Please, before trying to use it in game, take a moment and read this -> http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling Hard surface modelling and smoothness aren't used in games directly. As the wiki explains it smoothness is about creating either models for baking normal maps (and other maps) or for…
Hi Just a quick question regarding UV uwrapping and Smoothing Groups: we were taught to add Smoothing Groups FIRST before UV unwrapping. Is it perfectly fine to do it backwards instead? Are there any negative downsides to doing that? This is just a personal preference for me, doing it backwards, but I find it easier as I…
So after Unity 5.3 release I have tried to do it once again - bake a mesh with one smoothing group and import it into the engine with synched normals. The normal map was converted in Xnormal from object space map baked in modo. It worked totally fine on test cubes but as soon as I import a more complex mesh it breaks: It…
I was just wondering if you still need to have mostly one smoothing group for the object if your normal maps are only coming from a method of generation like the nVidia filter. I believe that with more than one smoothing group the verts will be split at those faces so if the normal maps display correctly, it would be worth…
I modeled the red versions on the left using inset and chamfer in max, but I can't figure out how the blue one on the right made the deboss area without any apparent inset lines. Also, I found out that the blue one recession could have more rounded corners because they aren't limited by any inset lines. Outside of…
Hi everybody! I'm making some props for a game I'm doing with a group of friends, and I am the environment artist. I'm almost new to this, but I'm trying to progressing so far. I have read the post of EarthQuake talking of the smoothing groups and UV islands, but I think I don't get some important pass. This is a document…
I have been modeling my character with a low-poly mesh and want the renders to be the smoothed version (when you press 3 on the keyboard). Is there a way to do this without changing the mesh to a smooth version? (smooth it only for renders) Also I can't find any shaders that let you apply maps for fur/hair. I used to use…
Hey guys, I'm trying to smooth out this shape but I am getting a hard edge in the circled area even though I have auto-smooth enabled with a setting of 50 degrees. Even when I set it to 100 degrees it still remains. If I turn off autosmooth, the whole mesh smooths out. I am a 3DS user so maybe I am not understanding how…
Hey, I wanted to get some advice on best practice with regards to smoothing uv's. I've retopo'd a character in Maya and done the uv's before I'm about to bring it back into zbrush to re-project details. I remember hearing on a tutorial a long time ago that its best to subdivide your mesh once after you've done the uv's as…
I can't seem to figure how to do this. I've used, obj, FBX and collada and can't get smoothing groups properly transfered over. I get what looks like correct smoothing groups on the model, but they aren't actually applied in Max when I check if anything assigned, it just does some weird fake thing to the mesh. Any ideas?…