I'm making assets for a PC game, and I'm wondering what's the best way to handle objects which have both smooth areas and curved areas?blender doesn't have smoothing groups so I'm a little bit confused. I tried using the "mark edges as sharp" thing, but it doesn't work properly for some reason... (see following pics)
>>559278and as you can see it looks horrible
that's a good question, i've been wondering this for a while too. Let me know if you get any results op.
use Subdivision surface modifier or beveling?(the latter seems the best since you want to keep those poly counts short)
it seems like the way its done in AAA is with high-poly => low-poly normal mapsis there a way to do it without high-poly though? like somehow generator normal maps that have smooth and hard edges where you want them>
>>559278blender has "smoothing groups", mark sharps to delimitate them, and enable autosmooth (at something like 60º)
>>559278Run extra edge loops tightly close to the parts you want unsmoothed
>>559278>select faces you want as a "smooth group">press y>???>PROFIT!!!
What about nurbs modelling it?
there are smoothing groups in blender, here is how it works.>you can mark your edges as sharp, in subdivision surface it works automatically, but without it you need to turn on autosmoothin object data there is a thing called auto smooth under normals tab100 is regular smoothing, set it to 100 if you only marked edges as sharp60 is optimal for most surfaces30 is almost like flat shading, good for cylinders and such
You guys really need to spend like 5 minutes on Blender Stack ExchangeAlso there's a 'Blender Questions' thread
>>559298>>559329>>559339>>559341>>559343>>559354have any of you motherfucking retards touched blender ONCE in your life, or do just like to post random shit without even spending 2 seconds to test if it would work or not?NONE of those suggestions work.>>559289>>559327>>559339I'm trying to avoid that because I need simple models and also don't have to time to create a high poly and a low poly and bake, I do all my fine detail and height+normal information in substance
Try cheating with a custom texture
>>559377is this a troll bc auto-smooth worked for meif you're using an old-ass version of blender it might not show up in the viewport tho
>>559377you need to smooth the model first for autosmooth to work xD
>>559379yea it's a troll or a very serious retard who can't follow simple instructions.auto-smooth + mark sharp always works because that's the recommended methodPost your blend file faggot, let's see what you got
Jesus christ reading this thread gave me cancer. Add edge split modifier > Mark sharp edges on model > Check 'Apply Modifiers' when you export to game engine.
>>559419>Add edge split modifierif its for game assets, don't do this, use the auto-smooth method above
>sculpt cylinder>pinch edges>clean up>retopo>clean upyou guys are all retards
this is clearly bait
>>559449>this is clearly baitwhat, the webm you posted? yeah it is. has nothing to do with OPs question, which has already been answered anyway. thanks for a useless post though!
>>559469i posted because no one answered op question, , my post is valid, but yours is a waste of time
>>559472you're trolling rightyou didn't even read the OP because what you're doing has nothing to do with itthe question was already answered here>>559298the fifth post in the threadcontinue to be an embarassing, subhuman third-world retard though!
>>559474yes, I read op´s post, clearly he needed that information and i give it to himwe are a comunity, we help each other, don't poison the well
>>559278aply the ''edge split'' modofier
>>559469actually, it does but this thread is baityou yourself are bait.why my pal?i think its best for everyone of you kys'd
>>559432There is literally nothing wrong with using split edges in a game engine. Having a normal map on literally every asset isn't always preferable.
>>559529why having split edges when you can simply use autosmooth?
>>559476>and i give it to himno you didnt faggot, you helped ZEROthe well was already cleaned, then you shit in it
>>559541you are jealous because you dont know nothig about cg, people are triyng to learn here...
>>559377>baking normals doesn't workeat my ass
>>559278Smoothing groups and bake normals>>559446>Sculpt cylinder
>>560394>he fucking thought it was necessary to reply to this month old thread which has already been answered 20 times and just trolls remains