About baking normal maps using the Bevel Shader in Blender... TL;DR: Is there a way to bake to the lowpoly the details from a highpoly mesh using the Bevel Shader, PLUS the effects of modified normals? Testing my gun bakes, I noticed the following piece was coming out with a gradient: This is in Marmoset, using a 4k PNG…
thats not the case the bevel works on the whole edge just fine, but at one point in the curve it shoots out, but only the verts from the one point, points behind that behave like they should and bevel correctly and no, they are not outside of any loops or crossing another loop. i have no idea why this happens my fix right…
Most of your python questions can probably be answered by looking at the addons you use already. For instance, you can look at how SmartEdge in MACHIN3tools calls Loop Cut. And for more advanced questions, stackexchange will more than likely give you better and faster answers.
@mont29 Could you make a Windows build? I wanted to test normals export in one of your linux builds, but it seemed to have different dependencies from the official Blender and I abandoned the idea? Also, could you explain what "Loop CD Layer" stands for? cheers
Hey guys, I came across support loops recently and how some people use them and some dont. Someties you need them, mainly before subdividing mesh etc. But this left me with questions, why do you use them or dont, what are the cases ?
I never see it, and I'm not saying its ok to be broken but in that particular situation a better workflow might be to make and select the end vert then select the start vert and press j to "connect vertex path". Or use ctrl R for loop cut then connect the part it wont do with j
Repeat isn't quite the same thing, as it takes your previous action and tries to duplicate it as opposed to re-enabling the tool itself. So say I wanted to use the 'Loop Cut and Slide' multiple times in a row; If I use shift+R or F3 it just takes the new loop and slides it based on the previous slide amount. Or if I wanted…
I never really had to use, but Blender has many great addons loaded with UV tools, most of them are free. I know there are addons which will straighten edge or face loops for example. for example: https://www.blendernation.com/2018/02/18/magic-uv-v5-0-released/
you need an edge to be super soft - I guess you speak about a ase in which you are further going to smooth mesh either by subdividing or working with it. But I also saw using support loops on a geometry that wont be touched - why ? In that case I find it useless to have it there,if topology is ok.
@Dataday Yes, i work with a new Cintiq, just the screen. I activated the "Emulate 3 Button Mouse" in the preferences and worked fine as RN suggested, but it brokes the loop selections. I've been lurking over those forums but i never registered. I will jump in sooner or later with some feedback.