There is no need for a modifier for smoothing (starting with version 2.46?). In the mesh tab, select auto smooth and set the angle to 180 degrees. This will cause your sharp edges to show up and export properly without the need to actually split vertices with the edge split modifier.
pior: the input is an high poly and it bakes a single diffuse texture to the low poly UVs. So we don't need to bake a curvature, AO map, etc. then compose the images. The advantage is that we can see the result directly on the high poly and check the readability of the details from far away. You don't need ID maps too, you…
Thank you! I tried piemenus editor to create modal operator. I cant use curve circle, cause the U only power of 2, i need odd number of vertices too. Is there way to update bmesh, with same loc rot scale
Not the auto I believe, but it does have the rest of the retopo tools, like plotting vertices on the surface of another model, alignments, drawing edges. And on the "max is so weird"; The only thing I've wondered about Max is, what is the difference between editable poly and editable mesh?
No. I want to set MMB to act like "sticky key" in XSI. It should activate grab tool with nearest axis snapping mode only while i'm holding it. I intend to use this setup with my wacom. It should work roughly like this: 1. I'm in selection mode and use pen tip to select vertices. I won't accidentally move anything because…
I cant move vertices/ edges in the "Transform Orientations" > local, but can move them In Global. any suggestions on this? . I have subscribed to Blender cloud and gone through the series "From maya, max to Blender". This has been really helpful in clearing a lot of my beginner doubts. :)
:/ Thanks for the tip, definitely helps :D I still hope for a tool though, or an option to have vertex snap to only the active object, when retoping it snaps to any vertex visible. Edit: Tried it now, works great, nice not having to run remove duplicate vertices all the time ;)
Yes you can. You need to have a image created or loaded. And in the UV menu you can turn pixel snapping on. EDIT, i have turned UV Sync selection on here in the shot to work with the single vertices. But the snapping works also with this method off and with whole UV patches.
should be done like in Modo in my opinion: left-click drag -> select only front vertices middle-click drag -> select through. Simple as that. No better way to do it. No UI buttons you need to click or checkboxes to activate, and then need to de-activate again. That takes too long.
Are you using the Edge Split modifier and marking sharp edges with ctrl+e+k? Have not tried it but that should work since it is actually breaking up the marked edges into separate vertices. Correct me if I am wrong, but that is exactly what game engines end up doing anyway, isn't it?