Quote:
Originally Posted by Jeff-Groves
OK. Let's talk about hard edges.
What is a hard edge? I'll start with how SH3 and SH4 handles them.
Say you make a Box. You NEED to have each side as a separate object, so to speak, to avoid the Games built in smoothing. That's been a well known for years.
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Exactly!
Quote:
Originally Posted by Jeff-Groves
How do you do that? In 3D Max I select the face for a wall and detach.
That produces a separate object as I suspect the Blender option to rid hard edges does.
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That's the hard way, but depending on the model complexity this process can take a long time and it is not perfect. I give you an example. Let's say that we want to model a prism with a tear shaped base. Only one of its longitudinal edges is supposed to be hard, but there is no way you can have only one hard edge by detaching faces manually. This is where Blender Edge Split modifier comes in handy. It can detach even a single edge within an otherwise perfectly smooth surface, and it does that in one click