Maybe you're missing edges in your borders. You'll need to use more edges in your borders to fix the shading.
When you are working with low poly objects and don't want to use hard edges, add an extra edge to your borders to make it look like a rounded bevel, with soft edges and a high geometry approximation angle. Doing this usually give you smooth polygons when subdividing too. You can try with split edges with split control. This is a graphic from my blog when I was experimenting with bevel and extrude to achive this effect. The result wasn't perfect but it did the job done back then when I was modeling some weapons for a game title. [image: Inline image 1] Martin On Thu, Aug 22, 2013 at 9:32 PM, Szabolcs Matefy <[email protected]>wrote: > Thanks guys!**** > > ** ** > > Geo Approximation doesn’t have too much effect at this moment, setting to > Angle dependent helps a bit. HQV also helps a bit but nothing really helps > this. So guys, so there any special tricks you use for daily hard surface > modeling? Cheers!**** > > ** ** > > ** ** > > Szabolcs**** > > ** ** > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *James De Colling > *Sent:* Thursday, August 22, 2013 2:15 PM > > *To:* [email protected] > *Subject:* Re: Hard surface modeling question**** > > ** ** > > oh, and make sure to check shading with highquality viewport, which > pixelshades instead of vertex shades**** > > On 22/08/2013 10:12 PM, "Tim Bolland" <[email protected]> wrote:** > ** > > Just a thought but have you looked at the geometry approximation settings? > Maybe there is a difference there? > > Tim > > On 22/08/2013 13:55, Andreas Bystrom wrote:**** > > looks like your surface has more of a curve to it though, the more curved > it is the more issues like that will show up..**** > > also, i doubt 3dsmax subdivides much different from softimage or maya for > that matter, maybe you could ask the guy to send you that piece of the > model as an obj so you can try it out.**** > > ** ** > > ** ** > > On Thu, Aug 22, 2013 at 11:44 PM, Szabolcs Matefy <[email protected]> > wrote:**** > > Thanks James,**** > > **** > > I thought and used similar approach but yet, here we tried to reproduce a > similar surface that guy does, and we can’t replicate the same smoothness* > *** > > **** > > **** > > **** > > **** > > As you see, the unsubdivided model has clearly visible shading issues, and > the subdivided has too. I made a similar (almost identical) topology around > the corners, and it drives us crazy…**** > > **** > > **** > > Cheers**** > > **** > > **** > > Szabolcs**** > > **** > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *James De Colling > *Sent:* Thursday, August 22, 2013 12:33 PM > *To:* [email protected] > *Subject:* Re: Hard surface modeling question**** > > **** > > what kind of shading issues are you having? and that guys model is nice, > but certainly not perfect. and entirely possible to do in softimage with > standard tools.**** > > **** > > i model cars in softimage all the time with no hassles. just make sure you > plan out your mesh / loops early on. make all panel cuts etc after one or > two subdivisions down so you have the main surface already clean. also if > your going realtime, use shading edges or hard edges...there is nothing > else :)**** > > **** > > if you really want to do tricky cuts, sometimes what I do is dupe the > mesh, locally subdivide it a few times, then project a fairly dense curve > onto it via shrinkwrap.**** > > **** > > delete the subdivided mesh, (freeze the curve beforehand!) then use the > curve as a snapguide for your cuts. im sure there are plenty of other ways, > but this is what works well for me :)**** > > **** > > cheers,**** > > **** > > james,**** > > **** > > On Thu, Aug 22, 2013 at 7:51 PM, Szabolcs Matefy <[email protected]> > wrote:**** > > Hey folks. On CgSociety there is a talented guy modeling a MI-24 > helicopter. He’s using Max for the modeling, and he’s got some extremely > powerful technique to model lids, insets, etc, without ANY SHADING ARTIFACT. > **** > > **** > > I tried several things that I am aware of, but in vain, I always had > shading issue on my model, even on extreme subdivision.**** > > **** > > Shaded view: > http://www.cantarel.de/external/WIP/MI-24/Mi-24_mdl_v239_view01.jpg**** > > Wireframe: > http://www.cantarel.de/external/WIP/MI-24/Mi-24_mdl_v239_view02.jpg**** > > **** > > And the thread itself: > http://forums.cgsociety.org/showpost.php?p=7643118&postcount=275**** > > **** > > So any idea would help us a lot!**** > > **** > > **** > > Cheers**** > > **** > > **** > > **** > > Szabolcs**** > > ___ > This message contains confidential information and is intended only for > the individual named. If you are not the named addressee you should not > disseminate, distribute or copy this e-mail. Please notify the sender > immediately by e-mail if you have received this e-mail by mistake and > delete this e-mail from your system. E-mail transmission cannot be > guaranteed to be secure or error-free as information could be intercepted, > corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. > The sender therefore does not accept liability for any errors or omissions > in the contents of this message, which arise as a result of e-mail > transmission. If verification is required please request a hard-copy > version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 > Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: > DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli**** > > **** > > > > > -- > Andreas Byström > Weta Digital**** > > ** ** >
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