Proportional Editing, yeah. If you only want to affect the select polygons, the closest thing I can think of that that is the fastest is select your polygons, and in Hops menu Add Modifier>Lattice. It's not perfect, but it gets the job done a lot of times. xrg mentioned something like this. Is this what you're looking for?…
because then you are in control, not the sliders. ;) perhaps you could have a look at blender's builtin curve sketching module (the one that lets you draw across surfaces) to see if it can be tailored to become part of your toolset? felt quite natural last time i tried it. then vary that result with sliders, taper the…
Do you think that they'd (the blender foundation) would be amenable to allowing the user to toggle whether non manifold geo was createable. Its really easy to create by accident and its totally undesirable in every other app out there. (who would i ask)
Thank you! I tried piemenus editor to create modal operator. I cant use curve circle, cause the U only power of 2, i need odd number of vertices too. Is there way to update bmesh, with same loc rot scale
Can you do something similar to Zbrush grooming and then converting to alpha sheets in Blender? Can anyone point me to some tutorials please? I want to try create something similar to this guy in Blender without Zbrush. https://www.artstation.com/artwork/56wLO
I'm launching a pack of organic patterns directed towards 3D artists. I'd really appreciate if you guys could give this a look. There's an example .blend scene and you can get the substance nodes I made to create these :) https://gumroad.com/l/oTTGq
I said there were other things I would have preferred from the update. He asked me for specifics, and I listed them. That is literally all that happened. You're both trying to create an issue where there is none, and that's the problem here that I was commenting on.
Will do, thanks. And yeah I'm aware of that much at least, just didn't realize splitting edges on curved surfaces actually created gradients. I'm used to the gradients being caused by lack of split edges. Now that I'm aware I'll be smarter about it in the future.
Cavity mask for mesh painting is in? Nice! That will really help out with roughness maps. Also I appreciate the developer humor when talking about bug fixes: "As for every Blender release, no bugs were fixed. Creating new ones is much more fun!"
A hard-edge modeling tip I got from Kent Trammell recently and felt dumb for not thinking of myself is using bevel to create holding edges. Simply bevel an edge, give it 2 segments and a profile set to 1. Works with the bevel modifier too.