My work uses Redshift, which apparently has a different smoothing algorithm to Maya's default OpenSubdive Catmull-Clark. In Maya's default smoothing, border and corner vertices are not pulled. In Redshift smoothing, all verts are pulled to the next vert, whether or not it is a border vertex. This requires support loops to…
Hello everyone, Recently I came across something that I had never seen and it's driving me insane to figure it out. I am used to do, and to see all around people using 2 support edges around a corner to get a smooth result. Example: That's very common. Problem is, I was checking a model from a game ( no other reason than…
EDIT: After fighting with this for two daysI have a working solution. Problem occurs only when I try to smooth mesh that is very far from 0,0,0 of the scene. When I moved mesh to the center of scene, everything worked perfectly. So this mesh that I have attached will smooth nicely because it is centered in the middle of…
Everytime I bake normal maps in xnormal I get extremely ugly results. I made this model to test out smoothing groups and perfect normal baking. In this image, my cylindrical bases will be divided like so: The cylindrical part will get a cylindrical map with one smoothing group on one UVW island. The top of the cylinder…
I couldnt figure which thread to put this in since its talking about a cross section of all.. Ok here is something. Chamfer when you can versus using smoothing groups is what I take away from much of the discussion. Since smoothing groups when even able to be exported, are detached edges, so you end up with more vertices…
hi, i'm beginning in 3ds max, momentally i'm working on lowpoly character. i've modeled him and detached to a several parts for uvw mapping. after i've added smooth modifier, model looked something like this: as you can see, every detached part is smoothed separatly. i have also tried to assign every part to the one…
EdgeSmooth is a free, open source plugin that makes smoothing in 3dsmax a lot easier. It allows you to smooth an editable poly by setting edges to "hard" or "soft". A "hard edge" means that the faces using the edge share no smoothing groups, a "soft edge" is the opposite. This will probably feel familiar to Maya users!…
Hi, I had posted this already on the UE forums but didn't receive any answer. I feel like this is a typical issue though, so I hope somebody over here will be able to provide some tips. If you look at the attached Image, you can see that at the first image (Flat normal) the ceiling edges but also other edges have strong…
So I'm using 3ds max and I've always had trouble with the normals looking wonky on my meshes when I bake out the normals from a high poly mesh. I know that the cause of it is from the smoothing groups in the low poly mesh. I usually set the entire mesh to 1 smoothing group or auto smooth, but it doesn't always work. I…