12/31/2023 0 Comments Vertex painting lightwave 3d![]() ![]() When dealing with hard surface modeling, objects will often be imported into LightWave with vertex normal maps (Modeler can only create vertex normal maps in version 2019 through exporting an object in OBJ format with smoothing groups unchecked in the OBJ Export options). At the bottom of the list is LightWave-native smoothing, which is perfectly-suited for organic modeling. Smoothing Groups are now the third method of smoothing in LightWave and there is an order of precedence with the different methods. You can go through the rings, adding them to different smoothing groups, or you can just hit Auto Assign as shown below. Now, Smoothing Groups can make easy work of this challenging task. An old-school way of doing it might be to break the model up and put it back together but not merge, you could use subpatch weight maps, extra poly flow to tighten curves, multiple surfaces with different smoothing angles and more, but it gets complex fast and worse if the model needs to be exported to a different package. Traditionally, a shape like this would be more laborious to model / surface in LightWave than it needs to be. The ones marked with red need to be hard edges. ![]() Yup that looks fine, you say to the client, but what are all the marks? The client replies that the polygons around the mast, marked with green, need to be smoothed. A client gives you a model of his excellent radio mast that he wants you to render. Here is an example of why smoothing groups are useful. Smoothing Groups allow for a different kind of smoothing to our traditional surface-oriented vertex-based smoothing. It has become one of the standards for smoothing in the 3D industry, and LightWave now supports it. Smoothing Groups (SG) is a concept that was introduced in 3d studio DOS to create areas of smoothing over polygon groups. ![]()
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