Heya Danny. I was aware of most of what you said. I did not know this. I might need to give up on modelling with those sexy matcaps then, sadly, if I want to display textures that is. The other thing is about Workbench. There was something tricky about the way Blender treated the Workbench render engine and your default…
Hey guys I just started learning Blender and I'm having some issues: 1) Is there any way to adjust the grid snapping increments in the perspective viewport? With units set to metric the persp viewport seems to only snap to increments of 1 meter. Which is essentially useless because I'm never working with anything large…
Pablo Vazquez is currently working on some new defaults for Blender, so if any of you guys want to make some suggestions it would be great. You can make suggestions by tweeting with the hashtag #b3defaults and see the current proposals HERE It would be really nice to get some game dev opinions in there because I'm getting…
Guys, I think you have to be realistic. Look how much went into explaining the simple problem of not being able to preserve smoothing without splitting edges in this thread. A lot the post are written by Blender users who have no idea about the game art workflow. Almost no one to test the smoothing groups implementation,…
Okay, I don't care what the hot keys are. That's easy to adapt to. What I don't like are the nonsensical changes made to the basic interface, like removing functions that simply should still be there. Such as the node editor. In 2.4x, you would click and drag to delete connections, nice and simple, and I remember i figured…
So I have tried both 2.8 and 2.79, both look pretty promising with recently Principled BSDF integration. I do find myself spending much more time on learning 2.79 control. For example: - Blender 2.79 offers "Maya" and "3DS Max" key binding preset and yet none of them work like they should. - Worse still, I soon realize…
@pior What happens if you mark sharp all your UV-seams then apply an edge split modifier first? I'm pretty sure that process does not destroy the UVs of the object but should mean the splits are already present in the mesh before you run the Textool flatten to UV. It works on my really quick test object but with more…
@atxr Thanks for the GIF. I can see now that what you want is contradictory: you want the shoulder to be included in the IK chain and for it to move, but you also want the knee to bend. The IK algorithm solves the problem of "how to best rotate the bones in the chain so that the leaf bone (the last one) can follow the IK…
Hello Blender thread! Long time 3ds Max/ Maya user here ... now learning Blender. I would like to consult the minds here on Polycount over some learning curve issues. As you can see I am getting major issues with my Anvil mesh in render mode displaying hard edges. The mesh displays normally with all soft edges in the…
Haha! Beat you to it. ;) Was fun to model. I didn't use any high poly baking at all. This was wysiwyg in-game final topology and bevel shader baking in Blender. Substance for additional normal detailing. @"Alex Javor" Cheers mate. Yeah, modeling in Blender is really slick. As for animation, I haven't done a lot of…