I'm currently trying to get into blender with the release of the 2.8 beta. Coming from 3ds Max, I desperately miss the ability to just Shift - Drag on a gizmo axis to extrude an edge or quickly copy faces around. I've tried googling for an addon or a clever Input solution, but haven't found anything yet. It feels a little…
You mark the seam edges and lscm unrwap takes care of things :).You don't need to add a modifier you can mark the edges in 3d view when you want.Max 2012 has the same exact unwrap type added (lscm).
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.
@musashidan Thank you! I appreciate that! The focus tool was so simple to do, I couldn't believe I have worked so long without it . I got the idea from Vojtech. Glad you like it as well! There actually is edge ring connect in it already, just press 2 or call smart edge with your own keymap, when in edge mode, without any…
As much as I see your point on the blender community being backwards, edge-splitting had been quite a big default when it came to rendering things realtime, even maya uses that methodology. Max with its smoothingroups is just another unwieldy way of doing the very same thing. Several polygons might share the same vertex,…
Interesting to hear about the presentation and visual use of the auto smooth option. I might play with that in the future. As for the edge split modifier. The edges get only split if you apply that modifier. Otherwise it's non-destructible like all of Blender's modifiers. And in a game engine, the verts get split anyways…
Yeah Contours and Polystrips looks awesome. But in many cases it would be far faster to select edge loops & partial edge loops and generate a polystrip aligned to it, like when you were trying to align the polystrips to the sharpest angle part of the lip and around the eyes.
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.