Pretty tired here, scuse me if dis iz to succinct. If anyone is interested i'll follow up with better pipeline descriptions and script updates/new gesture tools when I am not as brain dead... download: " me ( maya mel )" An argument fer polygon modifier that respects the energy present within every edit of artist's sculpt…
Even better, there is a Smooth modifier. It smooths using "smoothing groups". If two polygons are in the same group, they get smoothed. If they are in different groups, they remain sharp. You can even set "Smooth by angle", turn on "Auto Smooth" and then set the angle treshold. Then a cylinder could have its round sides…
You need to apply a smoothing group/s Edit Which you can find either via the "smooth" modifier, or in face/element mode of edit poly it will be in the main rollout.
When separating Smoothing Groups for a normal map bake, I'm wondering if my process would work... I watched Alec Moody's process at 3DMotive.com on how to render a normal map. He used the Text Tool script to automatically create the Smoothing Groups wherever he had made his UV splits. He doesn't worry about how the…
Yes, there should always be smoothing IMO unless you're doing a very specific art style where you want every triangle to be shown. There are also specific cases where style isn't the issue, but you want something like an icosahedron with infinitely sharp edges, and Antialiasing will always be on. No normalmap needed and…
Considering you have an unlimited poly count, you're working on what's called a "high poly." You generally won't need to apply normal maps unless you're making a game-resolution model, or for some reason you're trying to render out super-fine detail. For general modelling however you should take advantage of the smooth…
I'm trying to learn the ins and outs of Smoothing Groups too so bare with me. This is what I know of them so far..... When applying different smoothing groups the angle is what's affected in the process and not the faces though the face is what you apply the smoothing groups to. Any series of connected faces that share the…
Ok, I sorted out the mottling on the original mesh through smoothing groups but there's still a distinct edge visible. I altered the anisotropy settings and it got rid of it but it alters the spec highlight. I couldn't do the same with the subd model though. The weird thing is, when leaving the anisotropy settings as they…
I think every modeling program can make smoothing groups. "hard edges" are the lack of smoothing groups or when two or more different smoothing groups are next to each other.There is a hard edge.So when you dont have any smoothing group on your model, its hard edged.And when your model have more than one smoothing group,…
Hi, I have this issue with smoothing out my mesh in 3dsmax after exporting from Zbrush. I retopo my mesh in Zbrush, import it into max and magically smoothing groups stop working. The only way to smooth out the mesh is to apply MeshSmooth. Is it just me? Can anyone confirm or provide a fix?