Currently at 4121 tris for the character at this time. So I'm currently having trouble with the smoothing groups in Maya where I'm trying to Soften Edges where two separate UV islands meet (but the UVs technically split). When attempting the operation, I'm getting the black gradients at the area of the operation. Is this…
From what I understand every UV shell has to have it's own smoothing group. Also every acute angle(something like 70 degrees or higher) should be broken/split. It looks like you have smoothing groups applied to every face on the low poly here. You are using Max so a quick way to fix this or to at least see if it is the…
Update: I've fixed a few accuracy boo-boo's, and then began seperating, detailing and smoothing out some of the various components I already have. Most of these components have backfaces (for the sake of damage). I made my seperations first, and then smoothed it out. I opted to smooth via smoothing groups again and added…
use bevels man and work in all quads. It's the only way to get decent results. The idea is pretty simple. when smoothing out a lowpoly mesh, anywhere that has a quick interpolation between one angle to the other, or a hard angle into a smooth curve you need geometry to support that transition. this image isn't perfect by…
@gameweb478 Because I added support loops, I can have one single smoothing group and not have any smoothing errors and not actually chamfer the edges (good for snapping geometry). I basically did a fake bevel where instead of actually chamfering the edges to make a smooth corner, I added support loops and had one single…
It really depends on how your smoothing groups/hard edges are set up. If you have a cube with hard edges along the borders, or a smoothing group applied to each side, you can remove the extra geometry without any issues. If your cube is on 1 smoothing group/has no hard edges, you'll cause problems removing the geometry…
It's just a common misconception that all meshes have to be in only one smoothing-group when you bake normals. Now, you could either use one smoothing group and throw in supporting edges if needed, or split it up into different smoothing-groups. Both can give good results, depends a bit on the mesh I think. Not sure which…
The overall shape is good but your getting some really bad smoothing errors on your UDK renders, they seem to be around where you have modelled items coming out of the wall. With those beam type rocks coming out why not try making them as a separate object? Try and sort out some smoothing groups on the sides of building to…
This might help to understand smoothing groups. You pick some polys and put them in a smoothing group. If polys are in different smoothing groups you get a hard edge. Here is a handy little script that treats smoothing like maya does hard/soft edges. Even long time max users who have never used Maya, tend to favor this…
I use Quick Selection sets to create smoothing groups that work like those in Max. Everything inside a set has an average smoothing or smoothing value determined manually. The soft/hard edge feature alone isn't always as handy to me. It's cool on border edges, but it is easier for me to manipulate polygon groups together.…