Bolt Posted March 8, 2018 Share Posted March 8, 2018 The FBX converter supports smoothing groups. Before exporting your model from 3dsmax, check: Geometry -> Smoothing Groups. Modo should also have similar export options in Preferences -> File I/O -> FBX I/O. Make sure Save smoothing groups is checked. Quote Ultimate Unwrap 3D: http://www.unwrap3d.com Link to comment Share on other sites More sharing options...
Josh Posted March 8, 2018 Share Posted March 8, 2018 3 hours ago, Bolt said: The FBX converter supports smoothing groups. Before exporting your model from 3dsmax, check: Geometry -> Smoothing Groups. Modo should also have similar export options in Preferences -> File I/O -> FBX I/O. Make sure Save smoothing groups is checked. Is there anything that can be done to better support files that may not be perfect? The dwarf model must contain that data because it gets loaded in 3ds max. We're converting thousands of files right now so anything that optimizes the process will save a significant amount of time. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Bolt Posted March 9, 2018 Share Posted March 9, 2018 The dwarf model has no smoothing groups, so everything gets smoothed as if it belongs to one smoothing group. To get this working with Leadwerks, the "armour" mesh should be split into its own smoothing groups. Programs like Akeytsu don't seem to be using smoothing groups, instead they're reading the actual vertex normals. But, the catch is, sometimes they're stored per polygon vertex. Which means, for a vertex to have more than one vertex normal, it needs to be split. Because, as you know, most game engines store their normals per vertex. So, Akeytsu is probably splitting up their mesh too, you just don't realize it. Quote Ultimate Unwrap 3D: http://www.unwrap3d.com Link to comment Share on other sites More sharing options...
Bolt Posted March 11, 2018 Share Posted March 11, 2018 Ok, I think I got it working. Vertices must be split by their normal when loading data into per vertex buffers. There are some artwork issues with your Dwarf model, btw, but the smoothing should now be correct. The two beard strands are black because the faces are reversed (you probably scaled them by -1 or they were procedurally created), and the left foot has one polygon assigned to the wrong smoothing group (user error). 1 1 Quote Ultimate Unwrap 3D: http://www.unwrap3d.com Link to comment Share on other sites More sharing options...
tjheldna Posted March 13, 2018 Share Posted March 13, 2018 Much appreciated Bolt. So is this something I need to get the guys at Akeytsu to look at? Not sure how that happened to the plats but i'll definately fix it. With the shoe I noticed that a while ago, and I'll fix that at the same time. Quote Link to comment Share on other sites More sharing options...
Bolt Posted March 13, 2018 Share Posted March 13, 2018 I downloaded Akeytsu just to try it out. Their FBX import looks ok. I get the same smoothing results as them now. And I looked at the dwarf beard again, and it's actually the vertex normals that are reversed. The face geometry is ok. Akeytsu shows the same reversed normals too. As for Unity, it might have double-sided lighting enabled by default, so it doesn't show up as black. btw, I added a Split vertices per normal option to all the U3D FBX plugins if anybody wants to test it out. 2 Quote Ultimate Unwrap 3D: http://www.unwrap3d.com Link to comment Share on other sites More sharing options...
Josh Posted March 13, 2018 Share Posted March 13, 2018 Tried it out, it's looking good. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
tjheldna Posted March 13, 2018 Share Posted March 13, 2018 Dont want to go too far off topic but I fixed the 2 modeling issues, thanks for the heads up! Quote Link to comment Share on other sites More sharing options...
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