I mean, Maya, (which I believe has overtaken Max, prevalence-wise in the games industry?) uses a hard-edge system instead of smoothing groups, so.............
Can you tell me what theme and font that is, really liking the minimalist style. Otherwise well hyped for the hard surface tools, can't get enough of them these days.
Hello all, Is there any way (using default tools, or an addon ...) to split UVs according to the hard edges of the model, and then offset the outer borders in by a certain amount ? As a matter of fact in the Blender paradigm there is no notion of splitting UVs since they are always ready to be split by just moving the…
I find it amazingly hard to ever export anything out of Blender without it breaking anything. My new workflow is just import it into my student version of max and do it that way
@renderhjs: hmmm... Yesterday I thought: I need to ask renderhjs if it would be hard to implement some kind of a "texel density tool kit"... :D Yeah !!! Thanks... but somehow creepy.
Yup, that's pretty powerful too. I personally prefer starting from hard polygons and booleans, as I like the dynamic structure that they suggest - but Skin is of course very handy as well, for sure.
@Blaizer As another modo user, how often does your modo crash? That was the main reason for my switch. Blender is hard to kill whereas modo would become suicidal when doing hard surface work at times (not all the time but crashing was a common enough occurrence). That and what I see as lack of innovation each release…
The main thing I really need for proper game art is true smoothing groups. The hard edges are not the same thing. And it could really use some real rigging and weighting tools too....
Is there any Blender 2.8+ script that can cut seams across sharp (or even Bevel'd) edges to create UV islands? I found the opposite: to set hard edges based on the islands, but not the inverse...
@copenhagenjazz Looks like you are doing hard surface and want to move your Max habits to Blender? You'll lose like 70% of the modifiers, the reference object type and of course - as noted - the poly modeling surface constraints. Slide and such functions also don't work with proportional edit aka soft selection (at least…