you can kinda get around it a by extruding (instead of chamfering) the edge with a height of 0 and then welding the middle edge to one side, you will have to stretch the edge uvs a little bit after but it should make things easier.
What are you saying? You could easily float a smooth edged bit of geometry over a hard edged corner, but, you could probably add in the geometry to make that edge smooth in the model in the same amount of time really.
"Chicom" type 56 SKS: Instantly recognized this weapon (didn't have to image search here) because I owned one during a stint in the forces waaay back in the day ...most of us had their favorite playtime weekender locked in the armory for 'yippy' shoots down at the brigade range so fairly knowledgeable handling it. At a…
just been mucking around with it and for adding simple edge loops its fine, but it seems a bit flakey overall. it would be good if you could stop it acccidentally selecting polygons when you are trying to work on edges for one thing. trying to terminate an edge loop is a real pain too. maybe I am not doing it right:/
Hey when I use smooth mesh preview I would like to have it set at sharp edges. But you have to click it for each object is there a way to set the preference to sharp edges instead of sharp edges and corners? I tried to find it but I can't find it anywhere but I'm sure it's possible right?
I am trying to bring this shape into ZBrush. How do I make the topology density equal and keep some of the edges hard? Crease will keep the wanted edges hard but it wont fix the topology density problem, DynaMesh/ZRemesher will make the density equal but will break some of my edges. Any ideas?
Produce a normal map from your edge mask, and sample the edge mask in two places - once to define the edge, and once again to switch from the normal map to a totally flat blue. One moment while I throw together a demonstration.
hmm it does not really do what i want... it only works on edge loops and it always selects an whole edge loop to do that... what i am talking about is a normal bevel operation with 2 segments, but with the middle edge staying the same ^^
As said your edges are still too tight. Additionally its a plastic molded material, meaning it should most definitely have softer rounded edges. Right now the normal map is doing nothing at all for the model. Edge exaggeration is key to learn.
It's not a proper edge ring because the associated polygons are not quads; therefore, the Insert Edge Loop tool doesn't know which way to go (this is why edge loops stop at ngons and triangles). Alternatively, you can extrude the center vertex with a length of 0.