1 registered members (AndrewAMD),
946
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: MED: Hard and Soft Edges at created Models?
[Re: Henning]
#308464
02/03/10 11:43
02/03/10 11:43
|
Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
|
Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
|
Hard edges are achieved due separating the touching faces, means the vertices of that edge are doubled. You can achieve that within MED only by selecting a 'side', copy it, deleting it and re-insert it by pasting it. Hope, it is possible to understand this explanation.
Afterwards, in game you can it influence only by shaders, as far as I know.
|
|
|
Re: MED: Hard and Soft Edges at created Models?
[Re: Henning]
#308515
02/03/10 14:45
02/03/10 14:45
|
Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
|
Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
|
The results are not doubtful, unless you need a closed mesh for the shadow that you use. Take the standard cube create it with soft edges, select a side etc. like I described, you don't need to move anything, the vertices are at the identical position.
It still is a lot of work. To avoid it, you could switch the shading of. 'Unlit'? I'm not sure about that. If you baked an ambient occlusion shadow into the model's skin, then it shouldn't be too noticeable, that it isn't shaded.
|
|
|
Re: MED: Hard and Soft Edges at created Models?
[Re: Pappenheimer]
#308685
02/04/10 13:09
02/04/10 13:09
|
Joined: Jul 2007
Posts: 53 Germany
Henning
OP
Junior Member
|
OP
Junior Member
Joined: Jul 2007
Posts: 53
Germany
|
Your solution is much faster, but it doesn't work with stencil shadows either, does it? I checked that, works perfectly. No holes, no mistakes.
|
|
|
|