No, weighted normals is something different. Just regular smoothing groups(hard/soft edges) So for instance, in Max, there are 2 ways of doing it: 1 - select edges and set them as either hard or soft. 2 - select faces and assign a smoothing group(where smoothing groups change between faces the surface shading is…
Please tell me theres a better way to do retopology than shrinkwrap and face snapping with basic modeling tools? Not having a good time with this, extrusion snapping is very unreliable and I've been cleaning it up with shrinkwrap, a lot of relaxing, and by grabbing individual verts to snap them back to the surface. It's…
@Udjani Just grabbed today's build. Mitreing is still behaving strangely on curved surfaces. EDIT: just doing some more testing and it seems that the cylinder result below is actually correct. My example above from Max is using the InsetSG modifier and not the Chamfer(Bevel) modifier. Max does have another algorithm, but I…
@Blaizer check the patch notes for 2.80 here and look for the "Subdivision Surfaces and Multires" heading: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Modeling For one I would not really model with that high amount of subdivisions, but to each their own workflow. You could also check the precision (at least…
@f1r3w4rr10r yeah I saw those gifs but that seems to relate only to snapping if I understood it correctly? The edge/face constraints are all about sliding component selections across surfaces, restricted only by topology or volume. Also using proportional edits and UV correction. Vertex slide in Blender is like the most…
I know this sounds sort of idiotic, but until I activated the 'Testing' category under the addons panel I was never aware of just HOW MUCH was already added into the program. As for a list, well It depends I suppose. I like hard surface modeling so my addon repository is aimed towards that solely. Here's a good website…
Is there any obvious flaw with my topology that would cause these ugly warpings? This is the back of a seat that needs to be flat. I've flattened out components, lining them up with the same axis. I also ran a cleanup to remove stray components. I'm new to Blender and any help is appreciated. Below, the highlighted blue…
It looks nice, but I can do what that does with the shrinkwrap modifier. Create a cylinder>remove caps>add SW modifier>Set to nearest surface point>Position loops at each end of limb>Add loop cuts>Adjust Loops>Apply Modifier As long as you place your start and end loop on the limb before turning on the modifier in edit…
Ya UV tools just seem limiting last time I tried it, lack of grid like I mentioned, stich and sew seems kinda sketchy. The tools seem OK for organic unwraps, but if I'm doing hard surface and just want to planar map selections and move and sew it starts to fall apart. Things like alignment tools would be nice too, but…
Really enjoying 2.8 release, and currently working on an environment peice (a race track for Assetto Corsa) and something I take for granted in Max, I can't find in Blender, which is to know the U and V co-ordinates for a vertex. I want to get my track surface UVs exact on the u and v co-ords so there are not seams but I…