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…
Here's what my unwrap/model looks like. You're right I do have my workflow flip flopped in terms of smoothing groups and UVing. For an example, the inside rim of the holes in my model are set to smoothing group 4 so they don't blend into the interior/exterior which are on smoothing group 2 and 3. I hadn't been thinking…
Sounds awesome, will have to give that a try soon. After using Hard Edge Maya smoothing Max feels so inferior with smoothing groups. It is really nice begin able to select saved smoothing groups but trying to make a hard edge was always a nightmare.
Yes, setting your smoothing groups by UV shells is the same as splitting your UV shells by smoothing groups. The order in which you do it is up to you, if you feel confident you can set your smoothing groups to where the uv shells should be, then go for it. You want to split your UVs where seams would fall naturally on the…
How does this script work uv in conjunction with textools since textools could create uvs based on your smoothing groups or make the smoothing groups based on your uvs. I assume you're unable to use that feature with this Maya script?
I just meant during the unwrapping phase. So pretty much the "Smoothing Groups to UV Shells" and "UV Shells to Smoothing Groups" within Textools won't work with the EdgeSmooth script? When I say work with I just mean that it won't see the hard edges the EdgeSmooth tool makes as smoothing groups to make the UV shells in…
It makes sense now. Just to be clear you're making uv shells based on the smoothing groups you want to have. Then automatically assigning the smoothing based on the shells. Instead of hand assigning the SG your unwrap allows you to do it with one click. Yeah?
I have never seen the 'new' tools in the UV unwrap modifier work. But my experience is with Max 2012, so that may have changed with 13? Anyway, I think we need to take a step back... My general workflow goes: High > Low > Unwrap > Smoothing Groups (TexTools Script) > Triangulate > Bake > Export As I see it you are flipping…
You can split your UVs based on your smoothing if you want, whatever makes more sense to you. I think working in that direction it is easier to stitch two shells together and then forget to smooth the edges that join them. Also, in that briefcase video I was working as quickly as possible while also talking so the UVs /…
I have TexTools installed but I see no option where it creates smoothing groups based off UV shells. Care to share how this is done? As I have always set my smoothing groups up before hand and then unwrapped, but if I can auto that shit after I UV it would be AMAZING!