So I've tried this in different software and I end up getting the same results more or less, so it has to be that I'm doing something wrong and I don't understand how face weighting works.
This is my mesh:
I've bevelled all hard edges. Now when I go to face weight the vertex normals of the mesh, be it using Modo's face weighting tools or even Blenders face weighting modifier, I get less than ideal results in certain areas:
What am I doing wrong? Depending on the material I throw on to the object in UE4 it may look okay but if I throw any metal on there, that weird shading will be visible. When I'm face weighting I set smoothing to 100. There's a few tutorials showing how to face weight a mesh in different software but non of them really address strange shading like this. Is it that face weighting doesn't work on round/curved surfaces?
Replies
You want to use it to improve the shading of certain edges not a magic bullet you throw against everything.
In Blender select the faces you want the normals to be weighted towards (ie. the faces that are NOT the bevels) then go to:
Mesh > Normals > Set From Faces
Something I've noticed which is when there are a lot of dense faces in a curve, I get this:
Is it possible to get a cleaner result in places like this? Either way its a very small nit picky thing that nobody will notice and I'm happy with the results. My only gripe now is that I wish I could face weight properly in Maya. I have to use something external like blender or modo which means I have to learn the basics of that software. I've tried using some scripts for Maya but they never give me clean results, even if I specify which faces I want the normals to be weighted to. Anybody here have any experience with face weighting in Maya that could point me in the right direction?
Edit:
Example, AMT Normal Tools is a script that should be able to do this. So I select the faces I want:
Then when I hit the 'Weight Face Normals' button this is the result I get:
The tool even says I can select multiple faces and face weight them but I still get a mess.
Tried it a few times to make sure I'm doing it exactly as you've written but I get the same result. I tried it on another object too and although the results are okay I still see weird shading here and there. Going to give this same object a try in Blender
Edit:
Getting the same result in Blender so I assume something is wrong with the geo? I know the geo isn't ideal and its full of ngons but I thought face weighting wouldn't find that an issue?
about what you said at the end, I'm not entirely sure what you mean. Any chance you could throw me a sketch of where the loops would go? I'm learning a lot here and it would be super helpful to visualise this. Thanks.
I would say: too much information - too many differing normal directions.
You could manually edit the normals to get a better result but it makes more sense to properly model this. All the tips for proper sub-d modeling apply here
Here's an example based on the shape you posted above :