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dddu88
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dddu88
Posted 11 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 33,
Visits: 88
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Hi All,
I got a character subdivided and smoothed in Maya, after exported to fbx, then use IClone 3DXChange to import the fbx, the character looked not smooth at all, is showed like the one before subdivision in Maya, so I used the 3dxchange under normal smoothed it by clicking auto smooth button with all kinks of value up to 180, that seems not change much, specially the ear is not round, not like in Maya with a nice arc edge for the ears, so the vertex count does not change when I do auto smooth in 3dxchange.
How to achieve the same subdivision effect in Maya?
(I can see the vertex count increase a lot after I add subdivision in Maya).
Thanks Dave
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planetstardragon
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planetstardragon
Posted 11 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 11.5K,
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Hi dddu88, if no one responds right away, it's usually because no one is sure. it may help if you posted some pictures of what you are experiencing - sometimes the visual makes it easier to hone in on a particular issue. Cheers.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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Rampa
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Rampa
Posted 11 Years Ago
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Group: Forum Members
Last Active: Last Week
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3DX is not a modeler. When you do the smoothing in it, you are "smoothing" the normals rather than applying sub-d. In Maya, there should be a way to convert your sub-d surface to a standard surface that has the same poly count.
So...In 3DX you can remove faceting on a surface with the smoothing. It seems that FBX models are automatically smoothed.
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dddu88
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dddu88
Posted 11 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 33,
Visits: 88
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Hi,
Thanks for your response, can we smooth it in iclone instead of iclone 3dxchange?
Thanks Dave
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Grimhilda
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Grimhilda
Posted 11 Years Ago
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Group: Forum Members
Last Active: 8 Months Ago
Posts: 426,
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Hi dddu88,
I don't know any way to smooth an object in iclone. Having never used Maya, I can't help with specifics but Rampa is saying that you should be able to fix your subdivided model to that polygon count in Maya.
When I use subdivision in Hexagon, I can subdivide, take a look at the results and then un-subdivide. But if I want to export the model subdivided I need to fix it at the higher polygon count after which I can't go back to the lower count. Hope this is of some use.
I'm editing this to say that maybe my experience, in using Hexagon, is too simple for the question you are asking. I really don't know anything about how Maya behaves.
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Rampa
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Rampa
Posted 11 Years Ago
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Group: Forum Members
Last Active: Last Week
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The process of converting Sub-D is very similar in many different apps. Usually it is called "tessellation".
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