Thanks! :) Absolutely, I can definitely share some wireframes. Just a heads-up: I haven't applied any bevels yet, only some basic surface smoothing. I'm planning to do a proper retopology pass later, definitely not the most exciting part of the process haha!
Hey guys - I notice in a lot of games with bigger props that have tiling textures, there's some nice baked beveled edges. I see this a lot in scifi games, or metal pieces. If it's not a bigger beveled edge, it has a normal map on the smaller edges. How is this achieved? Is it a normal map from a baked HP being used along…
Hi there... Question... Do you guys ever use the Bevel filter in Substance Painter? and if so, do you have any examples or workflows of when to use it? I've tried googling, but there is so little on the topic... thanks for any help
Dear All, I would like to ask some instructions. I would like to bevel the selected edges and I don not know how to finish it on the spherical surface. Could you give me some advices? thank you very much
@Elytreus Is there a specific technical limitation that requires the mesh be all quads? As Nominous mentioned: Support loops will hold the shape transitions along the edges and flat surfaces are generally uneffected by non-quad topology. Subdivision modeling tends to be more approximate than exact so more efficient…
Hi, is there a way to select hard edges and bevel them without the rounded edge? what i want is, that the "preview" in the picture above is my result :) thank you in advance
I've set up a generic pattern masked upon a cylinder. What i want to do is "extract" the masked out area "bevel" the edges at the same time. Is this possible?
Bevel creates an error on the left and cuts a bit out of the geometry. I tried to then get rid of ngons but as soon as I pressed enter it created another error. Yep im really confused and would love to hear from anyone who knows why this happens because it would help a lot in the future. Thanks