#blender / #unreal challenge: I want to have submeshes that are different objects but have seamless edges. IE, a head separate from a body.
But I can't seem to get rid of the seam.
There's loads of tutorials on how to, and none of them work. I think maybe Unreal's rendering engine is doing a rendering trick that ends up highlighting the seam.
To make matters worse, the methods of doing it end up making shapekeys not export, so I couldn't use them anyway.
Celebrating the public testing stage of the Unbound SDF 3D modeler and game editor (see previous post in this thread for details), here are three images I made with it.
In the Cloudmaker and the snail image, I made use of Unbound's "Splats", an alpha-based scattered texture, enabling easy fur, smoke, grass, et cetera.
@aras@gob This picture has all the hallmarks of being a nice render: wooden flooring with specular highlights, no one in sight, multiple copies of the same book, giant plant indoors, bright colored fabric sofas, wide FOV, perfectly straight, flat furniture with emissive strips, nice trees outside, etc...
The floor light does have a switch and is probably plugged in, that's a rare nice touch.
@aras nice! Public (and university!) libraries have been my top pick for working from new temporary places, too. 🙂 Most of the benefits of a co-working space, for a fraction of the price (namely, usually a round 0). 😉
@metin it's Photographer! It's my favorite Blender add-on, probably. It provides a centralized control for everything related to rendering, and more. The developer is very active on blenderartists too :)
I mean, how was the Blender community able to create an industry-level software beloved by both enthusiasts and professionals and supported by the big players? Meanwhile the #Photoshop users, despite being ripped-off and spat on daily by #Adobe, won't touch GIMP with a ten meter pole and it squarely remains the weapon of choice only for occasional users?
@FifiSch The major reason I've heard why Photoshop users don't want to use GIMP is that the interface is too different — they've invested lots of time learning how to use Photoshop and don't want to throw away that knowledge.
I could speculate about why similar concerns are not an impediment for Blender, but I haven't used it or similar software, and don't even know anyone who has.