@Peris Oh! That is really awesome! :p I think that our two ways look very similar but would be used a lot differently. Yours looks really good for creating really nice consistently aligned UV's, where you need things to line up perfectly. While mine would be good for creating straight edges with minimal distortion. This is…
@musashidan What I mean is I believe originally @Justo was looking for a hotkey that would increase/decrease the number of selected loops/rings. So strictly speaking there is a "limitation" of the Ctrl+Shift +/- hotkeys in that instead of selecting the next loop/ring, it only selects a single edge from said loop/ring.…
I just noticed Blender has no way to merge two crossing edges by creating a vertex there. What I want is basically "select two edges that cross each other in the same plane and join them by creating a vertex at the intersection." Surprising that this simple functionality is not a part of Blender core? I can't be the only…
This is more of general modeling question than a Blender one, but still : - If you want to get the clean, "traditional" highpoly look, you need to add control edges around these boolean parts manually. - However and if your target art style allows it, you could very well keep the razor-sharp look of raw booleans. For these…
I think that all of 3ds max smoothing group actions can be pretty easily done in Blender too. First of all there's select similar coplanar under your chosen angle, then you can select boundary edges and mark them as sharp. Let's say that you want to select a "smoothing group" you can do that pretty easily as well by…
I mean hey more user options is always good. And thinking about it (without intimately knowing the blender codebase) I imagine I'd would not even be that hard to implement. Edit: BUT, we already have a dedicated edge property for the bevel modifier. And if you add sharp as a limit, you would also have to add the other…
Smart UV 1.4.0 is here! https://vimeo.com/200336671 FEATURES --------------- * Shortest select path tool now work in all modes. * Select face loop for the uv editor. * A new re-unwrap tool that does not rip apart the selected faces but simply remove distortion. * Tooltips for all the tools inside the preferences. * More…
@MACHIN3 ; This is an edge decal I have manually created in 3ds max. It is a rather tedious process which I suspect you might be able to do better. Edge decals like these are great to work with though as they are super flexible, easy to LOD away etc etc (but I dont have to convince you of that). Does my example make sense?
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?
From what I understand, the "edge split" modifier workflow effectively ... splits the edges, which is not desirable in a majority of cases. As for autosmooth, it can be a great presentation tool when set to medium values like 30/40. As a matter of fact in some cases it can even be used as a visual help when modeling, as it…