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Model not curving when uploaded? [message #82965] Fri, 10 January 2014 15:26 UTC Go to next message
avatar Indickua  is currently offline Indickua
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The first link is how it looks in Maya and the second is when uploaded -

http://gyazo.com/c62e1f25731516bb749a6b86688d0ab5.png
http://gyazo.com/c40ad60dee7751c9e455c458ddc3f907.png

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Re: Model not curving when uploaded? [message #82967 is a reply to message #82965 ] Fri, 10 January 2014 15:31 UTC Go to previous messageGo to next message
avatar mkroeker  is currently offline mkroeker
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What you see in Maya is just lighting/shading trickery. You need to switch off "soft edges" and increase the polygon count.
Re: Model not curving when uploaded? [message #82968 is a reply to message #82967 ] Fri, 10 January 2014 15:34 UTC Go to previous messageGo to next message
avatar Indickua  is currently offline Indickua
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But soft edges mode changes the geometry right?
Re: Model not curving when uploaded? [message #82970 is a reply to message #82968 ] Fri, 10 January 2014 15:43 UTC Go to previous messageGo to next message
avatar mkroeker  is currently offline mkroeker
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It produces a smoother visual appearance of the same "edgy" geometry. See this recent thread.
Re: Model not curving when uploaded? [message #83003 is a reply to message #82967 ] Fri, 10 January 2014 23:51 UTC Go to previous message
avatar stannum  is currently offline stannum
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mkroeker wrote on Fri, 10 January 2014 15:31

What you see in Maya is just lighting/shading trickery. You need to switch off "soft edges" and increase the polygon count.

The provided images show some kind of geometry change in the gears, not just shading. The silhouette is curvy, so the polygon count is high. In Blender terms, the trick would be to apply the modifier, not remove it. So he has to figure the Maya equivalent so export saves the high poly version and not the control mesh.

The other thread suggests that the Mental Ray user doesn't understand that MR is doing that too (as Blender renderers do with Subdivision modifiers), compute the new surface. Raising the controlable polycount when a basic mesh can be used to control a finer one is just a nightmare.

 
   
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