I've been importing my models from Blender to Max as .fbx and I noticed that when they come in they have no smoothing groups applied and every single vertex normal is split, even though they're pointing in the same direction so the model appears to have smooth edges. It looks fine in editor but it's causing my vert count to be unnecessarily high. Is there a way to automatically weld overlapping vertex normals? I tried using unify in the edit normals modifier, but this resets the direction of the normal and I need to keep the custom normals I assigned in Blender.
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Smoothing groups are an ancient way of dealing with vertex normals inside of 3dsmax, basically if you want all of your faces to be "smooth" then you put everything in one group. Any place you want break the smoothing, you put those two faces in different groups and max tweaks the normals behind the scenes.
If the verts are un-welded then no combination of grouping will get them to smooth, you'll have to weld the verts and then you can assign the faces to the same smoothing group, if they aren't already.
Careful, editing normals in max is a nightmare, be very careful what you do, collapsing the stack or adding a modifier to the stack can cause max to recalculate the normals and screw up any custom work you've done.
It is possible to import the model with a single smoothing group applied, but doing so resets my custom normals. I can also manually set everything to a single smoothing group but this doesn't fix the problem.
The only workaround I can come up with is to make two copies of the mesh, one with my custom normals and one with the normals reset, and then use normalthief to transfer the first mesh's normals to the second. This works....okay? but it means losing ALL my hard edges and has to be repeated for every piece of the model, putting a major hink in my workflow.
Boy, you don't have to tell me twice.
For editing vertex normals in 3ds Max, I wrote some notes here, might help you.
http://wiki.polycount.com/wiki/Vertex_normal#3ds_Max
Thanks for the normal tips, they're dead useful.
But sounds like it’s working out without that need.
This is of course assuming you're already not using that vertex colour data.
I think i ran into this issue aswell with cad objects, and made a script that i can't find back, but i think unity is smarter than max indeed, and doesn't add extra vert if normals are the same.
It won't fix your specific issue but this script is awesome at face weighting the normals. https://gumroad.com/l/auqXp
I have something similar here:
thanks.
Mark Dygert said: Ooh! I need the blender version in my life, but this is pretty great too.
Try this.
It adds an edit normals modifier, that you may want to collapse (uncomment collapseStack obj)