This may be the case from UE4 to UE5 ( even when "hearing" differently because of nanite .. anyway ) but it seems beginners are very unsure about this. Therefor all those questions about "fitting" polycount (:wink: ) and topology ?? I think if one business side want something from the other then clear descriptions of the…
I'm a little confused by what you're asking because I don't have maya installed and I can't double check exactly what that command does, but Max has smoothing groups. You select all of the polys and assign them to the same smoothing group, its under Polygon Smoothing Groups in Edit Poly. Typically you select all the faces,…
Hello! I really thank you for answering this question I had. I did what you mentioned as you can see in this screenshot, I hardened the edges with "Mark Sharp" and instead of applying "Shade Smooth" I applied the "Shade auto smooth" (I saw it in a video that talked about hardening the edges). When doing this, the strange…
Also q for anyone dealing with physics: Maya 08 and 8.5 has a smooth view.. accessible by the num pad. #1 is low poly - #3 is smoothed... though in 8.5 and 08 it dramatically increases the poly count but wont render it smoothed unless you actually smooth the object, or use a script. Maya 09 - The smooth feature doesn't…
slightly beyond the scope of the discussion.... @ codies they had very impressive power lines in Colin McRae (though might have been f1 memory is a bit hazy :) ) , IIRC it was done as antialiased curves drawn as postprocessing effect.... It had the benefit of a nice smooth line with no vert corners and none of the…
i think you can just get the same level of mmoothness on the boots by arranging the topology good enough with at least half the polys and proper set smoothing groups....
Did some more testing tonight while waiting for some bakes to finish. So with the new Open SubDiv smoothing algorithm I can understand why it would be using my GPU to render a mesh with smooth preview on, or if I'm doing animation and it's updating the subdivisions every frame, but I'm not, I'm simply smoothing high poly…
You need to split UV edge when you split vertex normals along an edge (i.e make the edge "hard" or in 3d max terms set different smooth group in adjacent faces. For a videocard it's no difference would you just split the geometry ) Beveled edge on the other hand allows you to keep smooth shading across it. So unified…
Seems not to work for me... The edges are "creased" opensubdiv is applied aand gives me this weird shading.... but when putting the smooth moddifier on top the cube is simply straight all the smoothnes is gone...