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Smoothing Groups In Cinema 4D? — Polycount

Di: Ava

Been searching around for a solution but havent found out how to get the smoothing groups out of 3dsMax and into zbrush. worth it? Lightwave and cinema 4d are the only programs on the mac that export to shockwave director anyone with low poly modeling experience on these programs have any tips? Hey there, I’m having issues with Marmoset not respecting the smoothing groups from an FBX I made in Maya.

Quick question about Smoothing Groups — polycount

/ Ilya Fedosov Pbr Texture Cinema 4d Tutorial Blender Models 3d Blender Substance Painter Texture Mapping Free Textures 3d Tutorial Subdivision Methods Cinema 4D has a built-in Subdivision Surface object (SubD or SDS for short). This is a generator that subdivides the geometry of any polygon object nested in it. The advantage to this method is that we can see the results of the subdivision in the viewport. The disadvantage is processing time and a hit in the

I imported this model into 3ds max. applying edit poly modifiers breaks the smoothing groups in it. How do I preserve smoothing group while applying the modifiers. Meshes from Maya come in with explicit normals instead of smoothing groups, but the only way I know to change that essentially removes all smoothing info and I have to start over with smoothing groups. I would like to avoid this and find a way to translate the explicit normals to matching smoothing groups.

Smoothing groups when baking?!? — polycount

Jonas Pilz shows you can smooth geometry but keep all the details in C4D. This new, helpful, quick tip from Maxon’s Jonas Pilz (@jonaspilz3d) If the smoothing artifact is small and out of the way or if the smoothing artifact is very soft and will be covered by normal texture details then it may not make sense to spend a lot of effort trying to remove the smoothing artifact. Here’s a comparison of a similar mesh with different matcaps. Hey guys, real quick and easy question. When baking out normals, are you suppose to have no smoothing groups, organized smoothing groups or everything set on 1 smoothing group? My teacher told me no smoothing groups at all but when i bake it out it looks like shit and im basically loosing all smoothness from my highpoly. or do you change it depending on model? for

I have a model I was working on and then 3ds max crashed. So now when i loaded it back up it looked fine, bu then I tried to export it for a game engine and it always reverts the smoothing groups back to the crash smoothing groups. the model and textures export just fine however. I was wondering if there was some way to fully remove all smoothing group settings without

I would have subdivided by smoothing groups and then cut the details in with the extra geometry. On curved surfaces you generally need more geometry to support details since it defines the shape better. Do this once you’re certain the base-mesh is complete.

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Smoothing groups themselves don’t affect geometry, but rather how normals are interpolated across a surface during rendering. I thought the smoothing groups of the low detail mesh shouldn’t be affecting the Normal map at all. But I think I get it now.

3ds Max > Zbrush ///Smoothing Groups — polycount

Hello folks, I’m helping my friend’s project for modeling part, and got a question about it. The charcter mesh is already rigged and skinned, and the part I am about to do is ‚Editing mesh (in polygon).‘ Although I am not fully understanding pipeline between modeling and rigging (and skinning), I guess the character will lose current skin if I ‚edit‘ (deleting, cutting, applying Cinema 4D is a 3d Modelling Suite developed by Maxon https://www.maxon.net/en/cinema-4d/

Hey guys iv had this issue inside cinema 4D before but there i could change settings in the phong tag and sort it but i UV in maya and am trying to export

Anyone else knows how importing smoothing groups into the new versions of zBrush works? It worked before with the plugin by auto-creasing the group, cause zBrush doesn’t litterally imports smoothing groups. 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.

Using Maya, I know that Smoothing Groups in 3dsMax, to the best of my knowledge, function in a similar manner to Soften/Harden Edges, but for UnrealEd 3 I can’t seem to find a real difference between a your everyday Mesh and one with its Normals smoothed out. Cinema 4d English tutorials playlist • Cinema4D tutorials The iron tool in the software is for softening sharp polygons in objects.more Hi, I have this issue with smoothing out my mesh in 3dsmax after exporting from Zbrush. I retopo my mesh in Zbrush, import it into max and magically smoothing groups stop working.

low poly in cinema 4d — polycount

I’ve recently bought Cinema 4D (after years of using Maya) but I now need to get all of my models into C4D and am having some problems. I tried exporting them as .fbx but when I add a texture the models end up with completely messed up geometry, there’s triangles jutting all over the place that cast odd shadows on the models.

Max .obj retains smoothing groups, atleast on 2016. I guess they are defined following the „s“ lines inside the obj file, if you open it with a text editor. – normals => export all vertex normals as explicit, no SG „vn“ inside the obj file – smoothing group => export pure SG. All explicit (edited)normals are reseted. block starting with „s“ inside the obj file -both => all normals are Hi, I’m sorry if this issue has already been mentioned here but I didn’t find solution by searching. I’m using Blender to model and Unwrap my model. Before I used

Which do you prefer? What advantages does smoothing groups offer compared to beveling when creating sharp edges? What about high poly? I need something like what TexTools does, namely a plugin for MAYA that makes Smoothing Groups from my UV shells with the click of a button. It would be awesome if another or the same plugin would also spit them out in different colors/per Uv-island, for easier texturing and selection. Hey guys, just checking if there’s a Maxscript that does simply this: redo your model’s smoothing groups according to UV seams.

For smoothing group you are talking about edge splits used to fix the smoothing by disconnecting the edges. 3ds max’s smoothing system with numbers is a mess and not based on the edge angle. Unfortunately Maya has no modifier I guess his hard edge tool edit the normals.

I have a question about how to unwrap my low poly object. I understand that wherever there are 90 degree angles I must give each section its own smoothing group, and that there must be a uvw break where all 90 degree angles are – but does that necessarily mean each smoothing group has to have its own uvw island? I hope I’m making sense. Thanks Maybe they are necessary for some advanced lighting baking or something? Distance field AO, Lightmass etc? So far I see no issues yet . Why do you need seperate smoothing groups? I think most UV to smoothing groups scripts will use the same method as both of those scripts or newer scripts swill select uv edge boundaries and make them hard edges. Neither will help you. Another issue is that there are only 32 smoothing groups. I think you’ll run out quickly.

Hi I have a couple of small things I want to check regarding Smoothing Groups. I’m guessing I’m correct about this, but just want to check. For something low poly, where no baking/Normal map is needed (only a Diffuse and Roughness map), should a mesh still have Smoothing Groups added before it’s taken into Unreal? And related to that – if you are free to use Smoothing Groups to The Smooth Group Import plugin for ZBrush helps you import models with smoothing groups from other 3D software like 3ds Max or Maya, making sure the smooth and hard edges are preserved. This keeps your model’s surface details intact, saving you time by not having to adjust the smoothing manually in ZBrush, especially useful for hard-surface models.

Hey guys, taking a Maya class, and I’m definitely a max user. Made a low poly mountain dew bottle, just to learn the program and how uv mapping works in maya. any attempted this? I’m getting into highpoly modelling techniques for quick and easy results, with cinema 4d it’s like falling off a log.

Hey guys, I made a post on the master thread, but nobody answered, and i’m on a bit of a deadline here so time is of the essence. My questions are 1.) How would I go about making a fisheye lens for the camera? 2.) Is there a way to do an actual render similar to max or maya? 3.) My bsp cylinders have obvious jags. Is there any way I can turn on smoothing