Just out of curiosity, is there a method of highlighting the edges of an object? I have more than a few models with mechanical edges (delineated by bevels, unfortunately, not really sharp angles) where I need to align 'paint chips', and doing it the old fashioned way is highly tedious, especially where I have to match seams.
I guess what I'm looking for is pretty much the opposite of a cavity map... Any suggestions?
Replies
look at the bottomish pics the one at the top is old way, just more steps and it involves photoshop more.
http://boards.polycount.net/showflat.php?Cat=0&Number=275885&an=0&page=0#Post275885
the example i give dosent really show off how useful it is for mechanical stuff, but give it a try and see the magic.
I mean on actual hi-res objects, not maps the kind I make for my "day job". I have to texture a series of objects like worn, painted metal, and would really like to be able to "spot" sharp edges on a UVMap pretty quickly.
I have no base normal or anything map to use for this kind of calculation.
Would it work if I inverted the normals, and rendered an AO map, for example? Or would I just end up with everything pitch black?
you could always use a pits and peaks type plug in that will make the peaks white and the pits black in your vertex colors, bake that to a texture and refer back to my tutorial to the levels adjustments to get your desired result. once you have that you can just copy in an alpha channel and load the selection anytime you want.
http://forums.cgsociety.org/showthread.php?f=46&t=373024
If you're working in Max, you could select the edges you want, then use Texporter set to render Only Selected, which would render a wireframe of the selected edges.
F-edge might also be a solution for Max. I haven't used it though.
http://www.ddag.org/products.htm
http://www.squirrelyjones.com/public/find_edges.mse
http://boards.polycount.net/showflat.php?Cat=0&Number=281898&an=0&page=0#Post281898
is the one I want. Thanks, guys!