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…
@justo welcome to the weird, wonderful,and whacky world of Blender materials....... :) Coming from Max it took me a little while to get my head around it. Workbench and EEVEE display materials differently. EEVEE is best used to display your standard principled shader materials that you've created. Workbench has its own…
Hi there @kio , I got it figured out and I can now comment on what went wrong/what may need to be adjusted. - There is no zipped release on the GItHub page, and downloading the source as zip indeed adds the usual "-master", resulting in a zip that doesn't fit with the usual Blender addon specifications. Of course this is…
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…
@renderhjs thank you so much for making this! I had a little time today to try it out and I will definitely be using it! I love the UV editing tools, really useful and powerful! I'd advise against adding default hotkeys to certain tools (like the align tool - believe it or not I had already assigned alt+arrow keys to…
At the risk of going against the consensus, I actually kind of doubt that reworking the default key bindings will do much. Put differently : I think there is no point in sticking with default hotkeys in *any* program out there ; and I believe there is no point in trying to design a set of hotkeys that fit everyone either,…
So, it's been more than a year since 2.8 and I personally still find the new Collections to be very annoying and a waste of time. It's a constant juggle between using the interface of the M hotkey (to move objects in and out of collections), having to actually go dig inside the outliner and constantly having to…
@renderhjs That's a great way of doing it too! I'll need to add that shift+7 to my brain shortcuts, since it's a very powerful tool to have. Thank you for sharing this! Working limited to an angle threshold can sometimes not be ideal for all meshes and shapes, that's why I like having manual control of everything, anytime.…
Ok here we go. This is the first time ever I defend a 3D software. I totally understand your take on this because I was exactly like you; I didn't know the software and thought a lot of things had to change. But that's, I think, because I was still in my Maya/Max workflow and mindset. I'm not sure if you've ever seen this…
"[...] looking for a Pivot-To-Bottom solution " Bear in mind that in 99% of the cases the object in question will be built directly over and in relation to the 0,0,0 of the scene anyways. So all that one might need is to set the location of the origin to just that (Apply > location). This along with Set Origin to Center of…