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Smoothing between meshes?
show user profile  Dejitarujin
Okay, before I go and make things difficult for myself, I figure I'll ask if a simple solution is possible.

I am creating a creature, and I want to add distinct tufts of "fur" to it - which in this case would be the type of stylized, bunched fur made from polygons, not an actual hair/fur effect. Since the whole creature is supposed to be covered in "fur" that in this simplistic style isn't really modeled, the base model mesh ought to smoothly transition into the tufts, well enough that a toon renderer won't have any issues with it.

The hard way to do this would be to physically add the tufts to the base mesh. Okay, so it's not "hard" per se, but it's more work and requires a very specific topology. The "easy" way would be to have the meshes completely separate, and somehow create a smoothing effect (like Smooth groups, not MeshSmooth) so that they look like one object.

Now, I have seen this done on objects where the topologies line up perfectly, to the point where they could easily be one object, if not for some specific need to have them separate. But I'd like to know if there's any amount of messing with normals that could produce a contiguous smoothing effect across very different, intersecting surfaces.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 301 times
6/4/2010 7:26:21 AM (last edit: 6/4/2010 7:26:21 AM)
show user profile  Dub.
just model it. It'll only take a few hours and be so much better than any hacks

read 291 times
6/4/2010 8:37:22 AM (last edit: 6/4/2010 8:37:22 AM)
show user profile  Garp
Something like that?

read 275 times
6/4/2010 11:45:57 AM (last edit: 6/4/2010 11:45:57 AM)
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