An even easier method, just found it in Blender's manual :) DataTransfer modifier is SO powerful! vertex colors, normals... https://www.blender.org/manual/modifiers/modify/data_transfer.html
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…
I mentioned it in the fourth post on the first page. It's a massive time saver for my workflow. For simple objects you usually don't need to collapse the modifier anyway. There are ways around it though. For example you can assign a separate material ID to all the chamfers, collapse the modifier, make your edits, select…
If i create a new cube, inset all the faces, then add a projection modifier and push the cage out, it happens there too. Something to do with the fact the new faces dont have smoothing groups maybe. But i don't want to highjack your thread with this issue.
Hmm. I wonder why nobody posted about this yet. We are all attempting to repair the broken face shading left on our preexisting faces when we average-smooth the geometry after chamfering. But what if the chamfer process was never actually allowed to modify any normals of your preexisting hard-edged geometry, and instead…
I haven't meet this issue, but I think its because I always unwrap first, and add the custom normals at the very end. This can be a simple workaround. I add them at the very end because Max like to reset the normals on detach, and on adding specific modifiers. So adding them after the model is done won't leave a chance for…
There is a convenient approach for this in Blender. I have pretty old Max so probably it would work in modern Max too. You make all the edge bevels in modifier . Blender allows to make every beveled edge having its own chamfer width by "weight" adjusting in real time. Then make an object copy and turn bevels/chamfers into…
thanks, I just try to figure out same simple way in Max. I usually do it the way I always did in Blender, by putting rounded chamfer modifier with enough tessellation. That way the vertex normals next to object sides are always perpendicular to surface. Then I do normal "theft" to a copy of a model with chamfers set flat.…
Maybe I'm missing something silly, but when I try using the Edit Normals modifier in Max, I can't seem to ctrl+click multiple faces to make a selection; dragging the mouse is my only choice (which selects unwanted faces). I go to Select By>Face mode...nothing. Oddly enough, sometimes ctrl+click suddenly works, some other…
Here is a little script for doing this in Blender: https://blenderartists.org/forum/showthread.php?372785-Addon-Weighted-Normals-Calculator I noticed that for dynamic lights this approach is superb, but for baked lighting, not so much. For example, I have issues with UE4 Lightmass, exactly on those verts/edges where…