So I’ve recently been learning how to bodygroup models myself (loosely following this tutorial) and while I was successful in getting my first weapon recompiled and working in-game, the smoothing groups appear all messed up. Pics below.
(The model in question is Hyper & Noodum’s MP7 for Insurgency)
Bodygrouped model:
http://dl.dropboxusercontent.com/s/l44w3cydvbixu9b/mp7gmod.jpg[/t] [t]http://dl.dropboxusercontent.com/s/loplwb8zwkrlcaf/mp7sfm.jpg[/t]
VS. Original model:
[t]http://dl.dropbox.com/s/sx4on2lel0ekaec/mp7.png[/t]
I’ve definitely seen this issue before, so I assume it’s a common one, but so far I haven’t come across a solution. Hoping someone with more in-depth knowledge of Blender can help me with this.
After importing the model, I used Blender’s “Auto Smooth” feature with an angle of 28 degrees. In lieu of the author’s own smoothing groups, I hoped this would be good enough. Apparently not.
[t]http://dl.dropboxusercontent.com/s/jdytwdcmqa2iake/mp7blender.png
Is it possible to create/edit smoothing groups in Blender? I’m aware that 3DS Max lets you do this, but Blender’s only equivalent seems to be the Edge Split Modifier, which tends to disrupt the geometry of a model by replacing a single vertex with two separate/coterminous vertices. And since Auto Smooth is only a rough approximation at best, nowhere near the quality of the author’s own smoothing groups, I’m at a loss for how to proceed. Are the author’s smoothing groups somehow lost along the way, or is it just that Blender doesn’t recognize/import them? Does the auto-smoothing even carry over throughout the SMD export and recompile, or is it lost somewhere along the way? (Seems like it’s doing less than nothing.) Or does the problem have nothing at all to do with the smoothing groups, but rather something else entirely? And last but not least, can the issue even be solved in Blender, or should I consider downloading 3DS Max?
Any and all assistance would be appreciated. Thanks in advance.