Quick comparison between Maya 2016 Extension 2's bevel and ShapeShifter with the same bevel method and settings. The first tests where on some simple cubes but then i used my example mesh which was tailored for this workflow (lots of nasty booleans) and EXT2's bevel ended up breaking the geo really badly on places where…
Kind of both.It's a layered effect that creates an inset on all hard edges,and adds a bevel on top of it.You can deactivate both,or have one of them. Btw,if you're using Maya 2016,the latest extension has the solid bevel you where looking for so long :p…
That might do the trick as well :-) Maya 2016 Extension 2 and 2017 both have the most amazing bevel i've every seen.They have this behavior by default,and they method seem to be doing an inset on all the corners that i previously showed.Too bad the bevel fails at complex N-Gon shapes.
Thanks guys ! Another test for this workflow,but this time with a low poly+normal map.The workflow was quite simple : duplicate a basic mesh,apply shapeshifter on one and triangulate the other one.AutoUnwrap by hard edges and bake the textures with Xnormal.I might go with Turtle next time,btw.…
It gives you an expected result from ShapeShifter,like in the image below : http://image.noelshack.com/fichiers/2016/16/1461409132-000001-copy.jpg With that said,these type of shapes are probably the most challenging because ShapeShifter can't push back all the geo it meets,just the first ones attached to the hard edges…
Ok shit is getting serious guys ! Some of you might have noticed that EXT2 has a nice mitering technique that allows you to have clean topology on corners.This is great but EXT2 still breaks the geo on complex meshes and while SS will behave differently on 2016 < and 2016EXT2 > i think having a clean topology is something…