I have a question regarding Blender 3.1 and OBJ exports. I have a problem here that I already had with older versions Blender, but I knew how to fix it there. This method does not seem to work in Blender 3.1 anymore.
The problem is with the naming of the objects/ meshes after OBJ export. Blender 3.1 changes the names of the mesh objects contained within the file. When I have an object named e.g. 'arms_low' in a Blender file, export it in OBJ format, and then re-import the OBJ, the same object is now named 'arms_low_arms_low_arms'.
As I said, I had this problem already with older versions of Blender, but there was a way to 'fix' it. All I had to do was to make sure that both object name and mesh name were the same (object named 'arms_low', and mesh named 'arms_low' as well).
This doesn't work anymore in Blender 3.1. Even if both object and mesh names are the same, Blender still changes the object names to gibberish, or attaches the mesh name to the object name. This is very unfortunale, as it makes it impossible to use OBJs exported from Blender for texturing in Substance Painter or Marmoset Toolbag, they rely on exact naming conventions.
I made a small video to show off some of the UV techniques I use to one of my buddies and since I've never seen any tutorial or anyone use theses techniques I thought I'd share it here too. Hope someone finds this useful.
@Oaken Any reason why you don't just use pinning and Live Unwrap? Select verts, pin, auto-align, and you're done. No faffing about with UV coordinates, inverse and box selections and all that?
Edit: You could also save a few keystrokes and clicks when trying to align your border verts (like in the arm) if all the border verts are pinned, you can just alt-click the loop that contains both verts, and then right-click, auto-align. I know it only saves a couple of clicks, but they really add up when you're aligning a ton of verts.
Edit 2: You don't happen to know Guillaume Tiberghien, do you? He's a fantastic character artist (and a fantastic guy!) that's up in your neck of the woods. If you do, tell him I said hi!
@Brandon.LaFrance Oh wow, I think when I started switching to blender I didn't grasp what the live unwrap/pin actually does so I discarded it and found an addon that applies the unwrap algorithm only to the selection... essentially the reverse of what live unwrap does.. Makes me feel dumb. I'm the one learning from this after all, It does look more efficient and feels more "free flowing" from the short time I've been testing it since your comment.
@Defunct It's part of an addon that applies the same algorithm from the unwrap option but only to the selection and not the whole uv island.
@Oaken Hah, don't be too hard on yourself, we all have our blind spots. Not doubt there are a million things in my workflow that are "suboptimal" to say the least. I just don't know about them because I'm too scared to go out on a limb and post stuff like you did. Just glad I could help you out. Keep up the good work, and keep sharing your knowledge!
@Oaken would love to learn the name of that addon if you dont mind. That workflow of unwrap only selected part of the uv is very handy in maya. Sounds like this addon allow blender to do the same.
The addon as other features which I've never used, the unwrap selected was the only thing I wanted. The hotkey should be Shift+E by default and It doesn't work with UV sync activated
Yeah, it's a time saving thingy, the bevels controlled by custom attributes. The devs are located in Russia and Ukraine, so any little contribution / donation really helps them right now
hi :) Can't seem to find the quad-remesh function in current Blender 3.1.2 (I think it was "Quadriflow"? It's mentioned here in the docu ). I vaguely remember using it in a previous build. Was it removed? If anyone knows anything or has any suggestions, happy to hear it! Saw there is a paid addon "Quad Remesher".
Yes, but i fear this will not make it in a nearer future release. This all first needs to be developed. And this is open ended in features and time frame.
Well, the links I posted shows he has already been developing stuff. Several of his patches are already in for the 3.2 release. Plus, Project Heist aims to improve pbr/texture paint/baking workflows. So I would imagine improved UV editing is related to that.
Hi everybody! I'm a newbie here! I do know a couple things about Blender, though. So, thought, maybe I should share here a tutorial I made about using Blender and about making your first project in it. I know somebody out there might need something like this. Especially if they are a complete beginner and don't know much about Blender but want to learn a new skill fast and create something very cool. Enjoy and let me know what you think.) https://www.youtube.com/watch?v=ASMSu-LPuCI
Hey guys I have a question regarding baking. Basically, I have this cauldron here which I sculpted a small detail into as a test and was confused as to where to go from here to achieve the low poly from this model. Do I duplicate and decrease the multi-res?
The Multiresolution Modifier in Blender has so to speak it's lowpoly "already included" and the bake function has a Bake from Multires option. But i have never seen a Solidify Modifier after a Mutires..
The old tools are one trick tools. After activation and usage they are deactivated. But the paradigm for the new tool system in the tool shelf is that such a tool stays active as long as you don't switch to another tool. So you have to switch it actively.
Replies
I have a question regarding Blender 3.1 and OBJ exports. I have a problem here that I already had with older versions Blender, but I knew how to fix it there. This method does not seem to work in Blender 3.1 anymore.
The problem is with the naming of the objects/ meshes after OBJ export. Blender 3.1 changes the names of the mesh objects contained within the file. When I have an object named e.g. 'arms_low' in a Blender file, export it in OBJ format, and then re-import the OBJ, the same object is now named 'arms_low_arms_low_arms'.
As I said, I had this problem already with older versions of Blender, but there was a way to 'fix' it. All I had to do was to make sure that both object name and mesh name were the same (object named 'arms_low', and mesh named 'arms_low' as well).
This doesn't work anymore in Blender 3.1. Even if both object and mesh names are the same, Blender still changes the object names to gibberish, or attaches the mesh name to the object name. This is very unfortunale, as it makes it impossible to use OBJs exported from Blender for texturing in Substance Painter or Marmoset Toolbag, they rely on exact naming conventions.
Any ideas/ solutions for this?
Report it as a bug. It is one :)
Hey guys,
I made a small video to show off some of the UV techniques I use to one of my buddies and since I've never seen any tutorial or anyone use theses techniques I thought I'd share it here too. Hope someone finds this useful.
https://www.youtube.com/watch?v=0X6X-47iL0o
@Oaken Any reason why you don't just use pinning and Live Unwrap? Select verts, pin, auto-align, and you're done. No faffing about with UV coordinates, inverse and box selections and all that?
Edit: You could also save a few keystrokes and clicks when trying to align your border verts (like in the arm) if all the border verts are pinned, you can just alt-click the loop that contains both verts, and then right-click, auto-align. I know it only saves a couple of clicks, but they really add up when you're aligning a ton of verts.
Edit 2: You don't happen to know Guillaume Tiberghien, do you? He's a fantastic character artist (and a fantastic guy!) that's up in your neck of the woods. If you do, tell him I said hi!
What's going on @ 0:12. unselected verts automatically pinned? 🤔
@Brandon.LaFrance Oh wow, I think when I started switching to blender I didn't grasp what the live unwrap/pin actually does so I discarded it and found an addon that applies the unwrap algorithm only to the selection... essentially the reverse of what live unwrap does.. Makes me feel dumb. I'm the one learning from this after all, It does look more efficient and feels more "free flowing" from the short time I've been testing it since your comment.
@Defunct It's part of an addon that applies the same algorithm from the unwrap option but only to the selection and not the whole uv island.
@Oaken Hah, don't be too hard on yourself, we all have our blind spots. Not doubt there are a million things in my workflow that are "suboptimal" to say the least. I just don't know about them because I'm too scared to go out on a limb and post stuff like you did. Just glad I could help you out. Keep up the good work, and keep sharing your knowledge!
@Oaken would love to learn the name of that addon if you dont mind. That workflow of unwrap only selected part of the uv is very handy in maya. Sounds like this addon allow blender to do the same.
@quockhanhlk https://alexbel.gumroad.com/l/NbMya
The addon as other features which I've never used, the unwrap selected was the only thing I wanted. The hotkey should be Shift+E by default and It doesn't work with UV sync activated
Made a new video showcasing the new Zen BQQ (Build Bevels Quickly) addon for Blender :)
@LuisCherubini Thanks for sharing this here - I didn't have that zen plugin in my radar, and I'm glad I know of it now!
Yeah, it's a time saving thingy, the bevels controlled by custom attributes. The devs are located in Russia and Ukraine, so any little contribution / donation really helps them right now
hi :) Can't seem to find the quad-remesh function in current Blender 3.1.2 (I think it was "Quadriflow"? It's mentioned here in the docu ). I vaguely remember using it in a previous build. Was it removed? If anyone knows anything or has any suggestions, happy to hear it! Saw there is a paid addon "Quad Remesher".
You can find it here under object data properties/ remesh, there are both voxel remesher and quad(riflow) remesher.
The quad remesher addon is expensive, but works very well and worth it if you understand and know how to include it into your workflow.
Awesome, thanks 🙏
Have they fixed/updated the UV tools in the latest version of Blender?
Not that i know of. No significant changes in this area. https://wiki.blender.org/wiki/Reference/Release_Notes/3.1
They just hired a guy to work on UV tools. I haven't seen anything about what is planned yet, but hopefully it gets some upgrades soon.
Phabricator activity: https://developer.blender.org/p/chrisbblend/
Weekly reports: https://wiki.blender.org/wiki/User:Chris_Blackbourn/WeeklyReports
Yes, but i fear this will not make it in a nearer future release. This all first needs to be developed. And this is open ended in features and time frame.
Well, the links I posted shows he has already been developing stuff. Several of his patches are already in for the 3.2 release. Plus, Project Heist aims to improve pbr/texture paint/baking workflows. So I would imagine improved UV editing is related to that.
Hi everybody! I'm a newbie here! I do know a couple things about Blender, though. So, thought, maybe I should share here a tutorial I made about using Blender and about making your first project in it. I know somebody out there might need something like this. Especially if they are a complete beginner and don't know much about Blender but want to learn a new skill fast and create something very cool. Enjoy and let me know what you think.) https://www.youtube.com/watch?v=ASMSu-LPuCI
Hey guys I have a question regarding baking. Basically, I have this cauldron here which I sculpted a small detail into as a test and was confused as to where to go from here to achieve the low poly from this model. Do I duplicate and decrease the multi-res?
The Multiresolution Modifier in Blender has so to speak it's lowpoly "already included" and the bake function has a Bake from Multires option. But i have never seen a Solidify Modifier after a Mutires..
Is there a way to use this tool and have it go back to the selection tool after you created the primitive?
Use hotkey W :)
The old tools are one trick tools. After activation and usage they are deactivated. But the paradigm for the new tool system in the tool shelf is that such a tool stays active as long as you don't switch to another tool. So you have to switch it actively.
That little white grid can be removed?
No, it's part of the widget.