@f1r3w4rr10r Yeah, i was thinking the same, using the edge shader on annoying smooth surfaces in conjunction with a regular workflow is probably best. But you can't split the edges/shading without having a uv seam, you will get artifcats when baking it.
there a bunch of addons that automate symmetry in blender. The one I like the most is this one. surface constraint tools... it's bundle of really useful scripts for retopology. it has a really nice layout. https://drive.google.com/file/d/0B5Q...ew?usp=sharing
This is a great start to better control of triangulation in Blender, and should go straight into trunk! The only addition I'd like to see is the inclusion of a way to manually alter the triangulation for surfaces and have them locked in direction I chose, similar to the way Max handles it.
https://www.youtube.com/watch?v=BLnOBPVpG6c 3 DataTransfer mods. 1 for turning chamfers into fake flllets, 1 for hard edges(you can skip this one if you dont want hard egdes) and one for the surface fix. There's 2 source meshes one for the fake fillets and one for the uncut, undisturbed surface. DataTransfers are masked by…
i am still on 2.79 and the shortcut doesn't work anymore on 2.8 still need to find some time to make the switch to 2.8, right now i don't feel comfortable working on projects since so much changed for the curve surface part you should start with a surface type object you can bridge these curves with "F" the system is not…
Here's something that should be simple but isn't : Starting from a set of curves (either of the "2D" or "3D" kind in Blender terms), how does one generate a surface from that while still keeping the curves independantly editable, and with the surface updating itself either in real-time or at the very least at press of a…
I haven't used hard ops yet, though it looks like it could be a big time saver. To my understanding it basically helps to controll bevel weight on certain edges and adjust the modifier, which is tha same thing I do manually. It seems to work great with booleans too, which is something I actually not utilize at the moment,…
I do a lot of hard surface work; weapons, vehicles and other random assets. I've seen decal machine but i wasn't sure if it was appropriate for baking etc? Oh, here we go: Would LOVE to see it in action for game ready assets.
Will do, thanks. And yeah I'm aware of that much at least, just didn't realize splitting edges on curved surfaces actually created gradients. I'm used to the gradients being caused by lack of split edges. Now that I'm aware I'll be smarter about it in the future.
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?