First i want to say sorry if this is on a wrong board i'm new so if it is just tell me and i'll be glad to change it. But back to the original question, i'm still learning maya so i'm not an expert by all means on it, and when you click 3 to smooth it i thought that was all you had to do for smoothing but i recently came…
its because you split your smoothing groups not properly. It looks like you use one smoothing griup for most of the model, and so your shading wants to make it look like round, like a ball, while your geometry is not shaped like that at all, giving you these dark and strange shaded areas. on the left is one smoothing group…
Hi,I was wondering if anyone has a solution or knows of a plugin that might help with this issue I am having. I know geometry smoothing is handled differently between Maya & 3ds max. (Maya assigns edge weight to affect smoothing between faces, while in 3ds Max smoothing groups are used). The problem is, when loading a…
When I turn off smoothing for UV's in zbrush, the UVW's retain their shape, but the mapping of textures is wrong because there is no smoothing. The UV's are straight but the texture needs smooth UVW's. When I turn on Smoothing for UV's, they are smoothed but increasingly so. Each time I go up and down the subdivisions they…
I'm trying to use the skewmesh technique for baking normals, but I'm having trouble with the Tessellate modifier creating weird smoothing in 3ds Max 2017. These smoothing artifacts appear in the baked world space (and subsequent tangent space) normal map in Substance Designer. I have a finished, UVW Unwrapped, and Reset…
Hey guys, I'm a Maya user and recently I've started using 3DS Max, so when I found out about smoothing groups I was okay, because in my head all that it was doing was adding hard edges between each smoothing group and soft edges on the same smoothing group. My surprise was when I tried to export a model to Maya, the…
Hello! In Blender, I have a mesh with properly hard edges set up and ready to export. My client asked me about the availability of smoothing groups in 3D Max. I export with Geometry>Smoothing>Edges. It works fine in most cases and after importing to Max there are correct smoothing groups, but in this case, it is incorrect…
Hey guys. Quick question on smoothing groups. I've read that you want to keep the group numbers to a minimum on your models when possible. I'm just a bit confused by the wording in this. I'm working in max, so I have a total of 32 smoothing groups. Now say I've made a cube. So six hard surfaces, right? Does the minimum…
Maybe you have already tried this? However, what I usually do to keep style. I have a hand full of alphas and brushes I always use for wood, metal, and or rocks. and I usually go about sculpting them in the same order each time. Clip curve > move topo > Trim dynamic on "edges" > the same 2 alphas every time > Orb flatten >…
What you're saying is not true. You will find that if you export an MD5mesh (with 1 smoothing group over the whole mesh in 3dsmax), and then apply a flat grey material (no normalmap or special parameters, just a diffuse/spec pass), the mesh will be perfectly smooth. The difference arises if you use "unsmoothedTangents" in…