Yeb, I'm baking with Mikk Tspace. My (baking) FBX settings from max are: "smoothing groups" and "triangulate". So it seems "import normals" is only for the smoothing groups. Thx
I think you need to turn off 'smooth shading' on the left hand toolbar in blender. To then get smoothness on the round parts (barrel etc) use the edge split modifier.
instead of doing a highpoly mesh smooth, consider getting your low poly and doing a bevel on the corners and using it as a high (dont mesh smooth). This will create what you want.
Note: I am using chamfer edges to get that smooth feeling of highpoly and using 1 smooth group. Does UDK not like Ngons or Triangles ? I doubt that but still.
Yeah, it's best not to work in smooth mate =] I'm not even a 3D Artist but I know that it's definitely not a good idea to smooth it. You want to work with the polygon faces and edge loops.
But did you check to see if all polygons were in ONE smoothing group? If you have smoothing groups on, but every poly in a different group, you'll end up with this too.
Nice models. I'm not sure why there are so many vertexes and poly's in the belly of the dino model. It appears by the smooth render that it's just a smooth belly, but the wireframe shows an odd pattern.
Yes, but the smoothing group / softened/hardened normal support is hit and miss, especially in older versions. So it will import fine, but the edge smoothing may not be right and may need to be redone.
Put your technical questions here. I just run over these areas with a relax smooth (shft+contact then release shft then brushn over surface), or carefully polish then smooth if needed.
I found the problem. My pattern had closed caps and with smoothed normals this problem was occuring. So be carefull with caps and non manifold geometry guys! Or keep you pattern with non smoothed normals.