Any UV seam would double vertexes too, prevent tri-stripping, not only sharp edges. So performances wise there is no difference. Just not necessary to always make hard edge where UV seams are for nm baking
the problem is that blender dosnt support spilt normals or vertex normal editing at all, I was saying once that feature is there at the core it should be easy for tools to be made to support all the differnt workflows for editing normals and setting hard edges.
Masterxeon 1001 is developing a tool-set to speed up hard surface modelling in Blender - 'HardOps'. It looks pretty cool. [ame]https://www.youtube.com/watch?v=L_HT_D9eDpI[/ame] Here it is on GumRoad: https://gumroad.com/l/hardops/#
Here's a quick example of how you'd set the modifier up for hard surface work. The modifier is on in the right pane, and off in the left pane. I have an ordinary cube with hard edges on the first layer. The modifier is on on the right side, and off on the left side. To get it working for a hard-surface type of thing you…
Kat: I'm a longtime user of Max, and I've not once missed smoothing groups when made to use other software (Maya, Modo etc.), I feel hard edges are just superior when it comes to ease of use and clarity.
Hi there - of course yup. Still worth mentionning that reordering verts is not an issue thanks to this tool : https://barre.gumroad.com/l/transfer-verts-order?layout=profile That said I am still having a bit of a hard time visualizing what you are after. Mind showing a practical case ?
I found this UV packing addon recently: https://gumroad.com/l/UVShotPacker When used in combination with TexTools and Multi Object UV Editing, unwrapping dozens of hard-surface objects becomes a whole lot easier. Pretty awesome stuff.
Oh neat ! Well done, it certainly does look convincing - and if anything, even if some stuff suffers a bit from the resolution, the hard edge nature of the base without a doubt allows it to hold up nicely at a distance too. Very cool.
Not to bash any software or prize one over the other, but why do you need smoothing groups? They are just an abstraction of what hard edges do and more limited while doing so. Rigging and weight painting is also there in plain Blender.
What is so user-unfriendly about it? It sounds like you want there to be a "one-click" solution. It's not so hard as you're exaggerating it to be. Download>extract>run. Is that really any less user-friendly than run>find update button>install>restart blender? You get an uncomplicated install without the registry bloat. Are…