Thanks for the tutorial.I have to take more attention to that method when modeling. For modo users,it's possible to get first iteration of double smoothing method by using p-sub and cranking up edge weight value.And then you can smooth it again and you simply have identical results.But I find smoothing groups determinant…
Enabling "Smooth to Adjacent" in 3DS Max 2016's Chamfer modifier gives you perfect face weighted normals (1), however, adding any modifier on top or exporting to fbx breaks it and smooths only the chamfers (2). Collapsing the stack smooths the whole object (3). Has anyone found a solution for this? Using a plugin is fine…
Very good, thanks. Getting ahead of myself, I've read conflicting opinions about smoothing groups and baking normal maps. is it advisable to have your uv seams where you have changes in smoothing groups, or is it better to have one smoothing group? or does it depend?
first make sure your history is on. then after you smooth your poly go to the channel box and expand the poly smooth face. in the inputs list change 'smooth uv's' from 1 to 0. that should do it.
Smooth Edges is the first and only 3DS Max script that gives you the freedom and control to shape your models the way you want. Here are some of the benefits you get: •Never again be forced to move vertices one be one •Create smooth curves and surfaces •Have greater control over your mesh •Model at lighting speed •Align…
Hey, guys! I'm trying to model a space station and I'm having a little problem with a normal map... When i try to render it, it look all fat and exploded and for the life of me I can't make it look right. I have separate the smoothing groups for the low poly and I'm hoping I don't have to do the same with the high poly,…
When I turn on smooth+highlight render I get this weird smoothing effect that I wouldent notice if I dident have it on. I have no Idea what the problem is. Could it be an issue with the symytry modifier? I fear this may bite me in the butt later if I dont fix it now. Thanks! Uploaded with ImageShack.us
Sometimes, when I browse Thingiverse and other resources I find models with really specific geometry. They're all very smooth, there are no tiny details or very sharp edges. Just perfect for printing in small sizes. But then I find exactly same models, but not smoothed out. Like a regular high-poly model with shit ton of…
Hello everyone. I recently followed a tutorial for Zbrush and made a HighPoly knife. I decided to push this prop even further and made a LowPoly, baked it and textured it. Unfortunately I ran into a problem i cant solve myself. PLEASE!! I appreciate any kind of help. :'( As you can see there are some smoothing issues on…
You shouldn't split the cage, but if you have a smoothing split, you'll need to have a split (and a gap) in the UVs along the smoothing split. The reverse is not true; splits in UVs don't need a split in smoothing.