For a 3-party-game-workflow I am trying to avoid using the oterwise extremely effective ‘Edge Split’ modifier, but instead use the possibly more industry standard ‘Max & Maya Smoothing groups’ (note they are done by setting Smoothing to Edge in the Blender FBX exporter under Geometrics
Issue: Whereas I can quickly set everything to smooth, then apply the Edge Split modifier:
So… How would you then get the same visual result as when using the Edge Split modifier, but without splitting you mesh into pieces so your Max & Maya co-workers makes fun with you and say that things are so complex with Blender?
One way of not using edge split is to activate the auto-smoothing in the geometry tab of the model and set it to a lower value. Coming from Lightwave, I was used to doing this under ‘smooth surface’ in LW. Normally, depending on the object, i set it to either 60 or 30 degrees. However, this only works per object, (In LW you could set it per material).
To set sharp edge around a material, select the material, in edit mode material settings select the faces with that material, use the ‘Select Boundary Loop’ option and mark edges sharp. Use Auto Smooth with angle set to 180 degrees to just use those marked edges instead of the smooth angle