![]() And then you can always collapse the modifier and tweak the edge loops if needed. After that you can switch to edge creasing to fine tune the edge widths. You can for example block out your shapes with it set to quad chamfer by smoothing group with a hardness of 1. ![]() There's a lot of different ways you can use the quad chamfer modifier. I imagine modo with rounded edge shader is far more useful but for now I'm making due with quad chamfer and it helps speed things up massively. ![]() How does Quad Chamfer with smoothing groups compare with just a regular double-smooth method? ![]()
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