@Justo looks as if the surfaces on the highpoly are not flat and the bevel shader is applying bevels onto teh edges crossing the surface. Can you share a viewport shading of the highpoly?
@RN thanks a lot !!! +1 for using next() on a generator expression for getting the first edge (actually this is the part I was looking for how to do - the select_similar part was straightforward:)
@Deforges : the round edge shader is here already. It can be baked, works on intersecting geo, and its intensity can be controlled by vertex colors. It's called the Bevel node.
Works fine for me, but I don't use sharp edges when working with subd anyway. If you need the full control at this stage, threshold will not work of course.
Organic extrude is just a really quick way to extrude an edge around. By default it should be bound to Ctrl + action mouse, which is just the opposite of the select mouse.
Yeah, but having to keep a modifier on a model just for visualization purposes is a bit of a hindrance - for instance you would have to think about it each time you want to merge parts, split models, and so on ... The way I see things is : "the less brain noise, the better". As a matter of fact, after trying the "regular"…
Select Sharp Edges, then mark as Seams maybe? Then Unwrap ... And i guess the "offset" part must be done by hand then. There is the margin setting though. After unwrap and with the pack islands tool.
Aligning like that is actually super easy in Blender. Just type sx0<Enter> (for example; to align along the Y axis instead type sy0<Enter>.) To remove stuff from a selection you have a few options. Shift+Right Click will unselect something if it's selected. Circle Select and Border Select will unselect stuff if you use the…