There is one edge case where it is easier and that is with the "Closest" "Snap With" option. This one allows you to snap the vertex closest to the element you are snapping to to that object. This at least covers my cases to 90%. EDIT: Just to have it mentioned once: Remember that the hotkey Ctrl+. in Object mode switches…
@f1r3w4rr10r The "Split Edge" modifier does not create custom normals, it literally does split edges, that's why you don't want to export it applied. If you treat the model with the bevel shader as your high-poly, you don't need the modifier and it has the benefits that you can add geometry just for baking, which you…
@Justo I just mean that the expand selection along edge feature already exists in Blender. Granted it only expands in one direction where the feature request expands in both and you have to select two edges along the ring/loop beforehand, but I think that is already fairly usable. I was talking about this:…
Just to make sure I'm understanding the last couple posts correctly: Anywhere I have a hard edge on my model, I should mark that edge as Sharp, and use Auto Smooth at 180 degrees. Does Smooth or Flat Shading have any effect before you export? I've been having the hardest time getting good Normal bakes from Blender in…
@pior What happens if you mark sharp all your UV-seams then apply an edge split modifier first? I'm pretty sure that process does not destroy the UVs of the object but should mean the splits are already present in the mesh before you run the Textool flatten to UV. It works on my really quick test object but with more…
In Blender to make a polygon line (edge loop) into a curve you may try: In Edit mode select you edges, duplicate (Shift-D ), separate (P) into new object. In Object Mode: select new object, right-click-menu : Convert To -> Curve.. Then in Edit mode: right-click-menu : Set Spline Type -> Poly, Bezier, Nurb and also Set…
Thanks for the link, but as I said, I'd like to see it on more complex geo, especially where the top face is an ngon, without a continuity of edge loops.
@copenhagenjazz Issue B: Another way to do this is to add a temporary boolean (this is faster with the booltool addon), snap the edge loop to a boolean vert, remove the boolean