Member dexsoft Posted December 12, 2020 Member Report Share Posted December 12, 2020 I asked in some other thread is there posibilty to mark some edge in retopo room and when we transfer geometry to paint room without high poly geometry baking, we get that edge into normal map beveled. Something simmilar like bevel shader in blender where you plugin bevel shader into normal map plug and that edge gets beveled into normal map without actual beveling geometry. In other hand is it possible somehow to have one simole lowpoly model in retopo and to mark edge and bum I get that edge beveled in normal map without need to make high poly model in sculpt room and bake from it Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 13, 2020 Report Share Posted December 13, 2020 Is not possible atm, sorry. Quote Link to comment Share on other sites More sharing options...
Member dexsoft Posted December 14, 2020 Author Member Report Share Posted December 14, 2020 Is there any workaround or something. Do you have plans to implement this as now you will have node system? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 14, 2020 Report Share Posted December 14, 2020 You can bevel a poly mesh in the Retopo workspace and instantly move a copy of it to the Sculpt workspace, by going to the Sculpt Workspace > GEOMETRY menu > RETOPO MESH to SCULPT MESH Then bake Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted January 29, 2021 Advanced Member Report Share Posted January 29, 2021 We definitely need this. On a shader level at least so we can make low poly models with better looking edges. Quote Link to comment Share on other sites More sharing options...
Advanced Member Mystical Posted January 30, 2021 Advanced Member Report Share Posted January 30, 2021 Blenders Bevel Shader is really awesome. I do that method for all my models that have any hard edges to give them that extra smoothing with the normal map. If 3D Coat had a bevel shader calculation built in to generate a radius of smoothed edges for low poly models that would be pretty awesome. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.