Awesome, thanks for the fixes/improvements :) For the smoothing, would it be possible to also have, or instead of smooth by Angle? So faces could be smoothed be 45degrees or something. So then, if we turbosmooth with smoothing groups, it isnt all the same.
there's probably a script for that? http://www.mrbluesummers.com/923/downloads/select-face-smoothing-group-boundaries-script and yeah, that sounds like a good workflow.. i've also noticed while using the smoothing group function that it'd be great to have a way to visualize smoothing groups.. seems there aren't any stable…
Use Chamfer by edge selection or chamfer by smoothing groups, only chamfer by edge weights has the problem of this straight lines. I will look to see why chamfer by edge weights has this problem.
In "Chamfer by Edge Weights" mode there is a problem in "T" connection between chamfered and not chamfered edge: This problem doesn't exist in "Smoothing Group" and "Edge Selection" modes: I guess this must be fixed in Weight mode too
It would be nice if the quad intersections would be straight when possible. Right now they end up tapered down to the corners at the intersection. Really, just the outside edges are. The interior vert spacing seems right. Also, if there was a smoothing group option. Similar to the Material ID option.
Smoothing groups aren't topology dependent so yes. I've been using this technique for years, although I've used edgechex since that was the only option previously. This one looks better though. Here's an example of how you can work with it. http://www.mattiasmagito.com/misc/Edgechex_Example.jpg
The Quad Chamfer modifier produces all quad chamfers, unlike the normal 3ds Max chamfer which produces a lot of triangles and ngons. It is the succesor of the Quad Chamfer maxscript, improving on by: •Speed. Being a native c++ plugin now it allows you to modify chamfers in real time. •Control. You can determine the look of…
Man, you're pumping out those updates with the quickness. Seems I now need to incorporate edge weights into my workflow, heh. BeatKitano: For not-too-complicated hard surface shapes, it's pretty sweet. I've been using it for the last couple of days, and basically my modifier setup is Quad Chamfer on top of an Editable…