W3rlds Wiki
  • 🎉Getting started
    • What is W3rlds
    • Quick start
  • 🏗️CREATE AND MANAGE
    • Managing Worlds
      • Adjusting main settings
      • Adding mobile version and advanced limitations
      • Managing Avatars
      • Measure success with Analytics
    • Assets and Storage
    • Augmented Reality
      • Creating AR
      • Editing AR
      • Custom Viewer
  • 🎮Using Space editor
    • Getting Started
    • Setting the Lighting
    • Adding Assets in Metaverse
    • Creating Activities
      • Automate Animations
      • Activating Colliders
  • 👣Explore
    • Navigating with Avatars
    • Interacting in Worlds
    • Socialize
    • Hosting Events
  • 💡Content creation
    • World optimization guide
      • Naming
      • Colliders (Collisions)
      • Portals and spawn points
      • Geometry
      • Scale and positioning
      • Smoothing groups and custom vertex normals
      • UVs
      • Textures
      • Lighting
    • AR preparation guide
      • Occlusion channel
      • Bone animated AR model
      • File format limits
    • Creating Avatars
  • ⚙️Setting up your W3rlds
    • Accounts & Profiles
    • Choosing a subscription
    • Custom domains
  • Changelog & Announcements
    • Releases
      • 💡0.22 Release notes
      • 💡0.21 Release notes
      • 💡0.20 Release notes
      • 💡0.19 Release notes
      • 💡0.18 Release notes
      • 💡0.17 Release notes
      • 💡0.16 Release notes
      • 💡0.15 Release notes
      • 💡0.14 Release notes
      • 🔧0.13 Release notes
      • 🔧0.12 Release notes
      • 🔧0.11 Release notes
      • 🔧0.10 Team profiles and portals
      • 🔧0.9 Performance
      • 🔧0.8 Augmented reality
      • 🔧0.7 Continued usability improvements
      • 0.6 Creator web app
Powered by GitBook
On this page
  • Smoothing groups
  • Custom vertex normal

Was this helpful?

  1. Content creation
  2. World optimization guide

Smoothing groups and custom vertex normals

PreviousScale and positioningNextUVs

Last updated 2 years ago

Was this helpful?

Smoothing groups

Maya and Blender use a simplified method of model shading - Hard/soft edgе.

it needs to be created with hard and soft edges with the right degree of angle between two adjacent polygons, thereby affecting how the model is visually rendered.

The image below shows the same cube with minor differences:

  1. Cube has all soft edges, with support ribs (support loop) like a subdivision model.

  2. Cube has a correctly distributed Hard soft edge

  3. All the edges are set to soft edge

  4. All ribs are set to Hard edge

If the model will be baked with Highpoly, pay attention to the anti-aliasing groups. Otherwise baked Normal maps will have noticeable artifacts.

Custom vertex normal

Custom vertex normal is often used on chipped walls, on creating a fake roundness of an object, and on fitting the desired bevel display.

Custom vertex paint is often used when it comes to Handpaint styling (World of warcraft, genshin impact, etc.).

💡