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
Admin
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