Hi there, this will be my first post. I've been modelling for only about 6 months, i'm getting there slowly but I could use some advice with a human i'm making. I've used the MeshSmooth modifier to smooth my mesh but i'm seeing some problems with the smooth that I can't seem to get rid of. I'm not sure if its my technique, or whether using the mesh smooth modifier is just a bad idea for what i'm trying to achieve. Below is a couple of renders of my humans face, the white rings are where i'm seeing problems.
Any ideas?
Thanks for any help anyone can give!
[img]http://www.frogthief.com/images/headrender.jpg[/img]
[img]http://www.frogthief.com/images/headrender2.jpg[/img]
the pinching is caused by topology poles created by meshsmooth subdividing non-quad polygonal surfaces. The worst offender of this is pure triangles (aka tri's). What this means is that quad based geometry smooths good, triangles don't. So, to fix, hide edges on your base mesh to create quad based topology like this:
[img]http://www.sumea.com.au/forum/attached/j.i. styles/20067519492_head.jpg[/img]