i think it's just considered a bevel? you could create it by doing a bevel on the edge and then merge the ends. If some parts have to be slightly concave or at a specific angle you can adjust edges/verts manually or use a boolean. Is the name important because you were wanting to find the right tool to help make it?
thanks @Neox hardening the edges reduced the artifact just enough so that you cant see it unless you get really close and view it from an angle. should I stop here or try to remove it entirely Regular view Viewed from a specific angle Edit: Fixed it completely by playing around with the shading and hardening more edges.…
Hello everybody, I am self-taught and trying my best to learn how to make game assets. I am trying to make a revolver game-ready asset, but I am facing some difficulties when baking the normals. The problems with the baking can be seen here: As you can see I have these edge lines showing, and some black and not defined…
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg = ( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
Well I think it's an interesting approach for sure - really quite equivalent to baking a round edge shader on a hard-edged Low. It would be interesting to see if an asset could be done fully that way (knowing that the Low would need to be dense enough to not have overly facetted cylinders). One worry is the triangulation…
Hi, i have recently got back into 3d modelling, how would i go about fixing the topology of these booleaned cylindrical columns, i want to keep the edges of the columns so the maintain their shape, would i have to add extra edge loops? curious as to suggestions or whether the problem is in how i went about modelling them…
mmm, if anyone needs help next time with anything similar the 0.001 + method works dependent on the scale of the object, the select open "edges" option next to the edges icon works to close open edges and uses weld, i usually do open edges selection turn it to either edges or vertex holding control and you "weld" only what…
Hey everyone. Some time ago i saw a technique to bake a 45 degree bevel on a normal trimsheet to fake the illusion of a bevel on a mesh with a hard edge. Im running into something similar, just that in this case i need to put a Edge wear which i made and put it on a mesh that has a weighted normal. So far i have mixed…