1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Smoothing groups

  • knj
  • July 6, 2013 at 11:00 AM
  • knj
    • July 6, 2013 at 11:00 AM
    • #1

    Hi guys

    i need a sugestion, is this a right way to smooth geo with bevels (chamfers) ?
    flat surface at hard and bevels and soft ? (two smooght groups ?) the resoult looks good but i just want to make sure, maybe there is a better way ?

    and of course uv's are cut where two smooth groups are connected to remove the seam

    [Blocked Image: http://pics.tinypic.pl/i/00412/fdbouc7x1p9k.jpg]

  • Froyok
    • July 6, 2013 at 11:13 AM
    • #2

    Yeah, you should smooth your normals.

  • knj
    • July 6, 2013 at 11:22 AM
    • #3

    [Blocked Image: http://pics.tinypic.pl/i/00412/e7e9n5k94hui.jpg]
    u mean like this ? but this is my point, even the first smoothing is not perfect after baking it looks ok - but the editing vertex nrmals in maya is pain in the ass, so i need to check some of dat scripts

  • -HP-
    • July 6, 2013 at 11:44 AM
    • #4

    Do some google for custom normals and mig Normal Tools!

  • Pomperi
    • July 6, 2013 at 12:45 PM
    • #5

    Whenever I do bevels for my lowpolys I use the regular bevels in maya that creates triangles in the corners.


    [Blocked Image: http://i.imgur.com/WQjBMv0.jpg]


    This way each face has its own vertex corners, so that the bevel face will average between the flat surfaces. To set up the smoothing properly in this case, just smooth all the normals of the mesh. If you toggle the vertex normal display (Display>Polygons>Vertex Normal) you should get a result like this:


    [Blocked Image: http://i.imgur.com/vftfZdy.jpg]


    You can see that all the smoothed faces have averaged vertex normals, which makes the whole thing look smudgy. The best approach imo to set up the vertex normals properly is to base them on the face normals of the big flat surfaces. The way I do this is by selecting all the faces i want to base my smoothing on.


    [Blocked Image: http://i.imgur.com/tRlgpTn.jpg]


    I then run a script that I posted here on mapcore () and it sets all the vert normals.


    [Blocked Image: http://i.imgur.com/rXONdBW.jpg]


    This will give you a correct smoothing, which works well with baking as well as for objects where you can't bake down individual normal maps for supporting the smoothing.


    [Blocked Image: http://i.imgur.com/ntHP2Uk.jpg]


    You should definitely check out the migNormalTools as HP pointed out. It has some really neat features, as well as a good interface for toggeling and controling the visibility of your normals

  • knj
    • July 6, 2013 at 1:12 PM
    • #6

    great guys, and yes i need to check some of those scripts !

  • Froyok
    • July 6, 2013 at 5:27 PM
    • #7

    http://www.polycount.com/forum/showthread.php?p=1867170


  • knj
    • July 6, 2013 at 5:31 PM
    • #8

    thank you, he's also here

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Any of the old guard still around? D:

    -HP-
    October 20, 2026 at 11:37 PM
  2. RIP Levelord

    Thrik
    October 16, 2026 at 9:33 AM
  3. CS:S | de_honor | Map creation process by D'artagnan

    Dartagnan
    October 14, 2026 at 12:10 AM
  4. [CS:GO][WiP] cs_opera

    n4r
    October 11, 2026 at 1:37 PM
  5. POLYSTRIKE - Finally Announced After Years of Development!

    Minos
    October 6, 2026 at 4:18 AM
  6. (HLDM) dm_warehouse

    Minos
    October 6, 2026 at 4:14 AM
  7. Building a Huge Library of Free Images for Everyone

    Thrik
    September 7, 2026 at 10:09 PM
  8. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™