Either model in a way that the subdiv doesn't have edges dramatically sliding around and stretching the UVs when smoothed or Subdivide once before UVing/texturing
I've got this object in 3D Coat and it renders thusly there: and wires: but when I bring it into Toolbag (with all maps) it doesn't smooth correctly. There are serious smoothing artifacts. Is there a way to set the smoothing angle in Toolbag or is there some other way I can fix this? TIA.
Looks like a smoothing problem on the mesh. Have you tried applying a smooth modifier or clearing the smoothing groups in editable poly? Or it could also be a uvw map problem. Apply an unwrap modifier and check the seems for texture padding issue.
I always dub divide my base mesh into even squares, then chuck a turbo smooth modifier on it and tick smooth by smoothing groups, it will basically tessellate it without smoothing.
MODO | Smoothing Groups Smoothing groups enable you to define smoothing between polygons based on groups. This video takes a quick look at working with smoothing groups in MODO. http://www.pixelfondue.com/blog/2017/4/13/modo-smoothing-groups
after finishing unwrapping the polygon, some of the edges that have uv cut will stitch back together after smooth preview... anyone has any idea what's wrong with this? before smooth preview: after smooth preview:
Hell yeah, I hope Autodesk takes note and starts trying to just spread the love where it's needed between the two programs. I always said if Maya had smoothing group control like Max's, plus it's turbo smooth, and edit poly modifier it'd be insanely dangerous. But at the same time.. they're not trying to make one program…
Hi does anyone know much about how they smooth for games? At the moment I'm modeling a minigun and I wanted to do a low poly version of it for gaming and if I smooth it as I need to for example to make the barrels smooth it's going to push the polycount too high. I can use the smooth edges but it's still going to look…
The "smooth" modifier would give back the smooth look.After you added this to your mesh, you can check the "auto smooth" checkbox, and you can set the maximum smoothing angle with a slider. If not working, then add reset xform, and try to add the smooth modifier again.