Making my character render a little more flat......

Ok, so i made this really terrible low-poly wizard in 3ds max.
3DS Max Render -

As you can see in 3ds max, the shading makes all the edges/geometry very visible, now obviously the same thing occurs in Unity.

My question is, can you disable the shading? And what i mean by that is have the model render more “flat”. The textures are all solid colors, so why the variation in color causing the appearance of edges. Im guessing the shader like i said? Correct? If this is the case, how can i change that? Must i download a cartoony shader, or cell shading or something to that effect, or is it something i can just disable?

I hope someone can help, thanks in advance!

-Grant

Hi Buddy the Models not so bad…seen worse…anyway how to resolve the issue is simple in the modifier stack in 3dsmax go to autosmooth it is probably set to 45 just ramp that sucker up to 90 or the desired amount and hey presto smooth poly action!

You can also try clicking on the model after you import it into Unity; search for Smoothing Angle and set it higher and try reimporting.

Hey guys thanks a million, I was already aware of the smooth modifier in 3ds max but i was under the impression it increased the geometry, similar to subdivide etc. So the smooth just changes the shadowing then? That is amazing! Thanks a bunch :).

Update -
This is the guy with just autosmooth on 30. :stuck_out_tongue: thanks everyone.

There is a very large difference between the meshsmooth modifier, the smooth modifier,… and normals smoothing groups.
(don’t use meshsmooth because you don’t want to subdivide it)

Leave your guy the way he is (low poly) , go to face mode, select all and under “surface properties” and click on the button “AutoSmooth”. 45 is the threshold, and is too low for your edges, so up it to about 65 75 and hit autosmooth again.
This affects your normals only, and fakes the camera into making it look like its smoother.