Hi, I'm new to blender. How can I set edges to be hard/soft like in maya ? How to do this on UV borders? EDIT: I think I figured it out. 1. Viewport need to be shade smooth 2. Auto Smooth On 3. Select edges and set Mark Sharp ...and for uv borders, at UV editing panel UV> seams from island (with all edges/faces selected)…
As a former Max user I know exactly what you're looking for - and sadly that functionality to the best of my knowledge is not in blender and you'll have to manage with workarounds. Mystifying how so many things have been ported from Max and Maya's modeling toolkit over the years but that fundamental functionality has been…
Hi TBHO - It is a bit hard to tell because there are many different options affecting performance : GLSL or Multitexture, "Textured Solid" enabled or not, Solid/Texture/Material in the viewport options, and so on ... In general I personally always end up using the Cycles Viewport because I feel like it is the fastest under…
It's basically the same thingarino as the test builds that Bastien was posting testbuilds for a while back. You now have a few more options for editing and exporting normals in 2.74. First there are the old ways of editing normals--you can mark meshes to be flat shaded or smooth shaded, or you can enable Auto Smooth and…
Hi, apologies for another Blender nooby question, have you got any tips on the best settings to get rid of edges in the weighted normal modifier, I am finding it hard to get rid of some normals and I am trying to stick to Blender and not export back to Maya/3DMax to fix little issues. :) Any tips would be appreciated, you…
@thomasp as a longtime 3ds max user I also missed this feature quite a bit, so your post motivated me to write a small addon for just that. Found something online which did the wire toggle for all objects, changed it a bit to make it work only on selected objects. I did only limited testing - expect silly bugs. Its very…
When I read that in the docs yesterday I groaned out loud :'( - anything hard surface with bevels will most definitely not work with a tool like this, since it'll just cut a seam somewhere in the bevel even when the angle of its faces shouldn't allow for it. I was hoping this could speed things up for certain shapes, but…
Yeah. As far as I know, in Max you select a group of polygons and add a smoothing group for them. The shading is broken based on the border of the selection, also known as edges... And yes, Maya and Blender has a similar system for hard/sharp edges. "A proper game art" doesn't necessarily need smoothing groups that much.…
-OBJ zero problems, export FBX to others softwares no problems so far, I don't really know about importing because mostof the time I do stuff in Blender. -in Blender no macros sorry, there was some addons, but I didn't really have a look into it. -splines are not good, but fortunately there is non-manifold workflow that…
hello, 1) In the "display" section of the N pannel, you can adjust the size of the grid (and the number of lines). By holding "shift" during the trasformation, you can also be more precise ! 2) B is the shortcut for box selected so you can map it as ou want in the user pref. However with ctrl+click you can do a lasso…