I am trying to import a FBX file into Max from Maya but Max wants to make its own smoothing groups instead of using the normals from Maya. In the import window Ive checked the Import Smoothing Groups, aswell as for the export window. Does anyone have any idea how to get this to work? Thanks!
I'm working on this ka-52... ...and, since it's a low-poly model, I made a little bit of optimization that resulted in small smoothing groups issues: 1) on the bottom in the places where one vertex connects a lot of edges 2) in and around this notch The question is, how to avoid these problems in case of using smoothing…
Hello I want to change the trim smooth border brush to follow the normal of a curved mesh like clay tubes do. Now it looks like the alpha is constant 90 degree along the curve with smooth border. How can I archive this ? I cant find the damn option :(
Smooth shaded meshes where all vertices are in the same smooth group just means that the vertex normals are averaged, not that they take on the averaged normal of the face. If all three vertex normals are pointing in the opposite direction of the light, the "smoothed" vertex normal will be to. It will not orient to the…
Right, Hasng10 has it backwards here. Here are some basic rules/facts: 1. You need uv splits wherever you use hard edges/smoothing groups, not doing so will cause artifacts 2. you *can* use hard edges/smoothing groups anywhere you have uv splits, because it will not increase your actual vert usage(if you have a uv seam,…
I've received some help in another forum post, pointing out that my mesh lighting problem looks related to smoothing groups. I use Softimage 6. Please see attached picture. How do I fix smoothing groups in Softimage? The mesh is just a simple cube. Not sure why the lighting is "rounding" out in UDK.
So, it looks like I might be doing a lot of the scifi type smooth mathematically presice panels in the near future, and I was wondering if I am missing a few tricks in this department. What is everyone using for this? I have been doing them in subD, but really pushing verts round seems a crap way to do this, and any kind…
Hi all, bit of a noobie question, but im modelling a polymesh for a project, and have got it looking near enough like. The model is for a university project so its purpose is purely hypothetical. Smoothing it out has posed a bit of a problem (one thats self inflicted must confess!). The three options I have are to: a)…
I use mostly variations of seam brush with custom ribbon like alphas , trim smooth border and a few other custom trim brushes beyond usual clay brush + lots of custom multimesh insert and Tripart curve brushes. Fibermesh and polygroups. That's all.
I have being doing a lot of technical modelling recently and I'm currently working on a Ottoman Empire Flintlock. Because of the age of the weapon and the styling its wood is smooth and rounded in form. Its essentially like the surface of a car, you have your hard edges but in between you have slightly curved surfaces. If…