Hey all! I'm having a bit of an issue dealing with Maya fbxes imported into Max. Meshes from Maya come in with explicit normals instead of smoothing groups, but the only way I know to change that essentially removes all smoothing info and I have to start over with smoothing groups. I would like to avoid this and find a way…
Hey guys, Trying to figure out the best way to set up the smooth groups on this rts model. I'm using max btw. Should each plane [top, side, other side] be a different smooth group? Is this right?
When separating Smoothing Groups for a normal map bake, I'm wondering if my process would work... I watched Alec Moody's process at 3DMotive.com on how to render a normal map. He used the Text Tool script to automatically create the Smoothing Groups wherever he had made his UV splits. He doesn't worry about how the…
I am a little bit confused by why/when to smooth for game models. If I want sharp edges on a cube that I am going to smooth I need to add edge loops close to the edges I want to stay sharp, right? The question to me is - do I want that all the time or even most of the time? Why not just "not smooth" it? Is the idea to do a…
As stated, if you have corners / edges that are 90 degrees to each other, you must have separate smoothing groups or you will have smoothing errors. What you really want to achieve in an ideal situation, is a separate smoothing group at your hard edges, AS WELL AS where your UV splits are. This will make for a beautifully…
Itismario thats looking real good! As for your smoothing problem, I'm not sure how to smooth edge borders, but have you tried dropping a sub div level, smoothing the edges with smooth brush, then using 'reproject higher' to bring back the higher res detail?