Amazing stuff! @Michael Knubben I tried my luck with just Quick Favorites and added a continuous animation for the UV. Selecting one Modifier and copying it over to other meshes works. Would love to see a PME version.
Any suggestions on how to unwrap a model like this efficiently and without much stretching? Currently doing in blender but it takes a lot of time, and zbrush auto unwrap leaves too much stretch
Any suggestions on how to unwrap a model like this efficiently and without much stretching? Currently doing in blender but it takes a lot of time, and zbrush auto unwrap leaves too much stretch
I assume this is the correct place to ask. I don't have a technical question or modeling problem right now. I was just thinking, what's Blender's standing like these days?I remember that it seemed to be mocked quite a bit in the past, and generally considered quite inferior. With things like the sculpt mode changes and EEVEE, UI changes and general improvements, I wondered if views have changed.
Yes, views have changed, the software hasn't. All the furor has disappeared. We got other stuff to worry about, and both sides have no time for fan boys or haters. I think folks are busy makin' stuff.
Generally yes, Blender is a very competent modeling package these days, I use it as well as several other artists I work with. I've switched off 3DS max completely, but still use Maya for work. The only real complaint myself and a lot of other people seem to have is the UV editor needing some love so it's less obtuse and quirky out-of-the-box. Add-ons somewhat solve it, but I would like to see Blender actually give it a pass like it has given other interfaces.
I suppose you could create a toggle for this option and map that onto a hotkey, put it into a sculpting pie menu or execute it as a script that runs when you activate sculpt mode as well as untoggle it again on exit?
If you activate 'Developer Extras' 'Python tooltips' from the 'Interface' page of the preferences you can see the python command for 'Orbit Around Selection'.
is there any way to "fix" the bool tool, or an addon with a properly working bool tool ?
the blender bool tool just makes a lot of mistakes, especially on more complex geometry and if i do the exact same bool in maya, with the same geometrys, i get perfect results
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I tried my luck with just Quick Favorites and added a continuous animation for the UV.
Selecting one Modifier and copying it over to other meshes works. Would love to see a PME version.
Any suggestions on how to unwrap a model like this efficiently and without much stretching? Currently doing in blender but it takes a lot of time, and zbrush auto unwrap leaves too much stretch
I made a Greentooth generator and triangle counter in Geometry Nodes. Free to download!
@Michael Knubben Going to try it, looks great!