Maya 2015 and 16 do this automatically to about 90% perfect. No script needed. They call it Area and Face Weighted normals in the objects attribute menus. If you want perfect then you run the scripts posted.
Hi, I am looking some good plugin or scripts for manual weighting vertex normals in Maya, but without sucess, maybe you help me. I like this workflow. Now I working on some assets, where can I used this workflow. In Maya is very basic possibilities to play with vertex normals and take long time to setup as I want. I need…
Made a script some time ago that does exactly that :) We've used this workflow for a game I'm currently working on and what i did to make the workflow easier was to make all assets that go into UE4 Houdini assets.This allowed us to be able to unable/disable the effect right inside the game engine,which is pretty cool tbh :)
Never heard about this tool for some reason ) Tried it today. It works pretty good, and does its job just fine. While some features, like randomize or grow / shrink, are nice, in general I find it overcomplicated. PompVertNormFaceAvg script is simple, convenient and fast - select faces and run, that's it.…
Umm, I am not sure you are understanding what is happening here...you might be responding to something else? You NEED scripts for this to work in most 3D packages pre-2015/2016(and some post 2016). You can't just "understand" to make this work... But yes, this technique has been around for a while, but it is developing…
@TeriyakiStyle Pros and cons. Some geometry layouts or styles trip up Maya's FWN. Personally I usually stick with soft/hard edge workflow, since it's nearly automatic. There are many cases where it won't give you a straight normal, it's always skewed, and in the case of the star citizen example I don't think they're using…