Issue with rendering topology any help would be appreciated!

Hi guys,

So far I love the community and environment with the corona renderer. However, recently as I was rendering a model of a car I made, there was some weird circular/ concentric pattern due to I bad topology on my model. As you can see the attached. If any of having any tips has to how I could remove these would be greatly appreciated! I’m modeling in 3ds max with corona renderer. My workflow is editable poly–>turbosmooth.

Side note: anybody knows how to apply “CoronaRounededCorners” map to all materials at once?

Any help would be greatly appreciated!

Albert


Try to check normals with edit normals modifier.

Well, you need more work on your topology, especially having poles near other poles or near sharp corners is probably going to produce heavy pinching on subD modeling..

I actually wonder if you can achieve perfect higlights (as intended by car design) with the use of poly modeling as opposed to some class A surfacing, must be pretty hard…

PS: I actually found a blog post about this topic lol, Modeling Cars in Polygons — Ebal Studios
Haven’t read it completely as I don’t do hard surfaces using polygons. But it does seem to illustrate some issues and solutions nicely

Thank you for the response guys! I believe the issue was actually due to the material and an issue with the mapping. I was using Jeff Patton’s car paint material and the flakes bump and diffuse were causing the issue, possible due to something with the normals of the model.