The most popular type of comments under these videos - "This is a gamechanger!". And I can't disagree with this statement. Thank you a lot for your outstanding work.
I kept hearing the term normal transfer and googled it. This is what I came to. This has to be some sort of magic. This is likely the next addon i purchase. what the hell are people doing trying to fix shading manually. This is insane.
I tried to bevel one side of a cube and add a plug on it with split edges but the trasferred normals were broken. Only separating the beveled area and joining it back after the transfer helped. And actually separating the area is probably even faster
I hate to use the term game changer as it is sooooo overused, but it fits hee! The bane of my existance is building the mesh I need and then realizing YES, that deformity DOES SHOW UP in the render! How then!? THIS IS THE ANSWER!
I was watching it carefully and after looking at several other „beginner“ tutorials i still couldn‘t figure out how the whole plugs stash/vselect/normal transfer works. And that was the reason i bought the addon in the first place. As soon as i add more than one plug, it f***s up the topology completly and i am unable to bring it back to anything useful. It looks like i spent 40 something bucks on an addon and another few bucks on plugs that i do not understand. Off to the bin with that frustrating thing
You can always email me and ask for advice on your specific situation? The plug tool has the ability to automatically do a normal transfer. In general it's a good idea to keep the normal transfers to the end of the modeling process though, and just ensure you keep the necessary stashes along the way. It's a simple concept, you transfer normals from undisturbed, clean shaded topology to a more messy topology. Works like a charm.
Holy cow this is brilliant.
Even as a beginner I have run into so many of these issues. This is a life saver. Instant buy.
Thank you! Glad it's helpful!
The most popular type of comments under these videos - "This is a gamechanger!".
And I can't disagree with this statement. Thank you a lot for your outstanding work.
Thanks man!
The tip about data transfer not respecting hard edges was exactly what I was looking for! very helpful, thank you :)
I am just using this now, it's saving my life.
Glad to hear it.
that trick with ripping edges was neat. Thanks for the detailed documentation, Machin3
I kept hearing the term normal transfer and googled it. This is what I came to. This has to be some sort of magic. This is likely the next addon i purchase. what the hell are people doing trying to fix shading manually. This is insane.
Incredible tool, thank you for doing this! :)
I tried to bevel one side of a cube and add a plug on it with split edges but the trasferred normals were broken. Only separating the beveled area and joining it back after the transfer helped. And actually separating the area is probably even faster
Normal transfers really need geometry bevels/curvature in the periphery. There's no need for them on flat faces. Normal flatten is sufficient here.
Incredible useful tool!
Amen.
amazing !
Transfer Normal is grey
i came... and i bought
I hate to use the term game changer as it is sooooo overused, but it fits hee! The bane of my existance is building the mesh I need and then realizing YES, that deformity DOES SHOW UP in the render! How then!? THIS IS THE ANSWER!
:)
Do I need to do something before applying it? Like create a mesh similar to the original? Or I believe I read something like "storing the mesh"
machin3.io/MESHmachine/docs/normal_transfer/
Atomic bomb!!!!!!
I was watching it carefully and after looking at several other „beginner“ tutorials i still couldn‘t figure out how the whole plugs stash/vselect/normal transfer works. And that was the reason i bought the addon in the first place. As soon as i add more than one plug, it f***s up the topology completly and i am unable to bring it back to anything useful.
It looks like i spent 40 something bucks on an addon and another few bucks on plugs that i do not understand. Off to the bin with that frustrating thing
You can always email me and ask for advice on your specific situation? The plug tool has the ability to automatically do a normal transfer.
In general it's a good idea to keep the normal transfers to the end of the modeling process though, and just ensure you keep the necessary stashes along the way.
It's a simple concept, you transfer normals from undisturbed, clean shaded topology to a more messy topology. Works like a charm.
@@MACHIN3 Thanks for the quick reply. I will give it a try again in a few days
Is this a quick way of shrink wrapping? It looks like it does the same thing...?
No, Conform is a quick way to shrinkwrap (to a stash obj). This transfers normals, it doesn't change any vert locations.
cool
woah
if i were to apply the modifier then export to a game engine. will the custom normals work on all game engines ?
MM applies it by default, and most engines support do custom normals.
what the fuck is this black magic
amazing !