Ive gotten myself a mesh made to import in to xNormal and UE3.
Triangles, all that jazz
but the one thing thats giving me a headache is bloody smoothing groups. Using Max 9, I'm coming up with nothing on how to export smoothing groups. I've never encountered them before, so a little help would be good. I THINK I'm doing what seems logical
(selecting polys, clicking smoothing group = x to assign to them)
but when exporting as .ase or .obj and viewed in either UE3 or xNormal I just get one huge smoothed over crap mess
tried searching this forum for advice and I've googled to no avail - anything out there is either too vague or not geared to games and the like at all
Help! Im at the end of my tether.
Edit: heres a screen of what im doing in max, and what I'm getting in UE3
I actually think this might actually be it and its UE3's slightly plastic rendering skills, but note on the front facing flat plane theres still a bit of curvature hinted at. Is this just inherent to UE3 or am I STILL having problems?
In this case it seems like Im splitting hairs as my output is near enough Ok now but for future reference, I'd still like any advice and tips. Or even just methods.
My incredible lacking smoothing groups skillz
Unreal Engine output (diffuse&emissive only)
Replies
if you don't have that id say just split your model in those places for real
You can manually detach the faces instead of using smoothing groups for a simple fix.
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Also you can split edges if you have a part where you want a hard edge, but needs to be smooth with a larger part.
Turbo smooth?
I ended up using the detach method and it seems to have worked fine.
Theres still some smoothing issues but I think this is just lack of experience with UE3 - looking at the same model in xNormal is perfect now - that front panel is perfectly flat but with UE3 I'm still getting that slight curvature. Bugger.
Cheers again
.ASE export also should preserve smoothing groups between the two programs - have you got the MESH NORMALS option checked in the.ASE export?
You should get decent results is you select your entire model either with faces or elements and then doing an auto smooth with the Threshold set to 45 degrees. Then re-import. You can then tweak the smoothing groups as needed.
If I'm not mistaken, Vertex shadows are the only option in the Static mesh viewer. The over-ride would be if you were to create a light map and baked for use in game, but that would be inefficient since you could render your own Ambient Occlusion map and multiply that over the diffuse in the shader.
hope it helps.