In blender you have to use "Mark Sharp" to control the smoothing group, you also have to select edges instead of faces. I had to add a Weighted Normal modifier to achieve this result, notice that keep sharp is checked on the modifier.
I asked myself - I answered myself =) 1. Creating geometry and mark sides edges as Sharp. 2. Select top polygon. Mesh > Normals > Average > Face area Done :3
Hello guys :) So. Dead simple model. We need a illusion of smooth radius chamfer (fillet) shading on the edges by modyfy vertex normals. In 3dsMax its easilly achieve by spreading smooth groups as i shown on picture. I.e. top polygon are simultaneous have 1 and 2 smooth group, and oposite side polygons have only one smooth…