Thoughts about modelling – quads, triangles and the smooth modifier

Hello and welcome back!

Starting with this series of short posts, I’d like to talk – write? – today about some things to consider when exporting models between 3DS Max and Unreal. Even though this can be an easy process, it can also get complicated depending on the circumstances. For example, you might be used to one particular pipeline for creating and exporting your models that works when you want your creations displayed in UE4- but sometimes you might find yourself using other models that don’t work as well! Let’s take a quick look into many different settings that can solve a number of problems. Today, we’ll talk about quads, triangles and smoothing groups.

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