Also, in case you don't know, you can select an edge with a sharp angle in Blender, hit CTRL+G for Select Similar, choose face angles and select most if not all of the edges you'd want hard via the slider in the toolbar. I usually just set Autosmooth to 60 or 70 and mark the rest of the edges manually, never really been…
@Justo : if the question is still "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? " then the answer is definitely yes. Now wether or not it is 100% accurate I don't know. I would say that in the example above the "low" cube could…
Sincerely, I am starting to wonder: Why aren't more indie using Blender? Between Blender and Maya LT, I'm really wondering why people would prefer LT. I can understand big studios have already settled their pipeline so it's hard to change software on the go but I think move indie game dev (as in serious ones) should use it.
I was going to post it yesterday (I've read an article on Blendernation), but I found it to be really buggy. If you select a face and set it to Face, it points the normal of the nearby face to that direction (If I've understood correctly the function, it should do the same as selecting the face edges and setting them to…
Hey Blender users, quick question: I'm trying my hand at some complicated hard-surface props using both subdivision surface and boolean mods. Unfortunately, the boolean mods create ngons that don't work well for edge flow in the subdiv mod, and applying the booleans after the subdiv creates a lot of smoothing artifacts.…
From the perspective of someone who grew up with Blender, the interface has improved by leaps and bounds... I can see how it would be more difficult for someone who's been a life long Max or Maya user. The thing is, any new software is going to require some effort in order to get up to speed. That's kinda normal. And yes,…
@HammerB Sharp edges would be the same as hard edges in Maya afaik, or smoothing group divisions in Max. Other than that, same rules apply. Different names or methods, but the same thing happening in all of them: you're breaking the vertex normals in those edges you select. Generally speaking, you'd always want sharp edges…
Awesome - custom matcaps are always such a cool thing to have. Overall I still wish there was some sort of pure "oldschool opengl" legacy viewport option (basically just like Solid in 2.79, with viewport specular/hardness option on materials), especially for modelling. I'm sure someone will work that in at some point…
I hope the new default keymap won't be completely different from Blender's current one... I don't really want to learn new key bindings just because Blender thinks it has to emulate Maya or whatever. Seriously, I can't see what's so hard about investing a few weeks to learn a new software. Being able to learn constantly is…
I don't understand why people keep on saying "We should bypass Ngons" or "Ngons, I never used them" because it must be next to damn hard to try and AVOID Ngons. You're going to want to have them in your model, atelast for a temporary solution when you're blocking out the silhouette of your model or hard surface object, or…