@Gamer_Alien: You should always have smooth shading on, if you want an edge sharp, you should mark edges as so (with the desired edge selected, 'Ctrl+E' > 'Mark Sharp') and use the 'Edge split modifier' with 'Edge Angle' unchecked and 'Sharp Edges' checked instead. When subdividing the base model into the highpoly, use…
[insert quick hack that'll generate errors]; Else, look further down. But you can't just cut those edges into a curve, as the added loops to the curve will fuck with the roundness of the curve, creating flat areas where you'd expect or want curved-ness. The most accurate method is to first un-boolean what you have.Then add…
Heya Eric, The Blender terminology is a bit unclear, probably coming from earlier legacy development. "Autosmooth" simply means that smoothing is applied to the object with an optional threshold for hard edge shading from 0 to 180 degrees (30 being the default). First and foremost this requires the model to being flagged…
While this is focused on Toolbag 3's baker, the following tutorial covers all of your issues and then some: https://www.marmoset.co/posts/toolbag-baking-tutorial/ Check out the Basics and Best Results sections. "I never said that it is "pointless to worry about smoothing groups", quite the contrary. What I am saying is…
Hi I got a question the other day about max. "how do i make a hard edge in Max" You got several choices really: - Smoothing groups - Detatch to element - Split What i found quite odd was that in Maya you would just have to select the edge and normals>Harden edge. Wouldn't that be great if it was like that in Max as well?…