Our max exporter at Whatif would do some funky shading when an object had no smoothing groups... not faceted, it was like a single SG but really f'd up. Apparently Max was sending out weird mesh data if there were no SGs at all. Coders said it was all max's fault. ;) I found a pic. No SGs on the left, separate SGs per face…
yeah ok, so adding 3 smoothing groups was enough to make it look good. I was kind of confused because i thought perhaps in max having no smooting groups was some special case like faceted mode or something It didn't occur that it would increase the amount of vertices by so much. Normally I just add an autosmooth thats…
Ah ok, I didn't realise the surface had a "back" to it too, it just looked like a front and a top to me, in which case the normals would have probably come out ok. Still though, as has been mentioned in the "triangle optimisation not always king" thread, it might in fact be more "optimal" to bevel the front corner of this…
Hey Ruz there is something that Ive been playing with recently to get cheap yet very clean normals. Ill go into details later but here goes : -apply smoothing groups/vertex breaks/whatever to the lowpoly, -render the shading as an object-space normalmap (not blue) -find the edges in photoshop (glowing edges filter) -make a…
okay I missed not being nmapped at all. Then yes chamfer only if its "big" otherwise use the smgroup breaks. and as Eric said best is combine smgroup seam with uv seam, then there is no extra cost. however keep in mind that for optimal performance dont create many "sub meshes" (ie meshes which become separate due to…
I keep meaning to write a script to do this, for both Max and Maya. As EQ says it's only really useful if you're unwrapping lots of things at once. These days I find that most of the "big name" apps all have fairly comparable UV tools. Max is lagging behind in some areas (namely failing to incorporate UV editing as a true…