Hi guys, this is an awesome technique and we're making extensive use of it for Horror City. I've written a script that accelerates the whole process and I'd love to share it with you guys. To use the script, simply copy it to your scripts folder and then create a shelf button that executes "MADE_forceVertexNormalsToFace".…
Just to make sure you're following the correct steps, here they are : - Apply a bevel on your mesh. - Set the mitering of the bevel to None. - Select the object and apply Set To Face (in the Mesh Display menu) with the option set to Match Face Normal (it is on Unlock Face Vertex Normals by default). - Apply a soften edge…
Nice code MANNYN ! I did one for my personal projects a few months ago too :smile: Just bind it to a hotkey/shelfMM button or whatever.Select the faces you want to apply the effect on and run the script.
So I'm attempting this utilizing weighted normals within Blender. I've run across a use case that I'm having some difficulty working around. Essentially the issue is construction of a modular level kit where the outer edges of the mesh need to be sharp. However when implementing weighted face normals if the outer edges are…
I'm just presenting all the workflows I know of. Syncviews srcipt is the same as manually averaging faces but you can do it in 1 go. So if you store your face selection you save a lot of time. Unless you have custom tools I'd personally recommend this workflow over anything else. The other scripts are definitely usable…
Not shure if this looks right ? :smile: . Trying to wrap my head around this in maya with AM Tools for the Vertex Normals. The Workflow is like: Selecting Hard Edges (30°) Bevel Selecting Faces by Angle Applying the Vertex Normal Script
I'd recommend using the first link I posted on the previous page. A possible workflow would be to assign a different material ID to the main faces to run the script on. Could also use selection sets instead but they seem to break often. Alternatively the other 2 scripts do an automatic averaging for all faces based on face…
You are not the first one who asks this and I guess not the last. Maybe don't skip the OP, it tells you everything that you need to know to understand whats this...To straight answer to your question, its not that, however, in the newer versions of Maya, its somewhat better than in the rest of the softwares. But even that…
Hmm. I wonder why nobody posted about this yet. We are all attempting to repair the broken face shading left on our preexisting faces when we average-smooth the geometry after chamfering. But what if the chamfer process was never actually allowed to modify any normals of your preexisting hard-edged geometry, and instead…
The one by Syncview works great, not sure why it's not working for you? Just need to make a face selection and then run the script. The other 2 would shade fine in most cases. Not everything is going to be super shiny and viewed up close in an actual game. The speed is definitely not negligible vs manually editing it. My…