That seems cool. Does it work with PSDs and layers? I mean, can you tell it that the new paint goes into a specific layer in a PSD (or layers in general)?
Painting in Blender is a bit of a mixed bag - it's projection and cloning is pretty good. However, it doesn't have image layers (like Photoshop), can't flood fill, things like that. Most of that is being worked on (GSoC starts up here shortly and a guy has several little things he plans on fixing).
Here are some texture paint videos. The last one in particular demos a pretty powerful add-on.
I use the non-projection mode a lot for painting along seams, or painting edge hilights, but the types of textures I paint are more oldschool handpainted stuff, so I can't speak to how useful the texture painting is for more high end stuff. Works for me though!
once every few versions i will give blender a try to see how its developing. and they FINALLY after years and year have got the new polygon system b-mesh which supports n-gons and tools that can work with n-gons. and i have to say that for poly modeling it seems 'useable' now. that is, if you can get all the hot keys setup and you have a normal box modeling workflow. so way to go blender team. i have not done any benchmarks to see how the tools hold up at high poly counts. but it did not crash doing a simple model so it seems somewhat stable.
they REALLY need to make the hot key editor better so you can search by function name or by hotkeys. its almost impossible to figure how to remap things. even simple things like mapping the manipulator for T/R/S is edit mode is impossible to figure out in a reasonable amount of time.
although, it might be nice if it told you what was on that key already!
that does not work except for a subset of the tool functions.
for instance if you want to have a hotkey for each T/R/S manipulator from the ctrl+spacebar manip mode you can not use rightclick to make keys. its really nasty once you have to dig into the hotkey interface system to figure out how to make the hotkeys.
the screenspace T/R/S is not what i need most of the time and those functions are built into the manip system. i assume most modelers would be very turned off to blender when they cant even figure out how to get the /T/R/S manip hotkeys setup.
also even if you do manage to get the hotkey setup if there is already a hotkey that uses that hey it will over ride your custom key. so then you have dig through the input menu to find the key and disable it. :poly142:
This is good. Blender devs need to look over this.
Especially the bit about the work plane. WORK PLANE
I think the equivalent to Work Planes in Blender is custom orientations, though I'm just guessing from watching the example Modo video (never actually used it). They're kind of tucked away at the bottom of the (n) properties panel. You basically select some faces and click the + sign.
Snowfly: Good call. I included this in my keymap file a few pages ago. Also in there is the setup for the UV editor as well. It's the same settings, but you have to set them under the image editor category instead of the 3d view.
those are another one that i would have never figured out without the internet.
i finally found this 12 minute video that shows how to set them up. but come on! 12 minute tutorial to show you how to set up the V/E/F hot keys lol... thats my point it takes a video tutorial to figure it out.
Ah cool Slum I must have missed it. I'll have to check it out.
My only gripe with setting up the subobject selection modes this way is Blender is pretty bad at maintaining selections when jumping between different subobject types, and I haven't quite figured out how to set it up so that holding down Shift allows you to select multiple subobject types at once.
those are another one that i would have never figured out without the internet.
i finally found this 12 minute video that shows how to set them up. but come on! 12 minute tutorial to show you how to set up the V/E/F hot keys lol... thats my point it takes a video tutorial to figure it out.
i guess if you put enough time in you will get everything setup. but my guess is that most people will just give up.
Agreed! This is something that is a major point of contention among the blender community.
A while back I just decided I am forcing myself to learn Blender for all my art at home. I had to reinstall Windows and I just straight up decided to download Blender and force myself to use it. There are plenty of times I have wanted to give up, but I'm not letting myself have that option
I did a similar setup to snowfly, for a,s,s but also set to to be 'true,true,true' so it can select verts, edges and faces at the same time. That, with the click/drag ability to move things without needing to press anything on the keyboard can give a nice way of doing tweaks.
Messing with this some more today, have a few questions:
-Is there any way to cull or change the shading of backfaces in the viewport?
-Paint/Raycast select, how's it done? Everywhere I look says press "B" twice, but that doesn't do anything.
-Is there a normal "select only" mode? Not a fan of the always on sticky-manipulator, could cause problems ("Oh look! I managed to move a row of edges in a part of the model I wasn't paying attention to without even knowing it, thanks sticky-manipulator!")
-As I understand it, preferences are saved per-scene file. So what if you want to go back into an old scene and load your newest preferences? Can you save preference presets and load them into scenes as wanted?
-Can the 3D cursor be disabled?
-There is no add/subtract selection, only toggle selection via shift or ctrl+shift. Is this right?
---
Also some quick thoughts;
-The bevel tool isn't very good, edge distance can be very inconsistent (but I guess they're working on it?)
-Hate how you can't deselect all components with the mouse. Even Modo lets you do this so long as you're in Select mode.
-The way edge slide works (drag away from mouses initial position when the tool is activated instead of holding lmb/rmb to define the initial starting position before dragging), could be improved. There's also an input if I press the button twice, but that should show up regardless.
-Is there any way to cull or change the shading of backfaces in the viewport? this maybe
-Paint/Raycast select, how's it done? Everywhere I look says press "B" twice, but that doesn't do anything. Press C.
-Is there a normal "select only" mode? Not a fan of the always on sticky-manipulator, could cause problems ("Oh look! I managed to move a row of edges in a part of the model I wasn't paying attention to without even knowing it, thanks sticky-manipulator!")
Ctrl + space
respawnrt: That works for selection, but visibility wise's it's actually more like an x-ray mode. I'm looking for something that will either shade back faces completely different, or make them invisible. So say I took a cube, flipped the faces, now it's invisible (except maybe for seeing the inside faces that have their normals pointing towards the viewport camera).
i used to use blender at the beginning... but then got to know that the industry didnt use it as a standard, so passed to 3dsmax. but up to now i still think that blender has a better uv unwrap system. if only there was a way to blend (no pun intended) blender's unwrap with 3dsmax, man id be the happiest dude ever
Hit (n) to open the properties panel, and go down to the display section - there should be a checkbox for "textured solid" - click that. Then solid mode should show flipped normals how you want and not get the white faces (a texture will show up if you have one though).
They're redoing the viewport code during GSoC. Hopefully it clears up some of the junk like that.
the new bmesh ngon system makes already better ngons than maya.(in such early development stage its amazing work ) snap works clean and very exactly, selection and "softselection" are so simple that it takes a breath after you come back frommaya and max. unwraping is simple and efective(also steady in the development) the programm itself gets more and more functions you even wasnt aware that such thing were possible already. export and import tools work clean.
the only thing i complaing about are materials. you always need blend file to import or export them.
yes you are right, blender ngons are better than maya's ngons, and softselection is awkard in maya, you need to press b and drag your mouse for radius.Also snap is not that exact in maya and max you really need to work your hand to get it in right place compared to blender.I also love
that blender triangulates the ngons on export, i don't know why autodesk didn't get this right.
yes you are right, blender ngons are better than maya's ngons, and softselection is awkard in maya, you need to press b and drag your mouse for radius.Also snap is not that exact in maya and max you really need to work your hand to get it in right place compared to blender.I also love
that blender triangulates the ngons on export, i don't know why autodesk didn't get this right.
lol well if you look how many doublefaces max or maya produce sometimes its no wounder they never fixed it.
also check out last camera tracking tools they are developing..
yes you are right, blender ngons are better than maya's ngons, and softselection is awkard in maya, you need to press b and drag your mouse for radius.Also snap is not that exact in maya and max you really need to work your hand to get it in right place compared to blender.I also love
that blender triangulates the ngons on export, i don't know why autodesk didn't get this right.
Did you know you can CTRL-LMB to use a lasso select? Although, I think that should be the default function of the LMB rather than a alternate and the cursor should be CTRL-LMB.
Edit: It's an easy fix. Ctrl-Alt-U into preferences and find "3D cursor", expand it and select the Ctrl check box. Then find "lasso select", expand both and uncheck Ctrl. Now LMB performs lasso select and Ctrl-LMB moves the 3D cursor.
lol well if you look how many doublefaces max or maya produce sometimes its no wounder they never fixed it.
Max never produces double-faces, double-edges, or double-verts as those are all illigeal types of geometry in it. Its one of the great things about working with Max over Maya or Modo (Modo's REALLY bad about this, like on a whole other level).
Max never produces double-faces, double-edges, or double-verts as those are all illigeal types of geometry in it. Its one of the great things about working with Max over Maya or Modo (Modo's REALLY bad about this, like on a whole other level).
Huh? What's so bad about that?
It would be useful as an option, but depending on what you're doing with the mesh afterwords forcing triangulation could also be a bad thing.
you are right Max never dos it. he also great plugin modeler!:poly142:
Anybody ever have the issue in the video editor were the sound strip does not match the scale of the video strip? The sound is playing at the right speed, but it cuts off at about 3/4 through the video; the entire audio strip, not just the audio itself. Anyone got a fix?
ah answering my own question, I found some on graphicall. The searchbox there isn't helping but google brought up a few. http://graphicall.org/windows/gsoc?keywords=freestyle Hopefully there will be a stable build for the next official update.
Is there a better add-on for icosphere creation? Max has me spoiled, I use geospheres in all my low poly work, but find the icosphere creation options in Blender severely lacking.
Is there a better add-on for icosphere creation? Max has me spoiled, I use geospheres in all my low poly work, but find the icosphere creation options in Blender severely lacking.
I am a bit confused as to what you mean by options lacking. Are you just trying to create an icosphere and or what kind options do you need to make the most out of one? I have never heard of anyone really using them so I am kind of curious what makes them important and why they would need more options.
When I start off sculpting, I usually take a cube and sub divide it so it makes a perfect quad based sphere. Is that in the same ball park as icospheres and why you would need them?
I am a bit confused as to what you mean by options lacking. Are you just trying to create an icosphere and or what kind options do you need to make the most out of one? I have never heard of anyone really using them so I am kind of curious what makes them important and why they would need more options.
When I start off sculpting, I usually take a cube and sub divide it so it makes a perfect quad based sphere. Is that in the same ball park as icospheres and why you would need them?
The Polysphere script I made a while back has been in Blender since 2.6, so you don't need to do that any more
Add Mesh> Extra Objects> Basic Objects> PolySphere.
ah answering my own question, I found some on graphicall. The searchbox there isn't helping but google brought up a few. http://graphicall.org/windows/gsoc?keywords=freestyle Hopefully there will be a stable build for the next official update.
I am a bit confused as to what you mean by options lacking. Are you just trying to create an icosphere and or what kind options do you need to make the most out of one? I have never heard of anyone really using them so I am kind of curious what makes them important and why they would need more options.
When I start off sculpting, I usually take a cube and sub divide it so it makes a perfect quad based sphere. Is that in the same ball park as icospheres and why you would need them?
In max, you can select from about 3 kinds of ico/geospheres; they smooth out very differently. They use different maths to add more triangles and get smoother. In blender we are stuck with the one option, and its not necessarily the most low-poly option.
Subdividing a cube enough times so that it resembles a sphere is far too high-poly. That's fine if you are going to sculpt it, but I'm talking about low poly work.
Replies
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Texture_paint_layers
Here are some texture paint videos. The last one in particular demos a pretty powerful add-on.
Texture Painting Tutorial
Quick Projection Tutorial
BProjection Add-On
they REALLY need to make the hot key editor better so you can search by function name or by hotkeys. its almost impossible to figure how to remap things. even simple things like mapping the manipulator for T/R/S is edit mode is impossible to figure out in a reasonable amount of time.
although, it might be nice if it told you what was on that key already!
that does not work except for a subset of the tool functions.
for instance if you want to have a hotkey for each T/R/S manipulator from the ctrl+spacebar manip mode you can not use rightclick to make keys. its really nasty once you have to dig into the hotkey interface system to figure out how to make the hotkeys.
the screenspace T/R/S is not what i need most of the time and those functions are built into the manip system. i assume most modelers would be very turned off to blender when they cant even figure out how to get the /T/R/S manip hotkeys setup.
also even if you do manage to get the hotkey setup if there is already a hotkey that uses that hey it will over ride your custom key. so then you have dig through the input menu to find the key and disable it. :poly142:
This is good. Blender devs need to look over this.
Especially the bit about the work plane. WORK PLANE
cut tool / slice
bevel
connect
bridge
dissolve
edge collapse.
along with edge loop / ring etc, that all work with n-gons.
feels quite nice actually. i even figured out how to get rid of that god damn pivot... i hate that damn thing...
I think the equivalent to Work Planes in Blender is custom orientations, though I'm just guessing from watching the example Modo video (never actually used it). They're kind of tucked away at the bottom of the (n) properties panel. You basically select some faces and click the + sign.
1. Go to User Preferences > Input > 3D View > Mesh
2. Create 3 new hotkeys
3. Fill them out like this:
I picked 1,2,3 since you can't access layers in Edit mode anyway, but feel free to assign them to whichever keys you like.
i finally found this 12 minute video that shows how to set them up. but come on! 12 minute tutorial to show you how to set up the V/E/F hot keys lol... thats my point it takes a video tutorial to figure it out.
http://cgcookie.com/blender/2010/05/17/custom-hot-keys/
i guess if you put enough time in you will get everything setup. but my guess is that most people will just give up.
My only gripe with setting up the subobject selection modes this way is Blender is pretty bad at maintaining selections when jumping between different subobject types, and I haven't quite figured out how to set it up so that holding down Shift allows you to select multiple subobject types at once.
Agreed! This is something that is a major point of contention among the blender community.
A while back I just decided I am forcing myself to learn Blender for all my art at home. I had to reinstall Windows and I just straight up decided to download Blender and force myself to use it. There are plenty of times I have wanted to give up, but I'm not letting myself have that option
-Is there any way to cull or change the shading of backfaces in the viewport?
-Paint/Raycast select, how's it done? Everywhere I look says press "B" twice, but that doesn't do anything.
-Is there a normal "select only" mode? Not a fan of the always on sticky-manipulator, could cause problems ("Oh look! I managed to move a row of edges in a part of the model I wasn't paying attention to without even knowing it, thanks sticky-manipulator!")
-As I understand it, preferences are saved per-scene file. So what if you want to go back into an old scene and load your newest preferences? Can you save preference presets and load them into scenes as wanted?
-Can the 3D cursor be disabled?
-There is no add/subtract selection, only toggle selection via shift or ctrl+shift. Is this right?
---
Also some quick thoughts;
-The bevel tool isn't very good, edge distance can be very inconsistent (but I guess they're working on it?)
-Hate how you can't deselect all components with the mouse. Even Modo lets you do this so long as you're in Select mode.
-The way edge slide works (drag away from mouses initial position when the tool is activated instead of holding lmb/rmb to define the initial starting position before dragging), could be improved. There's also an input if I press the button twice, but that should show up regardless.
this maybe
-Paint/Raycast select, how's it done? Everywhere I look says press "B" twice, but that doesn't do anything. Press C.
-Is there a normal "select only" mode? Not a fan of the always on sticky-manipulator, could cause problems ("Oh look! I managed to move a row of edges in a part of the model I wasn't paying attention to without even knowing it, thanks sticky-manipulator!")
Ctrl + space
lol. Clearly they did that just to mess with people, in a few years it'll probably switch to "D"
Bah! That screws up front faces by making them go pure white (no texture after all). Oh well.
They're redoing the viewport code during GSoC. Hopefully it clears up some of the junk like that.
Looks like a good way to learn some tools.
the new bmesh ngon system makes already better ngons than maya.(in such early development stage its amazing work ) snap works clean and very exactly, selection and "softselection" are so simple that it takes a breath after you come back frommaya and max. unwraping is simple and efective(also steady in the development) the programm itself gets more and more functions you even wasnt aware that such thing were possible already. export and import tools work clean.
the only thing i complaing about are materials. you always need blend file to import or export them.
that blender triangulates the ngons on export, i don't know why autodesk didn't get this right.
lol well if you look how many doublefaces max or maya produce sometimes its no wounder they never fixed it.
also check out last camera tracking tools they are developing..
for free software its amazing!
Did you know you can CTRL-LMB to use a lasso select? Although, I think that should be the default function of the LMB rather than a alternate and the cursor should be CTRL-LMB.
Edit: It's an easy fix. Ctrl-Alt-U into preferences and find "3D cursor", expand it and select the Ctrl check box. Then find "lasso select", expand both and uncheck Ctrl. Now LMB performs lasso select and Ctrl-LMB moves the 3D cursor.
Max never produces double-faces, double-edges, or double-verts as those are all illigeal types of geometry in it. Its one of the great things about working with Max over Maya or Modo (Modo's REALLY bad about this, like on a whole other level).
Huh? What's so bad about that?
It would be useful as an option, but depending on what you're doing with the mesh afterwords forcing triangulation could also be a bad thing.
you are right Max never dos it. he also great plugin modeler!:poly142:
Unfortunately not. PSD support required the QuickTime library and it was decided that it wasn't compatible with GPL.
Still makes me cry myself to sleep every night
(I haven't updated from the last version capable of loading those)
I am a bit confused as to what you mean by options lacking. Are you just trying to create an icosphere and or what kind options do you need to make the most out of one? I have never heard of anyone really using them so I am kind of curious what makes them important and why they would need more options.
When I start off sculpting, I usually take a cube and sub divide it so it makes a perfect quad based sphere. Is that in the same ball park as icospheres and why you would need them?
The Polysphere script I made a while back has been in Blender since 2.6, so you don't need to do that any more
Add Mesh> Extra Objects> Basic Objects> PolySphere.
If you don't want to dig for it, you can just download the script and add it in the normal way. http://projects.blender.org/tracker/download.php/153/467/26250/19583/add_mesh_polysphere.py
Thanks! That made my day!
I just found it by searching on google something like
http://graphicall.org: WITH_BF_QUICKTIME = True
Please share if you find something better!!
In max, you can select from about 3 kinds of ico/geospheres; they smooth out very differently. They use different maths to add more triangles and get smoother. In blender we are stuck with the one option, and its not necessarily the most low-poly option.
Subdividing a cube enough times so that it resembles a sphere is far too high-poly. That's fine if you are going to sculpt it, but I'm talking about low poly work.