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Re: 3ds max, Smoothing groups problem
[Re: Quad]
#317979
04/03/10 23:26
04/03/10 23:26
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Joined: Sep 2009
Posts: 15
Mike_P
OP
Newbie
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OP
Newbie
Joined: Sep 2009
Posts: 15
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hm... lol... I dont understand what you mean.. xD You mean you want me to actually detach the polys for each group? If so, I think its unworkable, I wouldntw want todo that.
Owarii ni shinou kono melodii.
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Re: 3ds max, Smoothing groups problem
[Re: Mike_P]
#317981
04/04/10 00:00
04/04/10 00:00
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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XD i am installing gmax, ill post screenshots of what i mean.(hope it has smoothing groups)
3333333333
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Re: 3ds max, Smoothing groups problem
[Re: Mike_P]
#318060
04/04/10 19:07
04/04/10 19:07
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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When you dont want to detach then you have to create a new bevel (or maybe it is called chamfer in Max).
The reason is: DirectX or OpenGL does not know any smoothing groups. It can display hard edges only with
- splitted edges - the help of a normal map - vertex normals - dense geometry in the close area of these edges (chamfers, bevels)
The Max export has to deal with the smoothing groups and has to transform them into anything mentioned above. If it cannot handle this automatically then you have to do it manually. And Ctrl+X/Ctrl+V is really not a problem at all, except you need closed meshes for stencil shadows.
Models, Textures and Games from Dexsoft
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Re: 3ds max, Smoothing groups problem
[Re: Machinery_Frank]
#322497
05/07/10 14:31
05/07/10 14:31
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Joined: Dec 2009
Posts: 217 Italy
PietroNifosi
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Member
Joined: Dec 2009
Posts: 217
Italy
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If you export in FBX you get your smoothing groups exported as well.
Last edited by PietroNifosi; 06/12/10 03:26.
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