@Pior Yes, the gradients would be correct if i wanted a smoothed cube but im talking about hard edges...maybe i didn't explain what i was trying to achieve very well..my bad. :/ What i was trying to show with the cube example is how to reduce the gradients if you want hard surfaces/edges without adding smoothing…
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,…
yes - thats how its set up at the moment, but shoudlnt be too hard to chache the settings and revert back after deselection. think ill add that feature, and also get back the ability to show/hide on all objects, and adding the options to control it somewhere.
@FrankPolygon Thanks for replying. I just learned that i don't need the viewport on shade smooth. I can leave it at flat shading then select my faces ALT+N and select merge or split to have smooth or hard edges. almost the same as Maya.
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.
@justo Yes, sharp, don't know why i said hard xD. Edit: I usually work with the subdiv modifier with the ''edit mode'' option turned off, if you have the bevel modifier the mesh will not look too bad as it holds the shading a bit.
A hard-edge modeling tip I got from Kent Trammell recently and felt dumb for not thinking of myself is using bevel to create holding edges. Simply bevel an edge, give it 2 segments and a profile set to 1. Works with the bevel modifier too.
Leilei: sorry if this is inaccurate. It is an official post, so maybe address the developers? Its hard for them to address usage issues if they don't know about them. Also, at this point, they won't care much about i/o of 2.49b since their effort is on finishing the 2.5x beta.
up load your blend file if possible, i can take a look at it tomorrow hard to say whats wrong without actually seeing what you do. works for me without any problems maybe the wirecolor which version of blender are you using ?
@renderhjs When using the ray distance and hard edges it gives me ''double edges/gap'' where i have hard edges. so i was using custom cage, but is anoying to have to duplicate your lowpoly, then inflate or use a displacement, and probably end up moving the cage to another layer too. Bcz of that, i was wondering if there…