Vice versa ;) I need only smoothing groups (which are max only thing - you're right) because our engine supports only smoothing groups but not user defined/custom normals - as you show in your example (( FBX converts hard edges to smoothing groups rather correctly (sometimes it gets stuck on "mixed"/complex smoothing…
Spent over a couple of hours on this torso exercise. I've been making sure not to use any smoothing and just purely Clay Buildup (add and subtract), a bit of the Move brush, and a bit of Dam Standard. :)
Last week I've mentioned about this special SubD modeling technique and promised to write a brief tutorial, so here it is. In a nutshell: Create a low-polygon model and set all the edges that you need to be sharp and crisp to be at 1.0 crease value. To be in greater control of the surface you can also assign weights to the…
Hello, I have a short question..that I tripped over recently. What level of subdivDisplaySmoothness is regular? I've always used the blocky 1 when working and rendering. And now I've seen people use level 3 for a really smooth look. But what do people use the third level preview for? Since it's not really the actual polys…
For smooth groups, you can apply smooth to all faces, then use the 'face split' modifier to define your smooth groups. You can either do that with the slider to judge it from angle of joint, or you can manually go in and define them by marking the edges of your smooth groups as 'sharp' and split them that way. When…
Okay - So the main thing I'm seeing (I'm trying to make a hugely complicated Mon Calamari Ship from SW) is that I hand the re-mesher a Pro-boolean that's symmetrical and the end result is Faaancy. Just spectacular. But, when I go in and add anything else non-symmetrical to that shape, it sort of...loses track of smoothing…
Wow. I'm blown away by your answer! The reason I asked is because I thought that it might have been considered as a generally bad thing to do. Like having anything above quads. Two tutorials I've watched on hard surface modelling were largely based on using modifiers like mesh smooth and turbosmooth so I know a little bit…
I have found that making a blockout using only polygons that allow you to smooth is the best starting off point. This way you aren't rebuilding everything as your start to add support edges. Don't combine meshes when you don't need to as everyone has stated. There are alot of types of polygons that smooth well. You can…
all UV shell border edges (UV splits) must have hard normals (separate smoothing groups on each adjacent face if in max) or else you will get seams; corollary is all non-UV-border edges must have soft normals "bad" smoothing on the LP (you know it when you see it, big dark triangles etc) means more for the normal map to…
I have to say, 10/10 on your OP! It's very easy to help you because of how you laid all of this out. I can't help you with the maya stuff as I'm a Max guy myself, but: Hard edges and smoothing groups are pretty much the same thing, but each attack the situation from a different standpoint. Smoothing groups say which…