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Model Smoothing.

10-25-2002, 03:34 AM#1
kdub
I finally got models in game, but the edges are all creased. Is there anyway to smooth them. I firgured there wasnt but KMK said all edges are smoothed. Is there a way to adjust the smoothness?
10-25-2002, 07:29 AM#2
Atomvinter
either by editing the .mdx manually or by changing the "smooth" groups when you export your model.
10-25-2002, 05:20 PM#3
kdub
Can you do it in the .MDL?
10-25-2002, 05:36 PM#4
Atomvinter
kdub: I'm not sure but I think so. Or maybe not.. if the vertices are welded they will turn up smoothed, but if they are not welded they will turn up sharp as in 3dsmax.. I THINK.. but someone else should confirm this.
10-25-2002, 08:47 PM#5
RightField
if you are using 3ds max, just select the obj then apply the modifier mesh smooth. then just increase the illtrations (don't exactly know what the name was again, but you'll find it) by one. And there it should be smooth.
10-25-2002, 08:49 PM#6
kdub
yeah a nice smooth 2000 poly model. That wont work so well for this buddy.
10-25-2002, 08:59 PM#7
RightField
err you don't have to smooth it that much. Smoothing works fine. War3 can handle more than you think. Works for me anyway.
10-26-2002, 12:41 AM#8
Arch_Angel
dont use the smooth plugin, it will cost too much polys. when u open up blizzard models u can see they also arent smoothed. i think the skin does allot to the model. so i wouldnt use smooth.
10-26-2002, 04:39 AM#9
AquaDaishi
Which converter are you using? Mine or KMKs? I was going to write a smoothing algorithm for the models in my next release... Not sure what you guys mean by it would increase the amount of polygons... :S

-Fredric
10-26-2002, 12:14 PM#10
Atomvinter
Arch_Angel: It's called blending.. and it makes it look like the edges are not there, and that it is rounded. It has nothing to do with polygons and is merely a lightning effect I think.

Meshsmooth shall not be used at all, WarCraft 3 can't handle that when there are alot of that mesh on the screen.
10-26-2002, 03:29 PM#11
kdub
Daishi that would be great if you could do a smoothing algorithm. And heres another big request. Could you make your converter split the model where the UV maps use the same vertecie twice? That would be sweet, because making UV maps without using the same verticie twice is literally impossible withough doing a plain old planar map.

and done worry about that increasing poly stuff
10-30-2002, 10:13 PM#12
Arch_Angel
so u mean its more like a shader wich puts a "shadow" on the mesh so that it looks smoother? u can see an example of what i mean when u open a mesh in max and put a meshsmooth over it without any itterations. this way the mesh has a softer look without any itterations. (the model aint actually smoothed, the polys stay the same.)

well this is a rather long story for a relative small question :P but i thought id explain it anyway :D
11-02-2002, 08:42 AM#13
Atomvinter
*bringing back thread from the dead* ;)

kdub: that would not be any better than it is right now, in case you really want to have different things on the same-looking areas.

You have to mirror it when you make your UVW-map and make the coordinates the same.

Arch_Angel: Yep.. zoom in on a model in-game and take a screenshot of it, then look at it in your modelling program, you will see the difference. :)
11-02-2002, 03:18 PM#14
kdub
no atomvinter you are not getting it. You cant use the same VERTEX twice, using the same face twice would just be stupid. Vertecies are points, you cant see a point. Ever UV map in the history of man uses several vertices more than once. If you want to use one twice now you have to maually go into the modelling program and split the vertexinto two. This takes away your abitlity to smooth that edge, and is really a pain in the ***.
11-04-2002, 08:11 AM#15
Atomvinter
kdub: what? UVW maps got anything to do with smoothing? I didn't suggest that you should have used the same vertice as a face twice. I told you to map two areas onto the same coordinates in the UVW map, since as I understood, you wanted to mirror the part.. (painting one dot on the texture makes it turn up on two or more places instead of only one, and thus MIRRORING)

Maybe this isn't what you wanted in the first place? ;)