use bevels man and work in all quads. It's the only way to get decent results. The idea is pretty simple. when smoothing out a lowpoly mesh, anywhere that has a quick interpolation between one angle to the other, or a hard angle into a smooth curve you need geometry to support that transition. this image isn't perfect by…
@gameweb478 Because I added support loops, I can have one single smoothing group and not have any smoothing errors and not actually chamfer the edges (good for snapping geometry). I basically did a fake bevel where instead of actually chamfering the edges to make a smooth corner, I added support loops and had one single…
It really depends on how your smoothing groups/hard edges are set up. If you have a cube with hard edges along the borders, or a smoothing group applied to each side, you can remove the extra geometry without any issues. If your cube is on 1 smoothing group/has no hard edges, you'll cause problems removing the geometry…
It's just a common misconception that all meshes have to be in only one smoothing-group when you bake normals. Now, you could either use one smoothing group and throw in supporting edges if needed, or split it up into different smoothing-groups. Both can give good results, depends a bit on the mesh I think. Not sure which…
The overall shape is good but your getting some really bad smoothing errors on your UDK renders, they seem to be around where you have modelled items coming out of the wall. With those beam type rocks coming out why not try making them as a separate object? Try and sort out some smoothing groups on the sides of building to…
This might help to understand smoothing groups. You pick some polys and put them in a smoothing group. If polys are in different smoothing groups you get a hard edge. Here is a handy little script that treats smoothing like maya does hard/soft edges. Even long time max users who have never used Maya, tend to favor this…
I use Quick Selection sets to create smoothing groups that work like those in Max. Everything inside a set has an average smoothing or smoothing value determined manually. The soft/hard edge feature alone isn't always as handy to me. It's cool on border edges, but it is easier for me to manipulate polygon groups together.…
Ok, wow. I have no idea what I wrote in years past - hopefully it's consistent and not too confusing ;) - and I just googled the Intuos 2025 and yeah: that looks different (mine are what might be called Intuos Pro of the previous generation or two). So you got three separate buttons on the pen now as opposed to the rocker…
I also had trouble with this when doing hard surfaces. I found the 'smt off' method can work in some spots, but when trying to smooth the edges of a hard cylindrical object, it sucks. It's bad because it won't smooth the cylinder evenly and creates hard edges. The only way I found that worked was to UV map the model, with…
Howdy. I see this thread is old but, I thought I'd revive it. I am having the same issue however, I work in Maya and I need to import my meshes into Max (our tools are limited to exporting game meshes from Max only). It seems the problem is Max has independent smoothing control through vertex normals and smoothing groups…