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Correcting Normals and Smoothing Groups in Quixel

polycounter lvl 6
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Stu2Prof polycounter lvl 6
Hey there

I am currently learning to use Quixel Suite 2.0 and am hitting a little snag when it comes to Normals and Smoothing groups. 

I was working on a model sword and its textures in 3ds Max Design before importing them into Quixel Suite 2.0. After import I noticed a little splotch on my sword in the 3do previewer. (Can be seen at the bottom left corner of the blade) Which I suspected was due to a problem with my smoothing groups.

[img]http://i.imgur.com/w5rD0j2.jpg[/img]

Halfway through trying to correct this my computer hit some problems which forced me to switch to a new device.
I took the OBJ into the same version of 3DS Max Design and re-did the Smoothing Groups. I also found an unexpected edge dividing the quad where the flaw was appearing into 2 triangles. I deleted this, checking to make the sure the UVs remained unaffected. I exported 2 objs, 1 with just the edge removed and 1 with the edge removed and Smoothing Groups re-done. The result I got was the following in 3do:

[img]http://i.imgur.com/rxFJSNT.jpg[/img]

I would appreciate your help in understanding the initial problem that caused the flaw/splotch on the blade as well as the additional problem where my smoothing groups have seemingly exploded. Thanks very much for your help. Below are the maps I am using for Normals, AO and Material ID. Thanks again

[img]http://i.imgur.com/VwDKyBg.jpg[/img]
[img]http://i.imgur.com/b2WagUR.jpg[/img]
[img]http://i.imgur.com/FJEriaE.jpg[/img]

Replies

  • Stu2Prof
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    Stu2Prof polycounter lvl 6
    Hey guys,
    had another try and the problem was coming from importing into 3ds max. After selecting "Import Normals from Smoothing Group" the main problem went away. Seems the rest of my errors now are just problems with the Normal map bake
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