I'm wondering If any of you guys have used Cinema 4D and figured a way to smooth out the polygons without connecting the objects or removing normals. because I'm having a tough time trying to smooth them. and I've also tried, the Optimize, Un-Triangulate, and also reverse polygons. I wonder If there is a way you can make sure the normals don't get removed. and I'm wondering what tool do I have to use first before I try any of the three tools for the model
If this Option doesn't work do you know how to smooth the polygons in software like Blender 2.6?
In Blender you click the smooth button like in the image below. If you don't see the tool box, just press "T"
See the Normal Tags next to each mesh? The second tag, next to the UV tag? Delete those. The process of converting the model to DAE from PSK unfortunately gets rid of all of the smoothing groups. Keep in mind that you'll have to delete these for every rigged model you'll want to use, even if it looks smooth, as the lighting on the model won't be affected by the new positions caused by moving bones.
(04-13-2012, 05:11 PM)Peardian Wrote: [ -> ]See the Normal Tags next to each mesh? The second tag, next to the UV tag? Delete those. The process of converting the model to DAE from PSK unfortunately gets rid of all of the smoothing groups. Keep in mind that you'll have to delete these for every rigged model you'll want to use, even if it looks smooth, as the lighting on the model won't be affected by the new positions caused by moving bones.
oh ok. I will give that a shot. Thanks for the tips.
Does MD5 preserve the smoothing groups?
(04-13-2012, 05:11 PM)Peardian Wrote: [ -> ]See the Normal Tags next to each mesh? The second tag, next to the UV tag? Delete those. The process of converting the model to DAE from PSK unfortunately gets rid of all of the smoothing groups. Keep in mind that you'll have to delete these for every rigged model you'll want to use, even if it looks smooth, as the lighting on the model won't be affected by the new positions caused by moving bones.