I think a plugin that reprojects normals already exists, but it's not a very fast workflow either. Ideally a plugin would go through a hard-edged mesh, group vertices by similar direction, discard groups where vertices are closer than a certain threshold (indicating they are probably part of a chamfer), merge all vertices…
I outlined the flow of edge rings, I think if you extend the horizontal loop into that long vertical edge and adjust it's shape, you'll get much better shading. So basically, moar geo in this case. Hope this helps:
Nice to know that it's better performance and visual-wise with lower budgets, no wonder this is popular in the mobile scene. Obscura said: I can see this method getting very confusing when editing dense meshes manually. That's kinda insane! If you rotate around the normal of one vertex, then the other two or three vertices…
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…
Everyone who has tried existing FWN scripts probably knows this small problem: To fix it in 3ds, you just add another Edit Normals modifier into the stack, select the offending faces and use Edit Normals -> Average -> Selected command. But what if we automate that too, with a way to exclude chamfer face influence? End…