Well it's not a great alternative, but you could increase the number of segments with the mousewheel, deselect the ones on the end with Alt+Shift+Selection mouse, and delete the edge loops in the middle with XG (Delete->Edge Loops). Or you could do two cuts and some edge slides, or do one cut at a time and just put it…
I created a plugin to make the fill tool a little more logical in Blender so now you can use "Bridge edge loop" (works both on selected loops and faces) Grid fill,and normal fill - all on the F-key. Also you have a lot of more options to tweak the tool to work like you want. Hopefully it will make Blender seem a little…
Say you have a perfect LP mesh that has good UVs but when you bake you get the nasty shading errors across the faces. The only ways to remove these errors in Blender are to split the edges with the EdgeSplit modifier, separate the faces, Bevel the edges or add extra supporting loops so that the smoothing errors are much…
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
It isn't necessary, just convenient. Makes things go just a little bit faster when you don't have to make the wrong selection and hit undo then try again. Edge loops are particularly bad with that, since you need to have the camera at the right angle. They can add up over time. Other software doesn't give you preselection…
been messing about with the new 2.63 with bmesh, and the modeling tools still need polish. the bevel/chamfer wont work on vertices, and there are some weird things like there being a vertex connect tool but not a edge connect tool. also in previous 2.6 versions wanst there something called loop tools, that had some really…
support loops simply define the hardness of the edge they are supporting (well, they are also used to have a consistent loop around edges, so it looks nice and has no smoothing artefacts) sometimes you don't need them because there`s already geometry in place that acts as a support edge, or you want the edge to be super…