thanks i actually had select on LMB which was set to press, so i just switched that to click and and my double click bind for edge loops works now. now i don't need to fight so much muscle memory when going between silo and blender. still keeping the tools the same on the 2 apps since they work so differently but having…
If your mesh is symmetrical then you can delete half of it, add a Mirror modifier, then use that hide -> sculpt workflow on the original half. This is sort of an out-of-scope method though, because sculpting is supposed to be used on whole solid meshes. The Smooth brush doesn't work well on the middle loop of this…
@musashidan I totally agree, reactivating the loop tool in Ctrl + R is a step that just stalls the overall speed, I wish that behavior could be toggled down at least. Even with the increase of non-destructive workflows its important to aknowledge some basic modeling comands back in line. @kio I'm happy to see you active in…
been messing around with blender a bit more and ended up switching the navigation control's more to my liking with a alt centric setup but hit one stump as a result i had to rebind select edge loop which i want to put on left doable click but it wont let me use that even know it shows as a available input for the command,…
greetings fellow blender users!!! i started using blender a while ago and starting to like it a lot! i recently made a character with large amounts of hard edge modelling, so i made some non-destructive macros to speed things up a bit. it doesn't work flawlessly or perfect in any way, but at least you don't have to fiddle…
I'm not 100% sure i understand what you mean but going by the picture in your blog it appears the issue is that you don't terminate or redirect any edge loops to match the number of sides for your outer cylinder so your topology is quite bad to begin with. Your idea of dealing with the situation would create a ton of…
I've tried, but getting the beveled hole to match the angle of the curve seems too difficult. Unless you settle for a sharp edge, which I don't want. But moreover I'd like to be able to model stuff like this, if there is a way, for hi-poly renders and such. edit: nevermind, I was looking at some hard ops videos and…
Yea defiantly for subd but also for the LP before baking maps. Currently if i want hard edges on the LP have to split the mesh with the EdgeSplit modifier which causes seams to show in the normal map. If there was an Edit Poly modifier, i could add extra supporting loops to the LP negating the need (most of the time) for…
Yeah, doesn't seem to work for that one, does it. I don't think it's a bug, it's more of a missing feature I guess. What you could do is get rid of a face loop where you want to transition from lower density to higher density, then add a level of subdivision to those faces and then bridge them together. Or just add extra…
Stock pie menu setup. Bevel vertex. Contextual tools/hotkeys. Improved edge loop selection. Inset/Extrude segments. Selection type hotkeys (vert/edge/face). Improved vertex normal shading. True local transformations (IE; selecting 3 faces and extruding each along their respective normals). Improved symmetry (deleting half…