Taking a look at how you can use weighted bevels with subdivision in Blender. Looking for Blender 3d resources? Check out my website for links to assets, addons, discord, and more. www.pzthree.com/
Пікірлер: 14
@3TQHAJSHNQАй бұрын
I always learn something from watching your videos. Thanks for posting.
@NNgonАй бұрын
More like A lot of things
@axcel100Ай бұрын
I really like using this workflow, also adding a weighted normal modifier can help with face transitions in between the weighted edges
@heckensteiner4713Ай бұрын
Fantastic demonstration. I dont know why more people don't use weighted bevels or subdivision creases when modeling. I guess it's because it doesn't translate well to games or other software? I think I just answered my own question, but I love it because it's non-destructive.
@quintin1561Ай бұрын
I use this exact workflow for sub d modeling. Its so simple for most holding edges 👍
@Just-CDRАй бұрын
Nice Video👌 Can you do one about creating a low poly game version out of the high poly bake version?
@PuttMeetsHeliosАй бұрын
That was quite interesting! Question: Let's assume you have imported Open Street Map 3D data to Blender, maybe a part on Manhattan. Then you would have a lot of N-Gons on the buildings. Is there a way to do the quads not manually but automated? Goal: I am looking for a time-efficient way to bevel the cities buildings and basically rounding up all their shapes a bit.
@pzthreeАй бұрын
For distant objects try using a bevel shader, can be baked. For geo, a regular modifier by angle is your best bet.
@PuttMeetsHeliosАй бұрын
@@pzthree Thanks a lot!
@kickskiiАй бұрын
What's the addon you're using that shows you the cut angle while using the knife tool?
This is like I dont have words. Topology looks like shit but it works almost perfectly and it is fast as fuck... It stands in opposite for what i have learned but WOW its amazing.
@Specter_1125Ай бұрын
You learn good topology first so you know when and where you can get away with bad topology.