Hi Chestnut,
> <....>
> In Modo I delete all in "Other Maps"
If you're going to do a "rigid body" animation where the object is just being moved, rotated & scaled (instead of bent or flexed or something like that), it can help to get better quality shading to keep the vertex normal map instead of deleting it. Make sure you're doing transforms in Item mode though.
If you delete the vertex map, Modo will instead switch to use automatically calculated vertex normals which are created by averaging the face normals of all the faces shared by a vertex. That kind of a system is ok if you've got pretty regularly sized and shaped polygons but if you have stuff like a large polygon next to a small one (which is easy to have in mechanical type models), that kind of averaging tends to make for shading glitches. The normals stored in the vertex normal map that MoI exports come from the original NURBS surface, so they're higher quality than the ones averaged just from polygon faces. If you can use the original ones they will help to keep your polygon model shading looking exactly the same as the original NURBS model and free of shading glitches.
- Michael
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