From the course: 3ds Max 2024 Essential Training

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Best practices for modeling subdivision surfaces

Best practices for modeling subdivision surfaces - 3ds Max Tutorial

From the course: 3ds Max 2024 Essential Training

Best practices for modeling subdivision surfaces

- [Instructor] Before we begin modeling with Sub-Ds, I'd like to cover some best practices to hopefully help you avoid topology issues that can often occur with subdivision surface modeling. Sub-Ds work best on quadrilaterals. That is polygons with exactly four sides or four edges. All these cubes or boxes are built of all quadrilaterals. The sphere and the cylinder primitives also have triangles built into them. Those triangles meet at a single point, which is known as a pole. That's not currently visible on the caps of the cylinder, but we'll get to that in a moment. A pole is a structure where five or more edges meet at a single point. Sub-Ds don't handle poles very well. They're really optimized for situations in which four edges meet at a single point or a grid structure. And a pole will adversely affect the subdivision surface even if the edges are inside a polygon and therefore hidden by default. Let's talk about…

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