![]() ![]() In Wings 3D you can see how the hardened edges are marked in Wings' default orange. All vertices are welded(no floating shells) and the hard edge shading is still intact. This last pic shows how the model imports, by default, into two other 3D programs (Wings 3D and Rhino 4.0). Today I decided to try checking the smooth groups box without applying the Edge Split modifier. The export options shown on the right side is how I typically export the OBJ's. Features: You can design, reuse, and automate products. It is easy to use application that helps you to shorten your product development time. It enables you to create, validate, manage, and transform your idea into the design of the product. In this next screenshot, with the crappy shading, I removed/deleted the Edge Split modifier (If you enter edit mode you will still see the hard marked edges with Blender's default cyan color. SolidWorks is a free 3d CAD software that runs on Microsoft Windows. This next pic shows my typical setup for marking hard edges. The modifier does not actually pull the mesh apart as shown. This first pic is an exploded view to show how the Edge Split modifier separates the mesh into different shells. I cannot say for sure this will import the same way into Maya but I'm guessing it will.īelow are some screenshots showing the process. Apply Colors and Textures to the Front Faces. However, its seems the hard edge information is in the OBJ file because it shades properly in a couple of other 3D programs right upon import. Keep in mind that if you re-import the OBJ file into Blender you will still need to use the Edge Split modifier to have the object shade correctly. So today I found something in the OBJ exporter that seems to keep the mesh welded while preserving the hard edges. Even the higher poly limit (6k) PS2 helmet creators using Blender are having issues with this problem. ![]() Sure, you can bake hard edges into the normal map but that can be tricky depending on seams. This is bad because it makes the mesh difficult to work with and has the added bonus of inverting the normals on random split pieces whenever recalculated.īeing able to mark hard or sharp edges is pretty crucial when you have a small poly limit of 400 Tris to work with. OBJ file it will split the mesh wherever you have a sharp edge marked, essentially splitting the mesh into many pieces. However, if you apply this modifier and export the. This is fine and dandy inside Blender because the software needs this modifier in order to shade the object correctly. ![]() I un-check the Edge Angle box and check the Sharp Edge box in the edge split modifier panel. I prefer to mark my hard edges manually when using this modifier. In order to shade hard marked edges in Blender you have to use the Edge Split modifier. I figured something out today and thought I would share. ![]()
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