Yea, it's not a great workflow :( Here are the steps though * Add a mesh * Select the material icon on the right * Add a new material * Click the texture tab * Add a new texture * Go to the Type Dropdown and select Image or Movie * Go to Image> Open * Select your image * Go to Mapping> Consternates> UV * If the image is a…
Strong feature in my eyes. - To find non-manifold faces, go select->Non Manifold or hit Shift+Ctrl+Alt+M (yeah i know...) - To find lose verts that are not part of an edge / face, go select->Loose verts - To make sure you have no doubled up verts in same spot select the whole mesh and click w and then r (or…
I don't like the way blender deals with delete either. Just like other apps it should delete whatever is selected based on the currently active selection mode(s), with an alt function for deleting verts at the same time as edges and such. If they want to make it complicated, just have a node system for creating a hierarchy…
I find it very difficult to work different meshes UVs at the same time. You got em all selected, say you want to work on your Second channel, only the last selected object will have its second channel edited, all the other selected objects will end up broken / editing UV channel 1. Any known work around for this? Thank you.
@Justo I am not sure of what you need for the question 2, but i think that is ''Dissolve Selection'', you can map it to a hotkey and it will let you delete edges and vertices without messing with the topology. For the last question, te selection hast to go beyond the center of the face, notice that your selection stops…
yeah but the thing is, in many cases setting up SGs is just way faster than selecting all border edges by hand, but all this could be done in script. In Blender and Max. it could be even case sensitive, if you select faces it will do it on the border edges if you select edges it will apply a standard value to those edges.…
Remembering what you have selected while moving to other modes is not that essential, it would have been better if Blender had the usual functions you expect from a 3D software, usually to convert your selection to another there is a specific command, and by default you can select what you want in the different modes. I'll…
The UV editor in Blender definitely needs work. I wish it would just display all uvs of your selected object by default. It's very annoying having to always select everything on your model first. And I find toggling "Keep UV and edit mode mesh selection in sync" pretty useless. I'll keep doing my part making little uv…
Unfortunately, I dont have anything off hand. All the stuff i made was just retopo work or just having fun with the tool in general. As for the selections, he is using the CTRL +Numpad +/-, which increases or decreases the selection. :)
same for me, I want to see what I select, if something is occluded, I switch to wireframe or xray. It is always good to have it optional of course. I often use Select Linked (L or Ctrl-L) as well.