i've got a feeling without seeing a picture the issue is smoothing groups. I do a lot of work from Max to UDk, you need to assign smoothing groups to surfaces as you logically would have them in any other program. Its easy to find a tutorial on youtube on smoothing groups.
He's not using Catmull Clark JK. 'Linear' smoothing in Maya is using a totally different algorithm which sort of simply doubles the amount of geometry you have. Messy. Thermidor, yeah JK is right. Tweaking the mesh after smoothing is totally defeating the beauty of the workflow of Model>Rig>Animate>Smooth.
For technical problems like this you should post in Technical Talk. I'ii give it a bash though. The quad termination technique you are using around the mouth is troublesome with smooth shading. Try running a loop around the outside of the mouth and when lowering the resolution slide the vets down an edge to give as much of…
Notice that you have more than one binormal for a number of those problem areas. It means that you have a vertex split there. (aka a different smoothing group.) try clearing then reseting your smoothing groups in max, either via an autosmooth or just set it all to smoothing group 1.
The big one for tangent basis mismatched pipelines (like unreal) is that flat surfaces should be on their own smoothing group and have their own UV islands with padding around them. The rule is smoothing splits must have UV splits + padding but UV splits do not necessarily need smoothing splits.
I just use the trim-smooth-border brush on Zsub with a square alpha and the Z intensity set down to around 25. I then just knock in the notches and smooth (let go of shift to maintain volume), then TSB, smooth, TSB, repeat until the geo conforms to the shape im wanting.
Sure thing. White wireframe is the control cage. I am using double smoothing, where the first turbosmooth respects smoothing groups and the top smooths everything. If there are any requests for high poly grabs from another asset, just let me know and I can make em.
ahh so each individual piece in the unwrap has to have a different smoothing group? So say if i wanted to split the lid into 2 pieces for the unwrap they would both have to have their own smoothing group. Does this mean that for complicated models you can have 100s of different smoothing groups?
Wait, I think I figured out the double smooth in Maya. File menu> Proxy Subdiv Proxy> Select smoothed mesh> channel box set keep hard edges on> hit 3 on keyboard to smooth again> now move points on the subdiv proxy cage and harden/soften edges as needed.