Hey guys got a question for you.
I made a model, edited the vertex normals a bit so it looks more like its a high poly object. The specular highlight for example is tighter vs the "smoothed cube" stretchy highlight and what not.
Now whenever I edit a vertex' normal in Maya it automatically smooths it.
For example I made an edge hard, it now has 2 vertex normals pointing out at different angles. Now I want one of those to point at x0 y1 z0 and the other to be x1 y0 z0. (check image for a clearer explanation.)
How do I go about doing this? As I said manually editing vertex normal automatically smooths it so there is only one vertex normal to rotate.
I want to be able to edit the vertex normals individually.
I know there are scripts that do this, but the controls over the vertex normal manipulation is limited.
Replies
I got someone from around here to make a plugin that does most of that work automatically (the part you already know how to do) really well on multiple selections without breaking hard edges etc, it's great for chamfered/beveled stuff and fancy cylinders, but I'm not sure if he's ready to share it with the world yet, need to convince him.
Makes sense to detach it.. would have been nicer if I didn't need to do that though.
It'd be nice to get that plug-in =D.. Would definitely help speeding things up a bit.
You sir are awesome. Thanks!
Ah I knew someone else would have discovered this before me. I should visit Polycount more often.. Anyway that link in the first post seems to be dead. Pretty much the same principle as what Ii was doing it seems