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When I make weapon models, should I use smoothing groups?
My weapon don't have normal map. Should I use smoothing groups or it's better to chamfer edge on those borders?

In Dota 2 I know you must use 1 smoothing group (and models also use normal map), but how about other games: Half-Life 2, Team Fortress 2, Counter-Strike?
Last edited by 僕の名前 (仮); Apr 27, 2015 @ 5:55am
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Wazanator Apr 27, 2015 @ 8:49pm 
If you don't get a response here I would ask over at Facepunch they have a very active modeling section and could probably give you an answer quick: http://facepunch.com/forumdisplay.php?f=40
Rectus Apr 27, 2015 @ 11:23pm 
AFAIK there generally shouldn't be any issues with using smoothing groups. They're probably the only good way of getting sharp edges on smooth low poly meshes without using normal maps.

That said, baking a normal map from a high poly mesh is a really good way of adding detail to a model.
僕の名前 (仮) Apr 27, 2015 @ 11:36pm 
2 days ago I've learned that performance-wise, beveled edge (extra 1 vertex on border) is the same as smoothing group (1 vertex become 2 vertices), if it's same performance (?) but you also get nice spedular highlight from bevel.

By the way, how do I count vertex count with all smoothing groups and uv splits? Because Max don't show that statistic.

And how would you make LOD version? Still save bevel, or delete one of its edges?
Last edited by 僕の名前 (仮); Apr 27, 2015 @ 11:40pm
Rectus Apr 28, 2015 @ 12:45am 
Beveling the edge would add a extra face to it as well, not that it affects performance that much, unless you have some really complicated geometry. I guess it's mostly up to taste. Try out what looks best on your model.

Not sure about the vertex count, I don't use 3ds max.

For the LOD, not using a bevel would probably be the best option, since you primarily want the polycount down. I'd suggest keeping a working copy of the mesh without the bevels, since they're pretty hard to revert.
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Date Posted: Apr 27, 2015 @ 5:53am
Posts: 4