Ok, I sorted out the mottling on the original mesh through smoothing groups but there's still a distinct edge visible. I altered the anisotropy settings and it got rid of it but it alters the spec highlight. I couldn't do the same with the subd model though. The weird thing is, when leaving the anisotropy settings as they…
I think every modeling program can make smoothing groups. "hard edges" are the lack of smoothing groups or when two or more different smoothing groups are next to each other.There is a hard edge.So when you dont have any smoothing group on your model, its hard edged.And when your model have more than one smoothing group,…
Hi,I was wondering if anyone has a solution or knows of a plugin that might help with this issue I am having. I know geometry smoothing is handled differently between Maya & 3ds max. (Maya assigns edge weight to affect smoothing between faces, while in 3ds Max smoothing groups are used). The problem is, when loading a…
its because you split your smoothing groups not properly. It looks like you use one smoothing griup for most of the model, and so your shading wants to make it look like round, like a ball, while your geometry is not shaped like that at all, giving you these dark and strange shaded areas. on the left is one smoothing group…
When I turn off smoothing for UV's in zbrush, the UVW's retain their shape, but the mapping of textures is wrong because there is no smoothing. The UV's are straight but the texture needs smooth UVW's. When I turn on Smoothing for UV's, they are smoothed but increasingly so. Each time I go up and down the subdivisions they…
I'm trying to use the skewmesh technique for baking normals, but I'm having trouble with the Tessellate modifier creating weird smoothing in 3ds Max 2017. These smoothing artifacts appear in the baked world space (and subsequent tangent space) normal map in Substance Designer. I have a finished, UVW Unwrapped, and Reset…
Hey guys, I'm a Maya user and recently I've started using 3DS Max, so when I found out about smoothing groups I was okay, because in my head all that it was doing was adding hard edges between each smoothing group and soft edges on the same smoothing group. My surprise was when I tried to export a model to Maya, the…
Hello! In Blender, I have a mesh with properly hard edges set up and ready to export. My client asked me about the availability of smoothing groups in 3D Max. I export with Geometry>Smoothing>Edges. It works fine in most cases and after importing to Max there are correct smoothing groups, but in this case, it is incorrect…
Hey guys. Quick question on smoothing groups. I've read that you want to keep the group numbers to a minimum on your models when possible. I'm just a bit confused by the wording in this. I'm working in max, so I have a total of 32 smoothing groups. Now say I've made a cube. So six hard surfaces, right? Does the minimum…
Hi does anyone know much about how they smooth for games? At the moment I'm modeling a minigun and I wanted to do a low poly version of it for gaming and if I smooth it as I need to for example to make the barrels smooth it's going to push the polycount too high. I can use the smooth edges but it's still going to look…