Hi! Very interesting stuff, so we can't use both method(hard edges and weight edge) for exporting for example to unreal or unity? it's good only for myself design's or concepts? i'am right?
you can absolutely use both at the same time. The only issue comes in when you want to take your models outside of modo. If you go into mari to texture, or into ZBrush to detail the asset, you will not see the weighted edges. This is why I personally avoid them. They are great for shaping though and then you can simply freeze your geo, but as something that carries through to final, its a big no. Regular geometry is usually the way to go.
very good insight on the modo to zbrush workflow
It is able to bevel after boolean comlicated shapes, such as a union between a sphere and a cube?
Hi! Very interesting stuff, so we can't use both method(hard edges and weight edge) for exporting for example to unreal or unity? it's good only for myself design's or concepts? i'am right?
you can absolutely use both at the same time. The only issue comes in when you want to take your models outside of modo. If you go into mari to texture, or into ZBrush to detail the asset, you will not see the weighted edges. This is why I personally avoid them. They are great for shaping though and then you can simply freeze your geo, but as something that carries through to final, its a big no. Regular geometry is usually the way to go.
Martin Krol So this stuff just nice for concepts, my own project like that. Thnx buddy.
I just can't figure out how to add control edges when there's a lot of surface details.
can you give me a screenshot of what you mean?
I can't. I only have a lot of failed stuff. Now I am just following the simple tutorials.
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