I was trying to make new hair mesh and after testing it in game I wanted to make it smoother (more high-poly). It was the first time in my meshing history when I actually needed more polys on mesh, I always do quite low-poly stuff and I was happy with it until now.
I'm familiar with 3ds quite okay to remember that it has the new improved Smooth modifier called TurboSmooth which can transform any mesh into "super high-poly explosion", but I've never use it.
My problem is that I can't figure out how to make my mesh smoother without making the polys arrange in a star-like or circle-like way, as I want to keep the quad construction.
Need help on using 3ds TurboSmooth modifier to make the mesh look like it's still made from squares like in "Before" picture.
In your before picture, the mesh's faces are triangles. Modifiers like the one you're trying to use usually work better with quads. My suggestion would be to convert the faces to quads before using the modifier and you should get better results.
"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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The use of such a tool is useless if you do not update each new divided vertex.
If you do not move/smooth the vertice themselves the mesh will look exact the same.(because they still lay in the same plane of the original.)
Thanks Cmo and BloomsBase
Converting it to quads didn't help a lot, since TurboSmooth messes up my mesh anyway. I guess this modifier is good for making objects and other stuff that didn't require smooth bone transitions when animating, so hairs and clothes are doomed As moving every vertex manually is a suicide on this mesh (4.5k polys), I guess I will go with this version