Hello, Is it possible to bake the soft and hard edges information into a normal map using only a low poly mesh? Imagine I have a 10x10x10 cube, the top and bottom edge loops are hard edges, and the side edges are soft edges. I want to bake this edges information to my low poly as if the hard edges had a chamfer of 0.1, and…
hii i want to make this edges to curve for use in xgen... i have tried polygon edge to curve>convert>modify but it convert only one edge loop :( tnx for help
Topogun and Knald results Topogun and the cube with hard edges gave some problematic output. Knald textures have an Alpha on top which hides the edge padding/dilation.
Hey everyone. Some time ago i saw a technique to bake a 45 degree bevel on a normal trimsheet to fake the illusion of a bevel on a mesh with a hard edge. Im running into something similar, just that in this case i need to put a Edge wear which i made and put it on a mesh that has a weighted normal. So far i have mixed…
miauu's Transfer Edges Poly <-> UVW allows you to transfer(convert) edge selection from editable poly object to edge selection in uvw modifier(uv edges) or to transfer(convert) edges selected in Unwrap UVW modifier(uv edges) to editable poly edges. Poly to UVW transfer works with Editable Poly objects only. UVW to Poly…
Its kind of a solution, but this is more for overlapping edges, whereas im after edges that are very close together. or within a certain distance. Thanks for the help tho. This is a pretty useful modifier.
hey guys. I know there’s some plugins that do this, basically I’m looking for a way to get nice rounded/beveled edges without using a bunch of edge loops and sub-dividing. Sometimes the model is a bit complex and putting all those edge loops around just to get smooth edges is a major time consumer. I use Maya if that’s any…
if your objects already come with per vertex shading then the hit comes at the seams/hard edge as that requires another set of verts at the seam in the engine (which would also occur with a mapping seam btw) so the overall hit is usually quite small but it's worthy of consideration.
Maya has a tool called Slide Edge which allows you to select an edge loop or edge and slide it along a surface without changing the silhouette. Max has Constrain by edge/face/normal, which works the same for single edges, but doesn't really work if you have an edge loop on complex geometry, like an edge loop around the…