I’ve exported an FBX and opened in Maya, looks smooth, imported into UE4 and get message, “No Smoothing Groups identified…”, mesh looks blocky. I read elsewhere of someone encountering this issue when the mesh was taken through Blender first and then to Sketchfab, indication the control over Smoothing Groups happens in Blender, but then why are they smooth in Blender or Maya to begin with, but not in UE4 or Sketchfab?
I tried using smoothing in RC, but this evidently controls a different aspect. Thanks for advising.
Thank You Vladlen for the info. Excuse my ignorance, Unreal engine sends message on FBX import that no smoothing groups are found, to look for an option in the FBX export dialogue enabling them, so I didn’t want to assume this couldn’t be handled in RC. If I have through Mesh Lab or Maya, not a biggie. That said, might be a nice addition as an option in export window.
Vladen, thanks again for pointing me to resources. I tried in Maya 2017, found Set Normal Angle under Mesh Display menu, kept the default 30.0 and hit Apply. I exported selected FBX and brought into UE4, same message, Smoothing Groups not found. Any thoughts?
I then downloaded MeshLab and went looking for Smooth Face Normals, closest thing I found under Filters was Normal, Curvature, and Orientations, then a long list of possibilities, most likely candidate seemed to be “Smooth normals on a point sets”. This did seem to smooth the mesh, but now I’ve lost my texture. I exported from MeshLab with color for vertices and faces checked. It created an .mtl file, but drops into UE4 with no color data.
Any further advice? I realize with version changes things change names in live in different places. Do appreciate your help.
I couldn’t agree more. CR has sorted everything else out, why not just have smoothing groups in as a setting considering the less we have to jump between packages, the better right.