Dutcheeseblend
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Hi there!
Got inspired to start this thread by this one: http://www.fsdeveloper.com/forum/threads/united-states-navy-all-of-it.434697/page-3
Now I understood from various Blenderartists threads that Smoothing Groups (like we know them from Gmax, Max and such software) are not available in Blender. It is suspected that this is because Smoothing Groups can be regarded as a modifier, like we have the Edge Split modifier. I was a little surprised by Anthony's remark that the number of vertices remains the same, no matter how Smoothing Groups are arranged.
Let's start with a simple 32-vertex cylinder (vertex count is displayed in the upper bar). This is Mesh01.
This is a non-smoothed cylinder. The easiest way to smooth things, is setting certain faces to Smooth shading.
So, in Edit mode, select the wall faces and hit Z, press Shade Smooth.
This will be the result. Looks not very good, but good enough in some cases. Fact is that the faces are smoothed in two directions, because at every side there's a connected face. Here we have Mesh02.
To make it look better, split the edges of the top and lower face. I always call this function from the search function, but there are other ways to find it.
The resulting mesh has doubled the number of verts, because the wall and caps don't share vertices anymore. Result looks better, but optimal vertex count is compromised. This is Mesh03
Now I revert to the original mesh with smoothed walls (so Mesh02). I add an Edge Split modifier to it, giving this result, Mesh04:
In Edit mode, the number of vertices is still the original 32, so not 64.
On export however, all modifiers are applied, so in the final .mdl, the vertex count will be 64. This can be read in the generated .x as well.
A table of the results:
Please, could someone do the same experiment in Max, Gmax or FSDS? I'm curious, and I expect a few others too.
Thanks, Daan!
Got inspired to start this thread by this one: http://www.fsdeveloper.com/forum/threads/united-states-navy-all-of-it.434697/page-3
Now I understood from various Blenderartists threads that Smoothing Groups (like we know them from Gmax, Max and such software) are not available in Blender. It is suspected that this is because Smoothing Groups can be regarded as a modifier, like we have the Edge Split modifier. I was a little surprised by Anthony's remark that the number of vertices remains the same, no matter how Smoothing Groups are arranged.
Let's start with a simple 32-vertex cylinder (vertex count is displayed in the upper bar). This is Mesh01.
This is a non-smoothed cylinder. The easiest way to smooth things, is setting certain faces to Smooth shading.
So, in Edit mode, select the wall faces and hit Z, press Shade Smooth.
This will be the result. Looks not very good, but good enough in some cases. Fact is that the faces are smoothed in two directions, because at every side there's a connected face. Here we have Mesh02.
To make it look better, split the edges of the top and lower face. I always call this function from the search function, but there are other ways to find it.
The resulting mesh has doubled the number of verts, because the wall and caps don't share vertices anymore. Result looks better, but optimal vertex count is compromised. This is Mesh03
Now I revert to the original mesh with smoothed walls (so Mesh02). I add an Edge Split modifier to it, giving this result, Mesh04:
In Edit mode, the number of vertices is still the original 32, so not 64.
On export however, all modifiers are applied, so in the final .mdl, the vertex count will be 64. This can be read in the generated .x as well.
A table of the results:
Code:
Mesh# | Bl. V-count | .X V-count | Properties
--------------------------------------------------
Mesh01 32 32 Flat shaded, no smoothing
Mesh02 32 32 Walls smooth shaded, no edge split
Mesh03 64 64 Walls smooth shaded, cap edges split
Mesh04 32 64 Walls smooth shaded, edge split modifier (applied on export)
Please, could someone do the same experiment in Max, Gmax or FSDS? I'm curious, and I expect a few others too.
Thanks, Daan!
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