I've got a problem with my smoothing groups on a model I'm working on, and the guys over at Interlopers.net suggested I weld some verts to help get rid of it. I've got no experience in this "optimizing" end of modeling, and I need some help. (I figured this is a good community to ask :P)
Here's my problem,
On the left, unsmoothed. The right is Autosmooth with a setting of 45 degrees. What I want is to smooth the edges (I chamfered the main ones,) but I keep getting these ugly smoothing problems >.<
Any ideas?
-Tic
Replies
You should post the wireframe, 'cause it's not obvious what welding you are talking about.
Sometimes when working with smoothing groups and your model has to few triangles you get the kind of effect you have right there - which is a smoothing group that might not blend to a result you desire. So you need to control it better and one way of doing that is to cut into your model (a split loop perhaps, because its quick and clean) so that it results into more triangles and a better way of averaging the smoothing groups on the model.
I've somewhat figured out how this works. As renderhjs said sometimes the smoothing can get lost or go the wrong way you have to try make the geometry flow
If the difference between the geometry is to high then you have to separate the elements in someways. One way as Paroxum suggested is to cut off the smoothing errors with edges or surround the element with edges so that the smoothing is confined has enough edges to flow a bit better.
Another way is in Wings 3d you can set edges to hard(I think thats smoothing groups in max), and then separate the smoothing to the elements you want instead of just the whole being smoothed.
If you look at my thread you can see I have some major smoothing errors which I'm beginning to sort out.
http://boards.polycount.net/showthread.php?t=64730
I'll post the wires up later tonight, and thanks again for explaining that in-depth
2.) right click in that viewport and click "quickslice", you will see a dashed line where you can define your cut - make it at the 1st 1/4 of the model and rightlick to apply
that should add a splitloop (easier though with polyboost, max2010 or some custom script)