Alright thanks for the reply i had a lot less geometry before i went and smoothed everything is there anyway i can get geometry more like the preview smooth in maya?
yes well I guess at render time it will be in smooth mode (3 key in maya) I will do the bevel to make it seem really sharp on the borders once it will be smoothed. is this going to be a problem?
Uh yeah....I wanted them to be smooth...I think I might have used the mesh smooth tool..and overdid it a bit. I didn't know about polyflow and such back then.... ^_^'
This model is much more interesting. Just watch your polygon distribution. For example, there's a lot of smooth arches, but the ground level, curved borders to the walkways should be smooth as well (not so polygonal)
"smooth" by hitting 3 with the mesh selected? That is only a preview for the viewport, and so Mental Ray isn't necessarily able to handle it. You'd have to manually smooth the mesh, I believe.
Why does the one with a single smoothing group have a less visible seam? Since the cube has hard edges shouldnt you be setting up multiple smoothing groups?
im baking it in max there is a cage no overlapping and with smoothing groups, i usually put each piece on it's own smoothing group unless there's a 90 degree angle or more here's the LP
Yeb, I'm baking with Mikk Tspace. My (baking) FBX settings from max are: "smoothing groups" and "triangulate". So it seems "import normals" is only for the smoothing groups. Thx
I think you need to turn off 'smooth shading' on the left hand toolbar in blender. To then get smoothness on the round parts (barrel etc) use the edge split modifier.
instead of doing a highpoly mesh smooth, consider getting your low poly and doing a bevel on the corners and using it as a high (dont mesh smooth). This will create what you want.