heh..that's been pointed out in the ActorX manual over at UDN. Baking smoothing groups into the mesh is equivalent to placing cracks in the model...once you get a texture onto the model, hard edges don't really count for much anyway. Just keep the whole thing in one smoothing group. That said, smoothing groups do help the…
[ QUOTE ] I think mostly people are just lazy, and slow (in the head). Smoothing groups are very easy to understand [/ QUOTE ] Most new users probably look down at all those numbers and think "wtf?". I never understood the advantage of numbered smoothing groups. With other apps you simply assign hard edges. Does max allow…
I don't know Eric, I think mostly people are just lazy, and slow (in the head). Smoothing groups are very easy to understand, and they are in the frickin help file! I just made this cause I have seen way too many models in PnP that have 400 smoothing groups from the default creation, and haven't been touched by the artist.…
the master has to be pior. some of the best smoothing group useage ever can be seen on his models. nice tut poop, I think you'd be wise to make a html version though
Another one here, by our old friend Ryno. http://www.ghouseproductions.com/tut_headC.html Nice to have another resource Poop, thanks! Seems people have a lot of trouble understanding smoothing groups, I guess Discreet is dropping the ball a bit there.
All good on the nose example, I thought all along you needed to split edges to get that creased look in max. Turns out multiple smoothing groups is it. I'm trying to resist pointing out soft/hard edges in Maya.. oups.