So I am pretty use to the way 3DS Max does smoothing groups and recently I have been using modo for some stuff and I can't quite get my head around how smoothing works. Is it just a matter of setting the surface normal's smoothing and angle and that't it? No way to set groups or anything like that? Any help would be…
MODO does have smoothing groups, but they're a bit shonky (they don't blend together particularly well) and there is no Max-like UI for it. You can assign them to your polygon selection via "Geometry > Polygon > Set Smoothing Group..." or you can assign that command (poly.setSmooth) to a button and call it from there. You…
Hi mate! As things are going now with the smooth groups? Should i install a third-party plug-ins for this, or the latest version of Modo has nicely by default for smoothing?
if you're talking only about the stupid and archaic polygon-based "smoothing groups" which I hope no one still uses then IDK. If you're talking about the more logical and practical edge-based smoothing (with the now built in vertex normal toolkit) then yes. The VNTK also gives control of smoothing based on polygon/vert…
I've been using that tool which has max-like smoothing groups UI. But now rarely using it since introduction of your tool. Download link in the original thread seems to be dead, but if anyone wants to give it a go you can grab it here
Native settings have surpassed just angles iirc (you also have smoothing groups), but anyway it doesn't matter because Farfarer's got your back: http://www.farfarer.com/resources.htm Vertex Normal Toolkit. Set hard/soft edges, by angle, and even better, by UV seams. The Texel density kit is cool too.
Its my workflow in Max. I first layout my UVs, then i use TexTools and click on Tools -> Smoothing Groups From UV Shells. These are the best settings for a clean Bake. Its just one click and it took me one second. I dont know why you think that this is stupid? After this i can move on and export the LowPoly and bring it to…
You misunderstand me. I never said anything about smoothing by UV seams for lowpoly/baking. I said the concept of assigning hard/soft edges by a polygonal selection is dumb. Example: Cylinders where one of the side edges must be hard. Simple with edge selection; not so much with polygonal selection. Of course there's not…