Hello! I'm in the process of making my second character model. Taken a lot of mistakes and learning to get to this point. I've been stuck on something the past few days though, and I'm unsure whether I'm doing something wrong or if I misunderstand the process. I got a sculpt close enough, then moved to Blender for…
I'm rebuilding a part of a timberwolf model I made a while back, and when I try to make the armor plating on the round center torso, I get mixed results. What I'm doing is cutting then beveling/extruding the faces outward using the "local normal" setting so that I get an even thickness everywhere. As you can see in this…
I came across this while doing some research: http://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques From what I understand, this was a technique used about 2 years ago. Is this still relevant? How much is this used compared to just beveling the edges? Wouldn't just beveling the edges be easier? I…
Funny I am just thinking about this for a project of mine, it would be great to have more indepth information. I was anyway thinking about a test to see how much thin triangles affect render speed. EDIT: I actually just did and when having 2M triangles in the scene it doesn't seem to make any difference if they are smaller…
You need to split UV edge when you split vertex normals along an edge (i.e make the edge "hard" or in 3d max terms set different smooth group in adjacent faces. For a videocard it's no difference would you just split the geometry ) Beveled edge on the other hand allows you to keep smooth shading across it. So unified…
@maaboo The image I posted above is but only one among quite a number of normal texture bake tests, using both Blender's native bevel shader alongside implementing third party Zen tool suite BBQ which outputs imho very nice variable radius round edged chamfers at material level, so indeed as pior said "can be baked to…
Hi polycomnunity, I have couple of questions but first I write what I know for better understanding problems. When we creating normal maps (in this case tangent space) for creating nice transitions in corners for illusion of beveled edge, we can have one or more smoothing groups , we can have one UV or have multiple UV…
Hello everyone, I'm modeling a shape on which I need to have a bevel that goes from wide to thin. I think that I'm almost there, but the way I do it, it alter the topology around it and then there's some lighting artifacts that appears on the surface. Here's my current topology : Here's an example of the lighting artifacts…
Hello! I'm really new to modeling and I've been doing my best to learn in order to print cosplay props and grow my skillset in general. I'm working on modeling Roadhog's gun from Overwatch and ran into some angles/bevels I'm not quite sure how to handle yet. Here are some of the angles/bevels I'm referring to: My initial…
I've been using the bevel shader in raytracing mode as demonstrated in the Marmoset Toolbag tutorial video showcasing what's new in Marmoset Toolbag 5. The process has worked wonderfully for a while to speed up making trim sheets for game assets, but for the past few days now it crashes showing the message the marmoset is…