I just had a watch and played around with this in Blender. So, the way I understand Blender works is, if you want to manually tweak your mesh' smooth(soft)/sharp(hard) edges, the AutoSmooth checkbox NEEDS to be turned on. There is no way to turn things smooth/sharp if not. And if we're making game assets, I think it's…
Hi guys, currently im switching from Blender to 3Ds Max and I run into problems with smoothing groups. I had the feeling, the normal informations in combination with smoothing groups are hard baked into the model and there is no way to remove them in 3DS Max to apply new ones. However how often you press the smooth button…
Ok guys, As I am progressing and completing my first rig within the software, I am about to begin facial irgging and since my rigs has to be optimized for game engines, I haven't used a single blendshape (shape keys) yet. However, facial rig only made of joints is tedious and hard to get right so I'm thinking of using…
Turns out I'm an idiot and failed the very first step. Didn't enable autosmooth in mesh properties. Also just... minor complaint. But if you're going to post directions you should separate the steps with line breaks rather than make it one huge run on sentence. Not blaming you, since this was the very first step you listed…
This is interesting to read from the point of view of a blender user. I've been working with blender for 3 years and have almost never found it limiting or hard to use. I tried maya recently (free trial) and it was so wrong and hard to use. Things very simplified in blender were way too complex, and I very much wanted to…
@Elarionus I have pretty much same workflow as you, with the exception of Blender replacing both 3ds Max and RizomUV. Since I do all the hard surface HP and LP modeling, or organic LP retopology, and UV unwrapping in Blender. "It can't compete with Maya yet, and it's missing a ton of stuff that you need for game art. It's…
I've had this thread: http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1 in the back of my head for ages. However due to not owning Zbrush I haven't been able to try it. That's until I saw McGavish suggesting a modifier stack (Remesh + Corrective Smoothing) in Blender that works…
That system is really not well communicated, and also a bit an outlier comming from other DCC's. The whole thing is based on reference counting, the numbers show you how many times a datablock is referenced (so every reference is a 'user') . If reference count is zero - the thing wont be save into the blend file → things…
@Kerub I agree! Though I'm abstaining from 2.8 until it's closer to release as there's still quite a few kinks to be worked through before it can replace 2.79 :) I think that addons like hard ops still need some months to update fully to 2.8. I would rather use what already works and then switch once things are ready. If…
I made this ugly guy using the Facebuilder addon, what should I do next, Im new to character modelling. I know about making eyeballs and hair. I assume that before you texture the character's face I should at least make the ears a bit more detailed and or do some highpoly sculpting to make it more ugly? what else should i…