011

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Maya Modeling :: Material Forgets UV Space When Smoothing

Aug 17, 2011

I have a model rigged with The Setup Machine and The Face Machine and a single material is applied to each of them. Not sure if the above is relevant, but when I tested this in a clean scene with just a sphere, everything was fine.

I then select a few faces and apply a new material to those faces. I smooth the mesh and the UVs are smoothed and the different materials appear where they should be. If I set the divisions on the polySmoothFace node to 2 or more the materials seem randomly placed across the mesh. The Uvs however, are smoothed correctly. So I then have to reassign the materials to the correct faces.

If I do one smooth mesh, then another separate smooth mesh, the materials are placed correctly.

Is this a bug or do you think something is wrong with my setup?

Core i7-2600K
8GB RAM
Win 7 Professional
Maya 2011.5

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Apr 19, 2012

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I use the "Polygon: Material IDs" and "Polygon: Smoothing Groups"  section (located in Editable Poly) a lot.   I was wondering how I could break it off as its own floating dialog box.
 
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I extrude without smoothing and it looks fine, but after smoothing, everything splits up.

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I have GIMP for Mac version 2.8.3.

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Sep 27, 2012

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I've made sure that I'm in orthographic mode, looking straight down on the surface, but anywhere there's a curve it messes things up. Circles become irregular ellipses. Arcs become more convex or concave. Where I'm shape merging two different objects at different times, objects that had lined up, the curves are now different and they either overlap or no longer touch.

I'm assuming that it's because my terrain mesh is too complex, but I'm not sure how to get around that.

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Oct 7, 2011

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