Can you post an example? Smoothing Groups are really just an abstraction of vertex normals. If you want to see what they're doing, add an Edit Normals modifier. A vertex on a hard edge has two vertex normals, one for each side's polygon. A vertex at the end of one of those hard edges, where the poly share SGs, just has a…
Technically though most engines do not break the model into elements the way Max does. Only the vertex data that has to be duplicated actually _is_ duplicated. The vertex normals along the edge are not broken. Splitting your model "manually" is actually a bad thing, if you're keeping it like that, as it may force your…
Time for a little revival. I've been searching for similar answer but found none. I want to transfer vertex selection from UVs to editable poly mode. Selecting faces and then converting to vertex selection is no-go this time. A picture to illustrate what I want to achieve... If anyone has something I'll be very glad :).
Is there another method of hard edges that actually works with the vertex? All Harden edge does is make smoothing groups, and fades out the edge with two smoothing groups one poly out. This is leading to wacky results with things like triangles being one polygon out.
Its convoluted but here is what you need to do for hardening uv islands. Download Matts Turbo tools http://www.matthewlichy.com/turboTools.html Download Pier J's Edgesmooth http://edgesmooth.pjanssen.nl/ Install both. Under Customize User Interface in the UV tools, look for one called "Open Edge Select". Add that to one of…
I'm not on the computer right now. I discovered if I exported the model (after applying the hard edges script), as an obj with its normals checked, then reimported. These errors were gone as it "locked" the normals for the model along the hardened edges versus using smoothing groups. So the visual errors that having…