How do you smooth models imported into 3ds max?

Started by HEY_IT_IS_ME, August 06, 2016, 07:21:35 PM

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I am trying to modify zelda's model but when I import it into 3ds max it looses its smooth shading, not sure if this the right forum to ask this question, but I am just wondering how you guys deal with this.


Quote from: Lunoz on August 06, 2016, 09:59:43 PM
Use "MeshSmooth" in the Modifier List. Alternatively "TurboSmooth".
thx
Bonus question. When I import the model back into Brawl Box, the materials and bone-object visibility get all messed up, is there a way to fix this?

August 07, 2016, 11:35:57 AM #3 Last Edit: August 07, 2016, 11:38:39 AM by Lunoz
In the Material's folder when selecting a material, scroll up to CullMode to change the materials visibility. And for the object's, go to the Object's folder and change the bone for the Visibility Bone.

Quote from: Lunoz on August 07, 2016, 11:35:57 AM
In the Material's folder when selecting a material, scroll up to CullMode to change the materials visibility. And for the object's, go to the Object's folder and change the bone for the Visibility Bone.
thx

This should've been posted here: http://forums.kc-mm.com/index.php?board=43.0
Also using Mesh or turbo smooth will raise the polygon count of the model, if you want it to be the same and fix the shading go into the modifiers, select the face edit mode then go down the scroll until you find smoothing groups and then hit the auto smooth there. You can change the angle or manually edit it as well but auto is the fast way of doing it.
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Weld is also a good modifier to use as sometimes the vertices aren't always connected so in reality you can sometimes have like 4 times the number of vertices. The Weld fixes this.
And yah, like Allbait said, this should've been in the Help section.
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Have you tried Edit Normals? It smooths Models too.

Just dont forget to drag the smooth/turbotsmooth/edit normals/whatever you applied under the skin modifier in the modifier list, I think brawlbox has problems if you dont keep the skin modifier at the top