@Justo as far as I tried, if Mesh pieces are in separate Objects, they don't have bevels on intersecting geo with the bevel shader. @sinhead It depends on which view shading you use and what you set in your settings. If you have GPU enabled, then Cycles and Evee are using the GPU both on actual render and in the viewport.
The right recipe is : set smooth shading to the object, enable Autosmooth (180° or whatever) then sharp edge on the edge you want. Export and voilà. I don't know about workflow in Xnormal. Keep in mind that this feature is quite new to Blender so if you have any trouble, contact mont29 or post in blender forum :)
Does anyone know faster and easier way of "spherifying" flat surfaces? Right now I need to * Detach surface * Enable proportional editing * Move central vertex up * Disable proportional editing * Move surface back * Merge vertices Which is slow and surface doesn't stay in place making it harder to match a reference
MACHIN3tools' Customize tool does that. With it at 1 (default), the 'show_all_edges' object wireframe option is useless, as it's always on. But I don't want to have it enabled for the handle objects in MESHmachine. A better way to handle this by the blender devs, would be a per object override value. Or have have a legacy…
That sounds like a great idea. I am a long-time Blender user, but as I couldn't find any way to turn on split normals I just assumed it had not been implemented yet, so in my opinion it needs to be a lot more obvious than it currently is. Also could auto-smooth (or whatever it'll be renamed to) also be enabled by default…
Yea, when they reassigned space to be the search menu, it got on quite a few nerves :) I couldn't work out why they assigned such an odd key combo to a function that is used so often. It seems silly that default the add mesh menu is set to Shift+A, rather than the largest key on the keyboard :P As soon as the dynamic space…
The interface keeps getting better and better. You can now enable transparency for the side panels, and sculpting can push 25 million polygons with very little slow down if you toggle the right right settings. On Blender Artist forums, one user was showing off 100 million polys in sculpt mode. That's pretty darned…
I actually feel the opposite way when it comes to ngons in Blender. Though BMesh will sort out many of the issues that the archaic mesh system currently has (enabling nice bevels etc.), i would rather not use ngons as i prefer to edit meshes into quads by hand. May i ask why you find ngons preferable?
@FUIOSG be sure that both curve origin and object origins share the same location. Also yo can enable the option to display modifier in edit mode so you can directly work on the object with modification (it's in the modifier header) For simple model as tubes and extrusion, the curve option with taper and bevel object works…
@Justo Just to avoid any confusion beforehand, the monitor button in the outliner is not visible by default. In the outliner, click on the filter dropdown (the little funnel icon) and enable which selectors you want visible in the outliner. I set mine to only show "Disable in Viewports" and "Disable in Renders" in the…