In the original poster example every single face is flat shaded, "smoothing group" is a max specific term, without a smoothing group applied everything is flat shaded. When triangles are exported to game with 'flat shading' it is essentially giving each triangle unique vertices. It's the same as breaking them up manually…
cptswing: ahh, sorry I should have said more in my first post. Bertmac: what should it look like? It would probably be a lot easier to help if you posted the full screenshots of high/low/normal map, maybe in your thread? I don't know for sure but it looks like you're editing the model (even adjusting the smoothing counts)…
So my first ever post to Polycount is a cry for help, or at least for some understanding. This is all new to me and I get very little help from the instructors at my school, so needless to say, I TRY to teach myself everything I can. I've tried to search for the answer but I don't really know what to ask. So here's my…
Not always true, this depends on what method you're using to bake, in maya you have "match geometry" and "match normals" or something like that, one of them(don't remember which) works as you say(and should not be used) the other will always be averaged. In max its the same using the cage or the "offset" method. But even…
Probably when I agreed with you. =P There are two valid points to be made here: A. Using a faceted mesh/hard edges on every face is a bad idea. Both you and I have made this point. B. Using hard edges along your uv boarders on a normal, well optimized mesh has no drawbacks. - You keep bringing up A whenever someone brings…
Well, unless its along a UV border anyway, then there isn't any performance hit as the verts are already doubled there. I always run a script that hardens edges along UV borders, as its good for a lot of other reasons(poorly synced shaders, compression, extracting detain with CB, etc).