Critical Mass :: 3D Action Puzzle Game

Don't Like Ad's?
Click Here


Forum Index - Miscellaneous - Smoothing models...

There are 6 replies to this topic
This topic is solved
ShareIt! Text-To-Speech





-JHawks
Member
JHawks

3 years ago
Me again ^^

Sorry to be asking so much questions...

Umm... I want to know something when it comes to smoothing your model.

For simplistic, low poly models, do people use MeshSmooth or the default smoothing option under Editable Poly/Mesh?

This is my character without any smoothing:

[Link to img.photobucket.com]

This is with Autosmooth at 45.0:

[Link to img.photobucket.com]

This is with Meshsmooth, Iteration 1:

[Link to img.photobucket.com]

As you can see, with Meshsmooth, the bottom of the Samurai's Hakama pants are curvy as there are faces at the bottom of the pants. However when I used Autosmooth, the results are much better since different areas are given different smoothing groups.

However I'm wondering how people would go about this.

Also if I want to give my model an autosmooth, or smoothing groups, must I do that "before" texturing it and rigging it? Because as you know, after Skin or Unwrap UV, you get that small warning when you want to check Editable Poly mode. Because I want to see if I can texture it without giving it a smooth since the character will be cell-shaded.

I'm just a bit confused at the process and techniques of making a low-poly, cell-shaded character.

Thanks

JHawks



Knowledge is power

+VarnishedOtter
Admin
VarnishedOtter

3 years ago
For low poly you will want to use smoothing groups.

Normally how vertex lighting works is you get a vertex, and average out all the normals of the faces that share that vertex.

With smoothing groups I think they then average all the normals of the faces that belong to the smoothing group within a specified angle threshold, this makes it so the difference between the lighting on the surfaces is less defined, and the faces appear smooth.
Please support us and post a [Link to www.digitalartsfront.com] on your website.

--Matt

+VarnishedOtter
Admin
VarnishedOtter

3 years ago
I forot, if you want to retain hard edges with turbosmooth, you just chamfer the edges you want to keep hard. Like the bottoms of his pants.
Please support us and post a [Link to www.digitalartsfront.com] on your website.

--Matt

-JHawks
Member
JHawks

3 years ago
Thanks for the explanation and I'll try that chamfer technique. Although with chamfering, that will add to the poly count right?

Would it be better than for me to stick with smoothing groups to keep the model low poly?
Knowledge is power

-JHawks
Member
JHawks

3 years ago
Oh btw, so does anyone know about applying smoothing groups after texturing/rigging?

If I done these two, then decided to go back to Editable Poly in the Modifier's Stack and apply a smoothing groups, will that disrupt my model in any way?
Knowledge is power

+VarnishedOtter
Admin
VarnishedOtter

3 years ago
If you use any meshsmooth its going to increase your poly count anyway. Alot more than just chamfering the edges will.

And thats when you run into troubles with editing after texture/rigging.

For low poly, stick to smoothing groups, as it does not effect the poly count in any way, its like faking it but still looks good. Smoothing groups should not effect your textures/rigging after the fact, as they do not alter the topology of the mesh.

Another option is normal mapping, where you make a high poly model and generate a bump map to apply to a low poly version.
Please support us and post a [Link to www.digitalartsfront.com] on your website.

--Matt

-JHawks
Member
JHawks

3 years ago
Yeah I want to use Normal Mapping but I still haven't got my head around it.

Anyways thanks for your replies, now I can continue with no worries ^^
Knowledge is power

Top

Critical Mass :: 3D Action Puzzle Game

Don't Like Ad's?
Click Here