From the course: 3ds Max 2024 Essential Training
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Baking subdivisions - 3ds Max Tutorial
From the course: 3ds Max 2024 Essential Training
Baking subdivisions
Usually at the end of a subdivision surface modeling project you'll need to bake the subdivisions or burn them in and make that level of detail permanent. There are many reasons why you might want to do this. For example, maybe you're exporting to an application or a real-time engine that does not support the Open Subdivision algorithm. You need to convert to polygons before exporting. Another very common reason for baking sub-Ds is to allow fine adjustments. We cannot access the individual subdivided polygons. Therefore we can't perform low-level rigging or modeling operations. If I select this seat cushion object, go over to the Modify panel and disable IsoLine Display, we can see the individual polygons. I'll zoom in on that with the Z key. So we can see these but we can't select them directly. The tessellation or subdivision of that object is dynamic. We can change the number of iterations, bring that down to 1 and we've got fewer subdivisions. Or increase that up to 3 and we have…
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Contents
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Understanding subdivision surfaces4m 35s
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(Locked)
Best practices for modeling subdivision surfaces7m 54s
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(Locked)
Box modeling for subdivision surfaces4m 33s
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(Locked)
Modeling with the Symmetry modifier8m 35s
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(Locked)
Modeling curvature with Soft Selection9m 45s
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(Locked)
Refining geometry with SwiftLoop3m 14s
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(Locked)
Constraining sub-object transforms7m 43s
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(Locked)
Correcting a seam with Align to Grid3m 48s
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(Locked)
Sharpening corners with Edge Crease7m 21s
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(Locked)
Baking subdivisions5m 28s
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