Now that you mentioned it, I would have liked the loop tool to in Blender to work like Max, ie allowing you to place it anywhere right from the start, rather than placing it in the very centre and then having to move it etc. Connect Edge with pinch option would be great too. But not a huge deal.
@shogunato, am on 2.92 and using tweak a lot. Not having issues like what looks like the camera model. Selection only gets funky when polys are flipped. Did you check that? Top right of viewport, third dropdown from left, normal direction (or something) inside poly red, outside, blue.
With VBOs checked in User Preferences, subsurf models in Object mode are definitely faster (basically as fast as multires modifier with VBOs on). Other than that, the speed improvements aren't super dramatic here either. This page right at the top lists exactly what was changed as well as links to the specific commits if…
The right recipe is : set smooth shading to the object, enable Autosmooth (180° or whatever) then sharp edge on the edge you want. Export and voilà. I don't know about workflow in Xnormal. Keep in mind that this feature is quite new to Blender so if you have any trouble, contact mont29 or post in blender forum :)
That's why I use Cinema 4D :D While testing some other stuff in Blender (right now) I discovered that you don't have to press G every time if you want to move something, just RMB and drag. To not move involontarely something while you select it, use SHIFT+RMB.
This might be a math precision probem.. because i tried to recreate it and after a while i recognized.. i didn't applied scale.. so.. ..there is a slighly difference in shading just because the scale is normalized to 1.0.. So i assume also the WeightedNormal modifier computes some slighly different result.. an now i see…
Actually you could just add a decimator modifier and it will tell you the number of triangles you have right away. It only updates when you go out of the edit mode to object mode and it solidifys the shading (makes it non-smooth) but it works. Blender could do with a better triangle counter but for the time being this work.
@joebount there's a Blender version floating around with a weighted normals modifier, if that's what you're looking for. Hopefully it'll be integrated into 2.8 before it goes out, but right now you'll need a custom version of 2.79 to use it. Just search for 'weighted normals' on Blender Artists and you should be able to…
yeah its not great but you can enable vertex snap and face snapping (use shift) with project onto self enabled - then also enable auto merge (top bar to the right -> options, also crank up the merge distance) and it should be somewhat close to what you expect it to do.. but that tool needs some love.
@@melviso Yes we plan to add what you said this week. Right now we are trying to improve the textures (32 bit Float raw then converting them in TGA with dithering, normal to cavity overlayed on top of the curvature, roughness pattern procedurally generated) and are working on Cycles/EEVEE Principled BSDF shader generated…