It certainly caught up already :) As for Blender - we use it in AAA development. It is excellent tool. Modelling in blender is a blast. And I'm talking about complex objects modelling with lots of modifiers, entities and geometry. It has some tools that no other tool has (or just not as convenient to use as in Blender).…
@Zeist thank you for the detailed response. I switched to using the OSL shader via script and set my render settings as said, but I didn't understand how to setup the edited normals you talked about. Should I just apply a "Weighted Normal" modifier, and set the Weighting Mode to "Face Area" without altering anything else?…
Although the panel appear to be the same, the one I'm talking about opens on first use without requiring you having used the tool already (in the case of bevel, at least) Under the "Industry Compatible" keymaps this is called "3d View Tool: Edit Mesh, Bevel" and it has Middle Mouse assigned, same for the other 3d View…
Thank deity-of-choice! I'm not the only one then. I think Ton is a great developer, but his "Blender is for Blender Artists" mantra just aggravates me beyond reason. It plays right into the fanboy mindset and, in general, is simply used as an excuse not to change something that people complain about. Take for instance the…
@f1r3w4rr10r Like I said, XRay brings its own problems. Not only we should have an option to select things behind other things if we want to without having to toggle other modes every time, the way Blender works right now is that XRay will force a change in selection behavior, from area-based selection (click/drag anywhere…
@Justo #1 Using the Add > Image > (Reference or Background) both remain visible in all view modes. If you're talking about importing an actual mesh object and using it as the image background then you'll need to go to Solid display mode and change the settings Color > Texture. For this to work you will also need to load…
I'll take a look at the auto mirror. The way you have setup the outliner seems like a good way to go about it, never thought about doing it like that, going to setup mine the same and see how it goes. Like I didn't use blenders groups, because they don't show up in the outliner but this will help with that :) I did look at…
No, they don't; that's the problem. Blender developers do not have experience creating art assets for games using commercial software pipelines. So when people approach them with poorly thought out complaints like "Blender needs smoothing groups like Max!" they have no idea what the fuck they're talking about. Whatever…
Ah yes, in which case my advice is also not entirely correct. The need for multiple smoothing groups for clean bakes has --through experience-- become so lodged in my brain, I was highly skeptical of anything else working. That being said, unless you're lucky enough to work with an engine that uses 3ps' Quality Normals,…
metalliandy: I really think you don't get it, though. Unless we're all misunderstanding you, ofcourse. When you break edges, you need to break the uv's along those edges as well, and move them apart a few pixels. This is documented well on the Polycount wiki, which is in my signature. I wouldn't bake something hard-edged…