I imported this model into 3ds max. applying edit poly modifiers breaks the smoothing groups in it. How do I preserve smoothing group while applying the modifiers.
it's one of the reasons I prefer Blender. You can edit something with explicit normal's and it's only breaks them in faces adjacent to your edited area . Plus you could have the data transfer modifier that fixes it on the fly.
While in MAx you need expensive Ornatix to do so.
I once wasted a weekend trying to do normal transfer with MCG in MAx. Haven't been even close to something working.
Why attribute transfer is still not in MAx . Should be there years ago already.
Turn to mesh/poly and edit normals will sort the data out but it doesn't always preserve everything.
When you bring a model in from Maya or something else that doesn't support smoothing groups discrepancies are inevitable.
I remember some discussion on the matter on here a few years ago and i don't think anyone came up with a reliable algorithm for translating between smoothing groups and edge definitions - it's certainly beyond me
If you switch to max 2021 or newer, explicit normals will be preserved. If you prefer smoothing groups over explicit normals (for example if you plan on modifying the mesh and want more freedom), check "Smoothing groups" when importing the fbx - this will try to convert explicit normals to SGs.
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When you bring a model in from Maya or something else that doesn't support smoothing groups discrepancies are inevitable.
I remember some discussion on the matter on here a few years ago and i don't think anyone came up with a reliable algorithm for translating between smoothing groups and edge definitions - it's certainly beyond me