Let's try to solve this. - its just that in your way you are working mainly with the duplicate instead of the original. In mine I am setting my hard edges and all that on the original....There isn't any benefit over using the linked duplicate versus the linked original because as you have said editing one or the other…
So I'm attempting to implement face weighted normals within Blender on a basic modular level kit. http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1 https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/ That post seems to be a…
There I did it for you. Bring it down a notch. There is no reason to be so rude. I was simply showing you the that there is no difference between your version and the version I was attempting. There isn't any benefit over using the linked duplicate versus the linked original because as you have said editing one or the…
I didn't change the process much, the basic goal of it is to add a chamfer on every edge that would usually be hard (sharp) and adjust the normals to get a smooth shading. This is just one way how to work with custom normals and for sure not the holy grail, but works well on specific models, like my example. With YAVNE you…
Followed the tutorial, worked fine for myself, I get what you're trying to do now. So the modifier stack is just a way to replicate FWN without using an external script - you want to do it this way for sake of non destructive. You're using highpoly and lowpoly in regards not for normal map baking but rather lowpoly to…
The problem is that you are giving a lot of complex examples specific to your unique workflow, without describing the one specific technical issue you are facing. In other words, you are describing your overall desired goal rather than pinpointing the issue that prevents you from getting there. For instance (pardon the…