Okay, thanks for the tips everyone! Eric- I will be using UDK as my final app. I just have tested my mesh in there and you can clearly see those gradients. As for the smoothing groups, I have set them all inside 3ds Max, but as I checked in Xnormal, they don't appear in there at all. I think that might be the issue! Quack-…
I would say it doesn't matter. From my little understanding of how the rendering pipeline in a graphics card works, the amount of sub-meshes doesn't matter. What matters though is points. Everytime you don't merge vertices together, and everytime you have hard edges/extra smoothing groups or different materials on two…
i think that while the model is nice, and it shows a good understanding of subdivision, like a lot of stuff i see on these forums, including your model, it is smoothed unnecessarily in places. The reason we smooth objects is predominantly to create fillets and smooth surfaces. The majority of the surfaces you have on your…
Try putting correct smoothing groups (after you baked) on the low poly see if that helps. Looks like the whole blade is on one smoothing group that may be why it looks too smooth
What is the best way to split an object with smoothing groups into two objects, while still preserving the normals? Edit Normals helps with single smoothing grouped objects, but averaging destroys smoothing groups.
It was normals and smoothing options. Sorry man. For fbx it was 'tangents and binormals' For obj it was a combination of 'smoothing' and 'normals' with 'smoothing' off and 'normals' on, it seemed to fix it. i feel like such a big fool
Give the arc a smoothing group and give the singled out polygon a separate smoothing group and check the smoothing groups option in turbosmooth. Edit..I think I misunderstood what you wanted..ignore this.
I'm not a fan of the smooth wireframe I find it fills in too much detail, there shouldn't be a limitation concerning resolution and playblasting. Alternatively you could just turn on smooth wireframe in the viewport if want the smoothness.
Dont smooth the mesh in one single smoothing group it only works for sphere like objects. Smooth the whole object and select the edges with a very strong angle and make hard edges.
Hm. What I usually do is bring the low poly into Zbrush, subdivide it with smooth off 2-3 times, then subdivide it again with smooth a couple of times and smooth it out with brushes. That usually keeps the detail.