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File: SoftEdge.jpg (63.35 KB, 892x735)
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Quick question: How do I make this edge look smoother without adding unnecessary polys? Could this be fixed with normal maps? I'd like to have this in UE4, no idea how it handles smoothing and such, but I don't want it to look blocky.
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>>501356
Are you using Blender? If so, Google "smoothing groups in Blender", it's a tiny bit obtuse and I don't feel like explaining

As for UE4 specifics, google that too; "Smoothing groups in UE4"
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File: SoftEdge2.jpg (57.90 KB, 884x894)
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>>501357
I see what you're getting at, but it's not quite what I want, I think. tl;dr of what I found was "use Edge Split modifier with Mark Sharp", but that seems to be used more for defining sharp edges than softening sharp ones, pic related.
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File: SoftEdgeBlob.jpg (57.98 KB, 896x913)
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>>501358
If I just set everything to smooth, then it becomes a blobby mess.

I guess a better question would be, "how do I better control how smooth is smooth"?
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Id suggest making a high poly then baking.
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>>501356
>without adding unnecessary polys
you add more polys than you have because that many is way below the amount needed for a smooth look unless you have pre-baked textures with really well placed alpha maps.
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>>501359
Google 'blender auto smooth'
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>>501356

ITT: I want more polygons without adding more polygons
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>>501359
Good heavens man, you can mark creases to keep them sharp and just apply smooth to the rest.
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>>501356
http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial
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>>501356
Kekkk all these retarded answers. what you need is set the edges (can be edge loop or edge ring) you want to look smooth on soft edge. The hard ones should be set to hard edge
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