Hey guys,
I'm trying to bake out my high-poly model in substance but it seams like it's not exporting with the turbosmooth modifier, resulting in horrible normals. If I collapse the modifier it works but I'd rather not have to do this for all the individual models.
Any help is much appreciated!
Replies
How many individual models do you have? You could make a duplicate set of high poly models and combine a lot of the meshes, then apply the modifier.
Are you exporting it as .obj or .fbx? I'm sure that the FBX exporter tessellates the model when there is a turbosmooth modifier on top.
Thanks again to everyone.
That feature preserves the lower poly version and the turbosmooth settings, just like the skin modifer, which Maya actually reads and correctly binds the skin using it's specific tools. If you export out of Maya with skin, 3dsmax correctly reads it and applies the right modifier. It works because the importers know how to handle those settings.
If you import your "preserve TS" into 3dsmax you'll get the low poly version with the Turbosmooth applied as a modifier. In other apps and before it was an option, the exporter would always collapse it and any low poly version would be lost. Unfortunately other importers only see the low poly version and don't know how to handle the turbosmooth settings.
I put a turn to poly modifier on top of the stack that preserves convex faces and triangulates then run a script that snapshots, exports the snapshot meshes and then deletes them - this eliminates any weird shit that can work it's way up the stack and also allows for export of meshes affected by world space modifiers/animation controllers/spacewarps etc.
@PolyStarbolt - a high poly mesh will be big if it has lots of geometry in - nothing you can do about that