I want to bevel this line of edges but I need the bevels to have different offsets at different edges, right now it is equal across the all the edges. The reference I want to achieve (you can see the bevels being bigger on the left and smaller down the right side of the gun): I have tried using the edge bevel (blue lines)…
planarity is a new concept for me but while checking the support loops... i realised this deleting the two faces solved the problem. but i guess 8 edges were not enough for the hole, i had to increased the subdiv iteration from 2 to 3.
Not sure if this was mentioned already, but if you are baking normal maps, then for every hard edge (in other words, split vertex normals) you will need to split the UVs and give some padding between the two sides of the UV. This helps to prevent lighting errors when the texture is down-sampled. However, the reverse is…
If you use not any smooth shading on the surface and the area around the cylinder is not curved.. that should be fine.. ( maybe one additional support loop ad the 90 degree edges).. ..or: have a look at it with some light object.. see any difference.. ?
If you're trying to mix hard edges and curved surfaces, its best to rough in the curved surfaces with a very low edge-count, and then subdivide that so you have enough edges to work with for the hard-edged stuff. edges spread smoothing and distortion across # of edges, not distance, so by adding more edges you minimize…
Hello! I am modeling a tunnel that has an expansion in one section. How can I better distribute the edges? As you can see in the image, after extruding from the cylinder, many edges are concentrated at the top. Does anyone have any ideas on how to fix this or do this properly? Thank you in advance!
Careful with your edge width - that's looking pretty tight, supporting edges shouldn't need to ride so close to the edges they're supporting. You also want supporting edges on both sides of an edge when you can, not just on one side. i'd prolly set it up a little more like this
I dont think its the same idea? Am I misunderstanding the tool? See, I need the new edge to follow the exact distance from the original selected edge on both sides. Not based on distance average between to edges. Hope this helps? Idea: Want quad edges. Precise quad edges. Without out edge ringing and line distance guessing…