Hello Blender thread! Long time 3ds Max/ Maya user here ... now learning Blender. I would like to consult the minds here on Polycount over some learning curve issues. As you can see I am getting major issues with my Anvil mesh in render mode displaying hard edges. The mesh displays normally with all soft edges in the…
@MACHIN3 Somewhat expensive tools you got. Can't get any of them with the current budget of mine, unfortunately. I'm basically living from a hand to mouth, haha. Still, nothing has stopped me creating hard surface assets with Blender's native tools for 5+ years so far, so I'm not in trouble, lol.
Isn't this exactly what happens in the game engine anyway? I agree the ability to modify normals would be great though. The problem is that Blender automatically recalculates normals and afaik, its hard coded and therefore cant be scripted so that it doesnt happen :( The devs would need to change it in C , but they might…
Unfortunately Blender doesn't have a modifier similar to Max's Smooth modifier. This is a really weird behaviour all right. Although not ideal, you could save the hard edges as a vertex group and recall them later when you need them. I really have no idea why it does this. No other DCC that uses opensubdiv does this.
@AtticusMars thank you for the feedback, you're right about the way they show the tool, they are not targeting the video game industry but I'm sure there is other way to use it even for none hard surface stuff :) As for the beveling, be sure to be in edge edit mode as Jed said and also check if the mesh diplay options are…
Personally, I don't use sharp edges (aka hard edges or smoothing groups) anymore. I pretty much always use more geometry, and bevel my low poly models, and if I want to further improve their shading, I'll use face weighted vertex normals. We're living in 2020, triangle count isn't THAT demanding anymore on current…
@LuisCherubini hey nice little demo of the addon. There is a 2.8 branch on github you can check - I haven't updated it in a while, so I dont know if it works with the current 2.8 builds.. as I havent had the time to actually really use it myself :expressionless: There is some work to be done, and I had some errors I wanted…
In 2.6, unwrap your mesh, then press F6 in the 3d window. This brings up a panel with all of the options of the last operator used (works for other operators as well). There you will find the Fill holes option. You will also be able to change from Angle Based to Conformal unwrapping method, the latter being more useful for…
Blenders got a very cool interface, wish people would move on from that. Love how I can hit spacebar and every feature of Blender is right there. You dont get that with Max. The documentation is what stinks of programmers :P I find it hard to absorb info from glorified text files. Thats why blender cookie is awesome :)
Release Candidate hype! What's the criteria Blender uses to display highlighted edges during object mode? Keeps making me think my model has different topology until I enter Edit Mode. Also, are there any non-destructive options in blender for chamfering models based on hard edges or some form of mesh normals control?