Fixing normals after changing edge from hard to soft and back

Fixing normals after changing edge from hard to soft and back

sqwert
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Message 1 of 6

Fixing normals after changing edge from hard to soft and back

sqwert
Advocate
Advocate

Trying to fix normals after changing edges from hard to soft and back again on a weapon cyclinder.

Its a 30 sec fix in 3ds Max , setting smoothing groups to 22 degrees after

normls2.png

selecting all faces and then weighted normals with smoothing groups.

In Blender I set edges to hard/soft as needed add a weighted normal mod, face&angle area.

 

In Maya I have no idea , been googling for some time to find a fix inside Maya

Accepted solutions (1)
999 Views
5 Replies
Replies (5)
Message 2 of 6

mspeer
Consultant
Consultant
Accepted solution

Hi!

Mesh Display -> Soften/Harden Edges

(Make sure the normals are unlocked.)

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Message 3 of 6

sqwert
Advocate
Advocate

Thank you, getting the look I was after. Nice tools to adjust normals in Maya. But need to read more. Set all edges to soft then hardened them again and the result

nrms32.png

is as it should be after unlocking norms

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Message 4 of 6

damaggio
Mentor
Mentor

you went too far, a set angle of 30 or 40 should do it to keep the round surface soft but the bevels hard, looks like you just set Hard Edges .

Try again Set normal angle 30 or 40.

Message 5 of 6

sqwert
Advocate
Advocate

I did just that. Was just experimenting to learn how to get back to where the normals were when I started.

This is a low detail .obj from Fusion360, seeing if I can take this into Unreal Engine with very little in the way of changes and time. Changed a few hard edges and moved a few verts, made a few cuts here and there. But its mostly untouched. Imported into Blender to quickly applink into 3dCoat for UV . For a VR game

maya.png

686.png

 Going to do a full retopo later.

 

Message 6 of 6

sqwert
Advocate
Advocate

The full retopo mesh looks much better baked with a higher poly mesh 

r38.png