I’ve been doing a work around on this item for years…and it is time to fix whatever it is that I must be doing wrong! My workflow often revolves around bringing in various architectural bits from drafting files (DWG etc)–grabbing components I need, cleaning them up, and finally outputting a .OBJ to Substance Painter for texturing. The final architectural model then goes to UNITY for some shaders, where it looks great, and finally to the Microsoft HoloLens for AR viewing.
I still love SILO and use it for all my modelling! But I’ve had to resort to a quick auto-smoothing pass in 3dsMAX in recent times because something very wrong is happening upon output from SILO. Thoughts and suggestions will be incredibly helpful in eliminating the work around pass. Here’s pics:
This is what I see in SILO after cleaning a part up a bit. I might do more to clean up the placement of edges–but as you can see the geometry is clean:
If I then output this as OBJ / 3DS / FBX–I get something w. clobbered smoothing angles, like this:
As you can see, this terror is the same in both Substance and MAX–so its definitely the model…which looked FINE in SILO. I don’t believe it is the output that’s the problem…I think it is when I hard edit some geometry a fair bit.
My usual fix is to let MAX or UNITY do some autosmoothing upon input–and save out again if need be, but this is not optimal.
For instance, here it is RE-fixed in MAX.
What am I doing wrong? And how do I fix it.
Thanks so much everyone–this will help me hugely on my current workflow and projects.