@wilson66 Turn on the Freestyle line renderer in Blender, this is on 4.0.2: Select your mesh with the Subdivision Surface modifier, enter mesh Edit mode, select all edges, press Ctrl + E for the Edge tools popup and choose "Mark Freestyle Edge". Only the original object edges will be marked, not the generated ones. Enable…
Are you using the Edge Split modifier and marking sharp edges with ctrl+e+k? Have not tried it but that should work since it is actually breaking up the marked edges into separate vertices. Correct me if I am wrong, but that is exactly what game engines end up doing anyway, isn't it?
@eld you missed my point, in blender it just physically splits the edge, and doesn't allow the vertex normals to be edited at all on the edge. In maya you can soften or harden the edges which more or less gives the verts on it 1 or 2 normals, and those normals can be edited too. wasnt referring to smoothing groups at all,…
Alright, change of info. The developer is currently proposing this: "* Core function (C) takes a mesh, scans it to detect edges marked as sharp, computes a normal for each vertex for each face accordingly, and stores those normals into a Loop CD layer. Note edges considered as sharp do not only include those marked as…
You mark the seam edges and lscm unrwap takes care of things :).You don't need to add a modifier you can mark the edges in 3d view when you want.Max 2012 has the same exact unwrap type added (lscm).
As much as I see your point on the blender community being backwards, edge-splitting had been quite a big default when it came to rendering things realtime, even maya uses that methodology. Max with its smoothingroups is just another unwieldy way of doing the very same thing. Several polygons might share the same vertex,…