Select Sharp Edges, then mark as Seams maybe? Then Unwrap ... And i guess the "offset" part must be done by hand then. There is the margin setting though. After unwrap and with the pack islands tool.
Can somebody explain me how I ended up in the situation below where my model is kind of broken? With a Subdivision surface modifier you can see extremely sharp creases at the start of the video and when I delete two faces there is another face underneath welded on the backside of the model, how's that even possible? Even…
Here's the website where you can donate to the aforementioned project, that is aimed at bringing the export of sharp edges without splitting geometry to Blender. http://mont29.wordpress.com Also, there's a very detailed explanation.
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?
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…
Hey guys, cross post from HERE I have just modified the Seams from UV isles script so it now marks edges as sharp, rather than making seams, and i thought that some people may find it useful for adding quick smoothing groups etc. :) You can get the script from HERE
I know what you guys are getting at and of course you are both perfectly correct :) The cube was a really bad example :/ I guess all im saying is that this technique can be used as an alternative to baking with sharp edges if needed. :) I think this idea would be awesome! I would be happy record some stuff if you wanted.…
Loop tools has been moved to contrib while Crouch works on a 100% compatible version for BMesh. You can still get a working version for BMesh though, but its missing the bridge and loft features until Crouch adds them again (which he is working on right now) mesh_looptools.py Also, Jonathan Williamson sent me a cool bevel…