@yadoob Can't speak for mmaaxx but I bought it as well and I think it is great. Only real complaint is that sometimes when I use asset to selection in face mode, my mesh disappears and in rare cases when placing a bunch of inserts, sometimes some of them will be upside down. I am not entirely sure how useful it is for game…
@Prime8 Yeah mate, Chamfer(Bevel) modifier + Sub-D is an essential part of my hard-surface workflow in Max. I've been testing modeling in Blender 2.80 these last few weeks to see how it stacks up against Max. Max's Chamfer(Bevel) modifier and InsetSG modifier are by far the best I've seen so far for this kind of work. I'm…
@melviso When I think about it for a moment, you can probably do that with image textures, if you just keep yourself to 2D surfaces and are not trying to create something cohesive across a whole 3D object like single blocks of wood. I mean manipulating UV coordinate vectors is pretty much the core of what happens in the…
Yup, that's been a problem since 2.80 and I also think Blaizer's complaint is justified. It definitely gets worse the more dense the mesh is and the more modifiers are stacked such as mirror and array. It should be a lot more responsive in 2.79. I've gotten used to modeling with the subsurf modifier disabled though and…
As FinseStasjon already suggested, you have to set the custom orientation from the Transform Orientation pop-down(?) menu, or, if you install HEAVYPOLY's free scripts, you can easily set the pivot orientation by pressing CTRL+SHIFT+SPACEBAR and select "Pivot Custom" form the pie menu:…
Being realistic seems to be based, in this case, on the subjective. One persons "realistic" might not be the "realistic" others see. Whether you think proper support for multiple normals is going to happen or not is kind of moot, since its up to the core developers. Given the latest proposal for 2.7 and onward, as well as…
Here's a quick example of how you'd set the modifier up for hard surface work. The modifier is on in the right pane, and off in the left pane. I have an ordinary cube with hard edges on the first layer. The modifier is on on the right side, and off on the left side. To get it working for a hard-surface type of thing you…
I've been sclupting in Dynotop which works like wonders, almost as good as zbrush! Been working on this: I started the whole thing from a sphere and this is the second 3D sculpt I ever made from scratch with no base mesh. My first was with Mudbox, which even though is a nice sclupting/painting software, the simple fact…
In my experience it works great joining flat/flat, works pretty well joining curved/flat depending on the underlying topology. But it completely falls apart when you start trying to join curved/curved surfaces. Might be good enough for concept modeling or previz but I would not bake it, at least not without cutting in…
Not sure if it's still the case as I've changed mine a little but by default blender has(had?) two standard sculpt brushes "Brush" and "SculptDraw". I used to accidentally toggle between them with the hotkey but they had different setting so would often do something I wasn't expecting like you described, making huge…