Hello, I'm starting to make my models for a game environment I am creating in UDK. I would like to keep the poly-count on each model relatively low. Mesh smooth seems to give me better results with a lower poly-count. Is there any technical reason that I shouldn't use mesh-smooth and use turbo-smooth instead?
Cool concepts and cool to see you still at it. One thing you were concerned about and that no one seemed to mention is extra verts due to splitting faces apart for uv mapping/tiling. It's a legitimate concern, something you should keep in mind. (try not to split in the middle of smoothing groups) But in this case it…
Looks like it could be a cool game are to explore. I think what pliang meant was that the entire thing has a smooth modifier (but i can't speak for him, I just had that impression before reading his post). It really depends on what the final product will be though. Game engines vary pretty widely on what they can do and…
Started work on the high poly model, I have started off by modelling the nose of the car. For the high poly I am using the double turbo smooth method: one modifier smoothing by smoothing groups and the other just using 2 iterations.
YES THAT IS THE LAST OPTION I WAS THINKING FOR THE SMOOTH BECUASE IS LOGICAL IF IT LOOKS FACETED SOMETHING MUST BE WRONG WITH THE SMOOTH SO I PUT A SMOOTH MODIFIER AND WUALA!!! IS FIXED SO IF SOME MAX USER HAVE THE SAME PROBLEM THATS THE WAY TO FIX IT THANKS ANYWAY :) :):)
I think zbrush does not have smoothing normals visualisation in real time. When you subdivide your mesh in zbrush it looks smooth because there are a lot of new polygons added. however, you can render with smooth normals. This feature should be in rendering options
In regards to your question, the only smoothing the game engine will do are the smoothing groups you've applied to the mesh. The silhouette of the model wont smooth out any unless you put the geometry in there yourself. Hopefully that answered your question. Great work so far. -caseyjones
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…
I've been working on a custom shader fragment that replicates a custom shader we have in our game engine, which is Unity/PBR. One of the features I want to port to toolbag is the ability to remap smoothness and metalness values of texture masked sections on the fly. Long story short, I've had luck with remapping the…
Hey guys thanks for the advice I did a test using the split polygon tool and the smooth tool which resolved the problem for me. I'm looking to create quite a smooth sweep and amnt worried about polycount so smooth seems to have created the best result.