I'm experimenting with different chamfer widths. Here is a comparison. The left use 1 as chamfer amount, and the right use 2. Amount of 2 looks very rounded from close, but looks MUCH better from far even without anti-aliasing(2 left ones on the bottom picture).
Is this only in Maya 2017 or...? Because i tried the very same thing in 2016 ext 2 and i don't get your result at all. It's even worse than regular soften (which is on the right). Here is the pic:
Maya is set to use FWVN by default now I think. Support loops and FWVN give you different visual results. You're missing a loop or 2 in that image though which is probably what you're seeing.
i found another one which might help (http://www.froyok.fr/blog/2012-12-frotools-3-2-new-enhanced-ui-and-tools#comments) it has an option to set the normals of all the vertex u have selected towards u, its for maya
The one by Syncview works great, not sure why it's not working for you? Just need to make a face selection and then run the script. The other 2 would shade fine in most cases. Not everything is going to be super shiny and viewed up close in an actual game. The speed is definitely not negligible vs manually editing it. My…
Oh yeah man, your tool is awesome and I am using it, along with your other scripts :smiley: But this is bugging me because I tried this thing in the video so many times before, and never had that result. Now I tried on friends computer who has 2017 version (update 2 though, not update 3) and it doesn't work, same result…
Big thanks. I hadn't even thought previously about using a single island, worried too much about stretching. But it's a lightmap, so yeah, I tried and it looks fine! :) It required bigger resolution though (so pixels could hit the bevels precisely). As for the Unity: it applies padding (2 pixels) but you can't say as you…
Okay so let's me get this straight. 1- model lowpoly 2- bevel edges 3- manually align vertex normals as desired 4- make UVs 5- triangulate and flip edges as needed for nice shading 6- export phase! FBX settings: -Smoothing Groups -> YES -Split per-vertex Normals -> ?? -Tangents and Binormals -> ?? 7- Open NDO or similar…
For Blender users using "data transfer", I created a simple setup that someone might find useful as well. 1. before starting actual modeling create a linked duplicate of your object 2. add a "split edge" modifier to the duplicated object, turn off "edge angle" 3. add a "bevel modifier" to the original object, switch limit…