I think the easiest way to render the wireframe is using the 3D viewport with *Viewport Overlays* set to wireframe and *Viewport Shading* set to rendered.. and then directly using *View -> Viewport Render Image*.. and for a more subdivided wireframe.. just apply as many levels as you want..
I'm preparing a couple of models for my demo reel, and am finding it to be more difficult than expected to render curved wireframes on a model in Blender. This is what I'm talking about: Model is subdivided, but the wireframe has the resolution of the original low poly geometry, and smoothly follows the curvature of the…
Does anyone feel that the snaps have been messed up in recent blender releases? I've been using Blender professionally every day since 2.93 and i think it smokes Autodesk software any day of the week but since i updated to 3.6.0 from 3.4.1, there is some major annoying behaviour and i've been pulling my hair out. Snaps…
Hmm.. i remember someone ask a similar question (somewhere) and indeed the UV where (somehow) accidently "shrunken".. they didn't fit anymore.. Another (weird) idea would be.. usually in blender (default theme) the overlay color is white and some orange if selected.. additionally marking the faces in a faded orange.. like…
I have always used the bevel modifier with few subdivision/segments maybe 4 max, but for one project I need to use more and im seeing some weird artifacts, not sure if it was always there or its a bug. These corners are all wonky when using 12+ semgments, dosen't happen for all meshes though
Hey! Thought I would share my addon with this crowd. It’s primarily for “hardening” your vertex colors, giving you that “polygonal illustration” look, but I also threw in a few utility functions I like having in my day to day as an environment artist. For instance, blender doesn’t have a built-in way to invert a single…
I think that's only a case of adjusting your keymap! Do a search for 'Collection' in the keymap, scroll down to Object Mode and study how the first 10 are set up. Currently shift+numbers toggle collections on and off (which I like), but you can disable those (I recommend this over changing or deleting), and set up your…
@pior: Thanks for the sound advice. I will look at other's topology, which may help me understand how it was put together. I seem to end up with some parts of a model with many polygons, and others have much less or different flow. I see consistent flow and size in professional models, and I want to find a method to get…