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
It is not that simple. You have still an importer and exporter in between. And smoothing groups is not a standardized term. The end result is usually just edited normals. Max is using smoothing groups, other package use 'hard edges'. What max does is when you don't assign a smoothing group it doesn't smooth at all. This is…
A smoothed UV snapshot is going to be different than an non-smoothed snapshot. If you're going to be using a smoothed version of the mesh (i.e. rendering in Maya) then use the UV snapshot that is smoothed. If you'll be exporting the model into another program, that model should be finalized before starting the texturing…
No problem! The reason you are not seeing the smoothing is because the high poly mesh has lots of smoothing groups/hard edges or is exported as faceted. Removing this smoothing fixes the issue. Below I just exported the mesh with a single smoothing group and everything baked as expected. Hope that helps!
Ah well meshsmooth reminds me of a simple turbo smooth if that makes sense. In 3ds Max you actually set smoothing groups to define the way that parts of geo are defined. So, a box would have at minimum 3 smoothing groups to define the different surfaces. IF it was all 1 smoothing group the program would try to make it look…
all the motion is good. but the girl at end. that one is unique. you seem to realize 3d motion is not always supposed to be smooth. smooth motion in 3d really is not an accomplishment. just the computer doing math. in 2d smooth is an accomplishment. since 2d is naturally rough. 3d is smooth but lifeless. stay away from too…