Actually it has the same vertex data, since smoothing groups split the normals along the hard edges. The nice thing about 3ds max is that the cage is uneffected by the smoothing groups, so you can get really nice interpolation along the hard edges. After the normalmap is baked, splitting the mesh will achieve the same…
Ugh, even after using textools and using smoothing groups from uv shell i still get the problems. And looking at my LP model in Max, it looks like the uv splits are where the smoothing splits are (almost like a seam where my uv's cut but otherwise smooth in between, or is that bad?)... this is so **** anoying. cant do sh1t…
Depends on the engine's alpha rendering capabilities. Most engines read alphas as hard-edged, no matter how smooth you make the edges appear in a paint program. The engines that do have alpha smoothing don't require smooth-edged alphas either, they just have different alpha rendering techniques. The only way to get softer…
Hi, I am a student as well and I also study
3DS Max. I am not sure but I think you just go to polygon mode and select a
part of polygon you wanted. And then you go to the polygon: smoothing groups,
you will be able to see the box with numbers from 1 to 32. You just select a
number of the polygon smoothing groups or match…
I'm not sure, it might be flipped faces? Why is it world normals? Shouldn't the bake be tangent space? Are you doing something special with shaders? The mud looks soft or smooth on the tank, it's even smooth a bit around where there isn't mud. Mud which turns to dry dirt is going to be more harsh, instead of smooth. You…
Pretty nice. Just remember that UT2004 'cheats' when it comes to smoothing groups. When you export the mesh with ActorX it'll make each vertex along the edge of each smoothing group into 2 vertices and split the edge. You won't have one solid mesh anymore, it'll be split into separate meshes for each smoothing group.…
seams like that can also come from the engine not supporting uv seams/mirroring well, thus creating a smoothing problem there, I have models that look perfectly smooth ingame doom3, quake4...but have a stupid seam in derton's modelviewer for instance. some engine show seams even if you have a perfectly flat normal, it's…
Ironwolf try removing the smooth groups when doing poly work, save it as a last 'pass'. When modeling it only works distracting. You can also just switch the view to faced instead of smooth faces. Anyway maby you just gave it the smooth look just for posting, still i'm instrested in the topology, can you post a wire of…
I've been working on a custom shader fragment that replicates a custom shader we have in our game engine, which is Unity/PBR. One of the features I want to port to toolbag is the ability to remap smoothness and metalness values of texture masked sections on the fly. Long story short, I've had luck with remapping the…
I've never made a extreme low resolution model of a high one, it's a practice. What is "split smoothing groups"? So, I should mark seam along hard edges, like here: