Model smoothed shading help? (Blender -> Garry's mod)
11 replies, posted
Hey there,
I'm just wondering how I can get smooth shading to work with Blender/Garry's mod. I've been trying to smooth the flat textures but I've had a few issues getting it to look decent, I feel like I'm missing something obvious but I'm not quite sure what it is yet.
This is what my models look like so far, Left is flat, middle is smoothed, right is an s-props prop for reference
https://files.facepunch.com/forum/upload/133314/192487cb-ce76-4d04-a6f4-c507232811b1/image.png
https://files.facepunch.com/forum/upload/133314/daeff84b-8c09-42e0-8fa4-da3b11fdb2f0/image.png
The smoothed shading on the middle prop is a bit off since the top lime section should be dark yet is still lit up, as is one segment of the blue centre part. Also, it seems much darker than the s-props equivalent prop.
Currently I'm just using the 'smooth' option on the right of blender. I've tried to use the properties bit, but I've had no luck getting anything in that menu to work at all.
https://files.facepunch.com/forum/upload/133314/b5fbf910-136b-4202-85db-75f8fdaa399f/image.png
https://files.facepunch.com/forum/upload/133314/014d7d15-11e9-44d9-99df-395f88fa7623/image.png
Would one of you be able to point me in the right direction to be able to get this to work?
edge split and/or bevel modifier is your friend
Just do one smooth group to side polys and another to front polys.
4Head
He's using blender so there are no vertex smoothing groups, TFA is right to say that edge split is his best friend, the edges should be physically split, this way the lighting won't wrap around the whole model, instead it will be separated as if it had 2 different smoothing groups.
I use 3ds max, so, I didn't know about blender smoothing so well.
I wish blender had smoothing groups, this way you wouldn't have to mark sharps or use edge split, don't know how well it works on source, since I just split the vertices to separate them, I'm sure that breaks something but hey, it works for me. (do not do this at home)
After a bit of testing and trying to get it to work, either I'm not doing it right or something is wonky:
https://files.facepunch.com/forum/upload/133314/a65ff2bb-d57a-4430-aa0a-a7bee8401eca/image.png
I've assigned the top face of each side of this disk to a different Vertex group and changed the auto-smoothing. I've tried this for both flat and smooth shading with no luck. I'm guessing I have to do something different?
Vertex groups are mostly for rigging, sometimes for masks and other modifiers, but they're not shading groups, that's a feature for 3ds max.
What you need to do is use an "Edge split" modifier, select the angle that suits you (probably 90°) and export it like that, I don't actually know if only having the modifier is enough because I always apply it before exporting it, which, as the name suggests, physically splits all edges that are more than 90°.
applying the modifier is unnecessary and destructive, it'll export fine without
Thank god for that, would the modifier stay when importing the .smd like it does with armature, or would you need to keep the original blend file? Asking for... a friend.
the armature modifier is only kept because that's the only way blender handles skeletons; smd as a format doesn't store any modifiers, and internally, exporting applies everything except armature
edge split achieves the exact same thing
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