I have tried exporting out of modo 501 with fbx and collada into unreal to see if smoothing groups work. Smoothing groups do work with collada, but my mesh is about 250 smaller than if i export with FBX (no smoothing groups though) has anyone gotten this to work correctly by exporting from modo into udk yet? i hope i'm…
Greetings, I have been doing some 3D sci-fi character concepting work
using the subdivide/turbosmooth modifier with smoothing group separation. It has been pretty handy at getting quick
mock-ups done. I like having the ability
to unwrap the lowpoly and sketch out some surface details for a quick and
non-destructive…
alright so maya keeps crashing when I try and mesh smooth this thing in maya. I'm not sure how to fix the error and i was wondering if any of you guys new. It crashes every time i try to smooth this specific mesh. It has these weird creasing errors before hand too. Check it out. As you can see, if i view it in smoothed…
heh..that's been pointed out in the ActorX manual over at UDN. Baking smoothing groups into the mesh is equivalent to placing cracks in the model...once you get a texture onto the model, hard edges don't really count for much anyway. Just keep the whole thing in one smoothing group. That said, smoothing groups do help the…
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…
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 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…