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Changes between Version 5 and Version 6 of content/tools/BlenderSmoothing


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Timestamp:
Feb 28, 2008, 11:32:20 PM (16 years ago)
Author:
FelixSchulthess
Comment:

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  • content/tools/BlenderSmoothing

    v5 v6  
    1 = Blender Smoothing howto =
     1= Blender Smoothing How-To =
    22
    33This page explains how to smooth your 3D models.
     
    55back to [wiki:GamePlay]
    66
    7 == Baiscs ==
     7== Basics ==
    88
    9   * Select your faces
    10   * Set faces smooth: w -> 'set smooth'
    11   * Set faces solid: w -> 'set solid'
     9 * Select your faces
     10 * Set faces Smooth: W -> "Set Smooth"
     11 * Set faces Solid: S -> "Set Solid"
    1212
    13 == Smoothing in groups ==
     13== Smoothing in Groups ==
    1414
    15 If you have a more complex model, you probably have to use the Edge Split Modifier. This modifier allows you to define which edges should appear smooth or sharp.
     15If you have a more complex model, you probably have to use the EdgeSplit modifier. This modifier allows you to define which edges should appear smooth or sharp.
    1616
    17   1. Smooth the whole model in Etdit Mode (or at least the region of the parts that should be smooth) Select the faces. Press W -> 'set smooth'
    18   1. F9 -> 'Modifiers' Pannel -> 'Add Modifier' -> 'EdgeSplit'
    19   1. Now you can eather specify an angel as a threshhold and/or "From marked as Sharp". Sharp edges can be specified with CTRL+E -> 'Mark Sharp' in the Edit Mode. CTRL+E -> 'Clear Sharp' makes them smooth again.
     17 1. Smooth the whole model in Edit Mode (or at least the region of the parts that should be smooth) Select the faces. Press W -> "Set Smooth"
     18 1. F9 -> "Modifiers" Panel -> "Add Modifier" -> "EdgeSplit"
     19 1. Now you can either specify an angle as a threshold or choose "From marked as Sharp". Sharp edges can be specified by selecting the edge in edit mode and choosing Ctrl + E -> 'Mark Sharp'. CTRL+E -> "Clear Sharp" makes them smooth again.
    2020
    2121'''Note:''' Do not apply this modifier to the mesh! It will split the model into several small parts and will break your texture coordinates. Exporting to OBJ works fine without applying it.