I've used in production on multiple titles. In my experience with face weighted normals the script I used to apply custom mesh normals allowed me to keep my smoothings groups. But by using face weighted normals you can also reduce the amount of smooth groups since face weighted normals reduces the amount of gradient shades…
I kindof see them as a blessing and a curse. On one hand, it is pretty damn great that Maya has the option (well, the 3 options actually) without the need for any third party script ; but on the other hand, the fact that it is enabled by default and without warning is a pretty terrible idea. Many users are not even aware…
Used Angle and Area weighted normals in Maya 2014+, results are pretty good without any tinkering (compared to Unweighted anyway), but in some cases we still used some scripts to align the normals to look best, mostly on cases where you had a beveled edge with only 2 segments (like a thin polygon strip). Also used them in…
I've been using the FWN script I created here in production with great results. (Well our character artist has been using it.) Here is a post about my tool: http://polycount.com/discussion/comment/2230470/#Comment_2230470 Couple of benefits. * Lower vertex counts. Keeping the entire model and one smoothing group keeps the…
Thank to all of you for your replies, this helps me quite a lot ! @monster , do your character artists mainly use it to reduce the gradients of a normal maps or on characters that don't use normal maps at all? I've found less information on how it is used on characters overall. Also thank you for the script, I'll be…
We use it on everything since it's typically nicer to look at FWN models. You were wondering about mobile games, and I think FWN work best when you can't use a normal map. In the example below notice how I added polygons, but the result in engine is a lower vertex count. And lower vertex counts is all we really want on…