Smoothing Groups Error - Zbrush to UE4
I have been struggling with the issue of smoothing groups since last weekend when my FBX files created with Zbrush 4r7 returned the following error once imported to Unreal Engine 4:
I having been searching everywhere for the past few days now and I have not found any advice for Zbrush users. Only export advise for users of other applications. I am really hoping that someone here knows more or can point me in the right direction!
These are the key questions that I am struggling with:
asked May 09 '16 at 02:03 PM in Using UE4
In Zbrush smoothing groups are called poly groups. This link will show you how to create them.
Smoothing groups are something that are very necessary on some models and not so important on others. If your model is of an organic nature you will definitely need them. If your model is mainly hard angles, then they wont mean as much. That being said, I almost always use them. Without them sometimes you can see the individual triangles in the geometry once its imported into the engine. Although you can create smoothing groups in Zbrush, I personally think its easier to make them in an external program like Maya, Max, or Blender. They are something that can change as you model, but using them from the beginning can be useful. In Max they are assigned automatically be default. You can of course change it if you like, but normally the defaults work fine. There are some instances where customizing your smoothing groups will be necessary in order to have accurate smoothing.
I don't know if Blender automatically exports them, but I'm pretty sure that Zbrush does if they exist. In 3ds Max you actually have to check it in the export dialog, so it might be like that in Blender as well. This is an image taken from the Autodesk website demonstrating smoothing groups.
Hope this helps :)
Ok, so first off, while I have very little experience in Zbrush, I do have plenty in other apps such as Maya/MODO/Blender. Smoothing groups on export is usually something we would set. The fact that you do not know what smoothing groups are when working with game art is quite crucial. Smoothing groups allow polygons on a mesh to basically appear smooth on the surface, rather than let's say jagged or well not smooth. TBH, I wouldn't worry too much about smoothing groups, what I would be worrying about is if you are optimizing your mesh form hi-poly to low-poly. If your mesh looks fine without them, good to go, if the deform in strange way while animating, then you should figure out how to export them with smoothing groups if possible. but yes another way would be to import them to Blender and then export with Smoothing Group option.
answered May 09 '16 at 05:00 PM
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