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Bolt

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Everything posted by Bolt

  1. If you're exporting from 3dsmax, and need to preserve smoothing, then I recommend FBX over all other formats. I wrote a short tutorial on how to export FBX smoothing groups from 3dsmax: http://unwrap3d.com/u3d/quicktip_smoothing.aspx If you don't export smoothing groups, then that's exactly what you'll get in Unwrap3D. A model without smoothing information (picture #2). And, if for some reason, all you have is a FBX file without smoothing information, Unwrap3D can create it for you. Unwrap3D has a tool called AutoSmooth Faces that works similiarly like the AutoSmooth tool found in 3dsmax. See 3D Tools -> AutoSmooth Faces.
  2. It's not a bug, it's by design. Currently, there are no tools in Unwrap 3D to edit the vertex normals separately, so Unwrap 3D will calculate its own vertex normals based on how edges are connected. So, if all edges belonging to a vertex are connected, it will look smooth. The default box primitive is fully welded, so all vertices will look smooth. This is by design. But, to overcome this limitation, Unwrap 3D has many tools to unweld edges. The best tool is AutoSmooth Faces, which works exactly like the AutoSmooth tool found in 3dsmax. It unwelds sharp edges, while keeping flat edges smooth. This is especially useful for models that have curved surfaces, such as barrels, poles, cylinders, or cones. If there were tools in Unwrap 3D to edit vertex normals, it would probably work like Maya. In Maya, you can make an edge hard or soft, and this will change how the vertex normals appear at that edge. Hard edges appear sharp, and soft edges appear smooth. I would prefer implementing this method over 3dsmax's smoothing groups, as I see it as being easier to use and understand. Now, if you're wondering what happens to vertex normals when exporting to a GMF file, you can be assured, that they won't change. The same vertex normals you see in Unwrap 3D are the same vertex normals that are exported to GMF. So, what you see is what you get, in terms of vertex normals. I hope that helps.
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