Hi,I was wondering if anyone has a solution or knows of a plugin that might help with this issue I am having. I know geometry smoothing is handled differently between Maya & 3ds max. (Maya assigns edge weight to affect smoothing between faces, while in 3ds Max smoothing groups are used). The problem is, when loading a…
How are you importing the models? If you use fbx, you have a choice to import the smoothing as smoothing groups which is most probably what you want. If you leave that unchecked, it will import is as explicit normals which are not supported by some modifiers (like Edit poly which clears them).
I once hacked a script which recreate ls smoothing groups from explicit normals. Beware the results are a bit nasty.. Check this thread:https://polycount.com/discussion/comment/2514219 Not sure where the love for smoothing groups comes from, I feel it's a very clumsy solution in comparison to an edge based workflow like in…
Which is fine unless you want hard edges in different places from the uv borders. I like smoothing groups because they're stored explicitly and you can select by them.
Several reasons: I don't think in terms of hard/soft edges, I think in terms of surfaces - continuous smooth surfaces and surfaces that are separated by an angle break. For me, at least, this make more sense and is more intuitive than hard/soft edges. Smoothing groups are way easier to work with. I can select by SG and I…
Thanks for your input guys, I will explore these options. @musashidan Yeah thanks, I am familiar with the hard/soft edges option in Max, but for my purposes Max smoothing groups are preferable. @Swordslayer The models are created in Maya by an outsourced artist and saved into .max format on their end before submission.…
Try putting a Poly select mod on first and then the Edit poly mod>collapse the stack. It's ridiculous smoohing between Maya/Max still hasn't been fixed considering they are both Adesk flagship products with a 'send to.....' button feature between the 2. I often get .fbx files from Maya and the normals are completely…