Hi I'm quite confused about this concept. I've seen that some people doesn't follow at all the smoothing groups in their workflow, when they are doing the unwrap. I know that for instance UDK convert any UV island in a smoothing group. So in the case of rectangular objects, some people use to put smoothing groups to get…
Hi guys, Just reworking an old model to see if I can minimize the seams and - surprise - I bumped into this topic again! So once again I googled about smoothing groups and I found two articles that really got me confused, here and here. Both seem to claim that you should only have one smoothing group - is this complete…
Here's a script "UV borders to hard edges". The algorithm is quite simple: 1) Select UV borders (used part of Renderhjs' script for Roadkill uwrapping) 2) Convert UV edges selection to EditPoly edges selection (Max is a real pain in the ass!) - my part of the script 3) Make smoothing groups in hard edges style (used script…
Hey guys, I have generall question about smoothing groups and normals, from my understanding if i put the same smoothing group on a UV island which is stiched together from 5 different polygons, the result should be "normal issue free" seamless... When stiching the same 5 polygons together to 1 UV Island and i'm using…
Hi, I'm very sorry for the delayed response on our forums. I posted there as well. Substance Painter will read the soften/harden data set in Maya when you export as FBX. This data is used to shade the mesh in the Painter viewport similar to maya based on vertex normal smoothing. In maya you are smoothing/hardening the…
Hi PolyCommunity, I have question about smoothing groups when exporting from Maya to FBX file. In settings I can un/check this option, but I dont see any difference with or without this option in exported files. Please correct me if I am wrong when I think we have Maya which use different smoothing as 3ds Max, Maya convert…
I have a confusion about implementing Speedtree smooth lighting to Unreal. In general, I have seen that people multiply normal maps with TwoSidedSign node, so that the backfacing leaves doesnt flip the normal. It does achieve the smooth shading, but with some added problems : * It blows up the basecolor a lot, it almost…
This is probably a noob question, I don't even know what to search for here. When smoothing weights with the brush, it always favors lightening the darks. Is there a way I can get a more ...averaged(?) smoothing that also darkens the lighter values? In this case I'm painting out portions of a blend shape I don't want, but…
Hey guys, I've looked through this forum quite a bit and haven't found anything answering my current problem. I'm sure other people have had this problem themselves... so forgive me if there is a thread solving this issue and I haven't looked hard enough :( So my issue is about proper triangulation on geometry like the one…
So I've come to accept that Modo just ... doesn't do smoothing groups. It kind of does, but not really. If I set up the same mesh in Modo and in Max (running the TexTools command that gives you smoothing groups based on UV islands), the mesh coming out of Max will have 60% (or greater) LESS vertices. Same number of…