I'm looking for a max script guru, who could tell me, if its possible to make some of the other features working correctly when using face weighted normals. Like some kind of a fix for getting flipped normals and stuff like that on using mirror or symmetry, or the resetting normals on detach. It really gives us a huge…
Well, you can always use LODs, and then it shouldn't cause any issue,but without that, you are right ^^ And you have nothing to do with these methods when its an organic shaped asset. Its more useful on hard surface stuff. Mant1k0re - Its face weighted vertex normals. And about the challenge, I will do the exact same thing…
That depends on how your curve is structured. You'd want the inner facets of your curve to be smoothed (averaged, not soft!), on the sides that are facing laterally away from the curve (where your bevels are) those you'd want fixed with our script. Haha! Thanks, but that's not necessary, but if you do work for a studio…
Yes, I used one smoothing group on all off of my examples. Joost - Yeah silhouette is an anther question. It also a lot faster to do than FWVN. I think it looks better beceuase you get the "fat" looking rounding, as your example also show it. I would say its becuse of the more geo, and you get better light interpolation…
Can you point me to it? I only have two scripts from the multiple Polycount threads on the subject I saw: * weightednormals.ms (by Martijn Buijs): http://hastebin.com/moresahili.lua * Modeling_FaceWeightedNormals.ms (not sure who authored it): http://hastebin.com/iqutubejaj.lua Both had the same issue I highlighted in the…
As far as I understand, there is no plugin so far capable of producing good FWN results without manual input. Every single one I've looked at can't distinguish chamfer surfaces from main surfaces and therefore distorts the normals of main surfaces. In principle it might be possible to write a plugin that can filter the…
A while ago I made a script to allow quick editing of custom normals in Blender so that I could use it on the game I was working on that used cell style outlines heavily so we couldn't use split normals. It basically works by using the standard normal calculation but removes any influence from elements that are not…
Hey Joost, I wasn't actually referring to that script, there are a bunch of scripts to work this pipeline on scriptspot though. As for our custom tools, unfortunately I'm not in-the-know as to how it works exactly, but I think it does take into consideration both face angles and surface area when analyzing a mesh, we're…
It diesn't really work like that in Max. Sorry but you should bother reading the first few pages even though its long, but itll give you all what you want. Don't listen to the first few posts, it can be misleading, but there are some nice suggestions by Joost, and I think it was maybe Moster on like the 2th 3th page-…
Hey all, great to see this workflow getting the coverage it deserves, nice write ups obscura! I thought I'd add my experience to the mix, as working on Star Citizen this has been integral to our pipeline for a while now. It was pushed through by my good buddy/mentor/3D guruwizard Nathan Dearsley who'd also been the driving…