Hey everyone,
This week I’ll be showing you how to create meshsmoothed text in 3dsMax. Ordinarily, this is difficult to do because ordinary extruded text shapes create very complex polygons on the top and bottom of each letter. Thus, turbosmooth has a difficult time handling the smoothing operation. Since chamfering the edges along each 3d letter doesn’t always work, we’ll be using the quadrilateral tessellation in the ProBoolean object in order to resolve those pesky mesh structure problems!
By Silverdust September 16, 2009 - 8:12 am
Great, another mystry solved.
I always just went with a smal bevel ( cause of the known probs ). This really creates new possbilities . =)
By taran0 September 16, 2009 - 8:30 am
that was genius, been trying to work out how to quadrify my extruded splines and this is a fantastic workaround. this most certainly will change my life! THANKS!
By MikeZ83 September 16, 2009 - 10:44 am
Interesting approach.
Sometimes it´s also enough to use the edge chamfering options of most advanced shaders to fake it. Works fine unless you get close enough to notice the difference.
By Philip September 21, 2009 - 2:31 pm
This is very interesting. You can also use the Quadrify modifier instead of the ProBoolean approach, BUT the quadrified mesh outcomes are different! For not-so-small quads (around 3 or 2%) the “Quadrify Mesh” option is visually prettier, but for 1% face sizes, the ProBoolean option gives the best result. Just wanted to let you know it as curiosity.
By Walli World July 27, 2010 - 3:53 pm
Thank you SO much! I’ve been trying to solve this riddle for at least five months! Your tutorials are an invaluable resource. Thank you!
By dawit June 24, 2011 - 1:40 pm
tank you