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View Full Version : Subdivision Surface/Meshsmooth vs. Smoothing Groups


Mutagen Media
06-21-2005, 10:34 PM
Hey guys, newbie here. I've seen alot of tutorials that go the route of using Subdivision surfaces or meshsmooth to create a complex, smooth model out of a low-poly cage. This seems like an easy route to quickly create complex geometry in a short period of time.

I have heard it argued, however, that this is a bad habit that results in overly complex models, and that the preferred method is to do more modeling and use smoothing groups to add smoothness. It seems like this would take alot longer, but could result in a lower poly model with more control over smooth and hard edges.

I apologize, I'm sure it's been discussed here before, but a quick search of this forum (which seems the pertinent place to pose this question) for "subdivision smoothing group" didn't yield an answer.

My question is- what is the opinion of the industry in this regard? What is the standard when modeling for professional animation and games companies? Do they use Subdivision Surfaces, Meshsmooth, or stricly smoothing groups (in the case of low-poly game characters, quite possibly none of the above).

Thanks in advance for clearing the fog from my mind....

lostlittleboy
06-23-2005, 05:10 PM
I've worked on both PS2 and PC projects in the past, and due to the technology constraints, I think its safe to say that no-one ever models in sub-d's!! At least not for in-game art assets.
You can use any method you like to produce your art, but bear in mind that at the end of the process your work will up being a triangulated poly mesh of around 4k polys. images/icons/icon10.gif

Mutagen Media
06-23-2005, 05:35 PM
If you're looking for smooth surfaces, do you use smoothing groups as part of the models you create for PS2 and PC games? Or do you just have to model more geometry near the hard edges to smooth them out? I suppose that good texturing could help alot.

Just curious if PS2 and PC games actually make use of the data from smoothing groups (it's all about the direction of normals, rathering than adding geometry like subd's, correct?).

Thanks for illuminating a newbie, Lost!

lostlittleboy
06-24-2005, 01:17 PM
Its smoothing groups all the way. However you should add more detail in the areas that need it. For example; with a basic arm model you'll have more polys where the elbows, wrists, and shoulders are, because when the character animates these areas will deform more.

You're right about the smoothing groups, its all about the normals. All game engines, regardless of the platform will use vertex normal information. The *very minimum* information that gets used is a vertex's XYZ position and it's normal information. Without normal information, its impossible for a game engine to light and render a surface.

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06-24-2005, 01:17 PM
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