@bob3636 In Blender you can use the Snap To... set to Face, and it will snap the element selected to all visible surfaces :) There's also the Vertex & Edge Slide tools, but those only move things along the edges. AFAIK though there isn't something exactly the same as Maya's surface constraint yet, sorry.
Hi, pior said: No problem, Edge padding - http://wiki.polycount.com/wiki/Edge_padding When a game model uses a single texture sheet (Texture atlas) the image will have areas that are used for the textures and blank areas between them. The used areas are often called UV shells, and the blank areas are often called gutters.…
metalliandy: I really think you don't get it, though. Unless we're all misunderstanding you, ofcourse. When you break edges, you need to break the uv's along those edges as well, and move them apart a few pixels. This is documented well on the Polycount wiki, which is in my signature. I wouldn't bake something hard-edged…
So I'm making a move onto using Blender (2.8), and I am trying to work my way through the UV ...system... and it's a bit jank. Everything is insanely manual and fiddly; which I am just trying to ... get used to. However I am running into annoying issues with how Blender selects edges in particular. Firstly I have to drag a…
Does anybody know if the 2.79a release brings any new features or is this "only" a bug fix? I am curious about the rounded edge shader and if it will be implemented in this release or is a feature which shud be expected in 2.8 Rounded edge + renderhjs great baking add-on, such a dream team for game prob creation.
Yeah, but regular edge creasing totally defeats the purpose of working with edge hardness-driven subdivision ... I agree that It doesn't seem like much of a difference in principle, but in practice it is night and day. Double smoothing based on smoothing groups is about 100 times more popular than creasing in Max for a…
thanks, sorry for all the questions but I'm missing a lot of stuff I was used to use x_x Another one I've just noticed is, I would often select a bunch of edges or faces and then press ctrl+1 to convert the selection to vertex or ctrl+2 to convert the selection to edges etc..., how would you do that in blender?