that is what i meant. it looks like normal smoothing artefacts to me so im guessing topogun averages normals on the imported mesh - ive not used it since the public beta so can't remember. zbrush doesn't smooth normals, hence the difference can you affect normal smoothing in topogun?
i've got a feeling without seeing a picture the issue is smoothing groups. I do a lot of work from Max to UDk, you need to assign smoothing groups to surfaces as you logically would have them in any other program. Its easy to find a tutorial on youtube on smoothing groups.
He's not using Catmull Clark JK. 'Linear' smoothing in Maya is using a totally different algorithm which sort of simply doubles the amount of geometry you have. Messy. Thermidor, yeah JK is right. Tweaking the mesh after smoothing is totally defeating the beauty of the workflow of Model>Rig>Animate>Smooth.
In 3ds max you cannot harden an edge like in maya, you need to make a face selection and change the smoothing group on those. To remove all smoothing group for an object you can select all the polygons on the object, go to the smoothing group panel and press clean all
I'm using curvature smooth with light to get a nice start on a hand painted look. And ro-ambientocclussion. I tried breaking curvature smooth apart but too complex for easy tweaking. Any chance on getting some controls on it like smoothness intensity? Loving these new nodes as well.
Make sure your low-poly object is all in one smoothing group. An easy way to do this is to add a Smooth modifier and just click the "1" button in the list of SG buttons. Or you could select all the faces in the object and click "1" down in the Smoothing Groups rollout.
ahh so each individual piece in the unwrap has to have a different smoothing group? So say if i wanted to split the lid into 2 pieces for the unwrap they would both have to have their own smoothing group. Does this mean that for complicated models you can have 100s of different smoothing groups?
Wait, I think I figured out the double smooth in Maya. File menu> Proxy Subdiv Proxy> Select smoothed mesh> channel box set keep hard edges on> hit 3 on keyboard to smooth again> now move points on the subdiv proxy cage and harden/soften edges as needed.
Mesh>Add new subdivision level click the little box and uncheck smooth positions then subdivide. It'll subdivide the mesh but not smooth it, so after doing that a couple of times and then smoothing it you'll retain more shape. EDIT: I need to stop leaving pages open for so long lol before replying!
That's insane! He's not adding edge loops to everything. What did he mean by "Double Smooth" Oh does he mean: 1st Turbosmooth- Tick smooth by group. Then seperate sections into groups. To give you a general nice smoothing 2nd Turbosmooth - Add extra edge loops if needed to define further