thanks for the links, used the cgcookie stuff for the most part, getting the hang of the basics (made some rivets and bolts to add to HP meshes nothing fancy), moving onto some fancier stuff tomorrow i keep loosing menus etc all over the place, its way better than it used to be (pretty much feels like a different package…
I have made a tutorial on how to generate pre-rendered sprites (like Donkey Kong Country) with Blender Cycles and Shadow Catcher and then play those animations in Godot Engine depending on the key input pressed (script included): https://blender.stackexchange.com/a/117394/23134 The result: Kenub: yes the pointiness doesn't…
Many times as a matter of fact. I was so turned off that at one point I didnt even want to bother seeing the improvements of 2.5. It was to the point where if someone mentioned Blender in the workplace the first reaction would be to say something negative about Blender...meaning there was a negative emotional response tied…
I'm not saying that anyone should avoid using or learning Blender. Far from it. I've been using Blender as my go-to option for 3D modeling for years. I love Blender and think its a fantastic program. But I'm also not a professional 3D modeler. I'm just a hobbyist game developer. For getting some basic, low-poly models…
also, a other downside that ties into with how bmesh is handled is how the community reacts when someone asks about or suggests e feature. for years every time i suggest or ask about a feature im told it is on the way and am pointed to some very very unstable build. since that seems to happen to most people it kinda makes…
Yah, you're on the right track about my line of thought Pior. To me, the problem isn't the arguably longer-than-needed switching of spaces to do UVs or any different setup (I think switching workspaces is quite fine actually). The real gripe comes with all the wasted space, and the uncomfortable sense I get of feeling…
@Blaizer I'm a little confused. I just tested this on my build—also GTX 1060, but paired with a i5 6600. It should perform worse than yours. Here's what I see on 2.83. You said this version was particularly bad at this but it's not an alpha, so should be preferred for tests. While I got a slight performance drop imo it's…
I think terms like "Workbench" and "Previz" are really causing unnecessary confusion, similarly to some of the other unneeded UI/UX fluff that 2.8 is adding. And while certainly useful, the plethora of possible display mode combinations is just making things very cumbersome to navigate ... Oh well. As far as I am concerned…
Hehe by "counter-productive" I wasn't referring to the details of the workflow you describe - as said, combining modeling and sculpting is indeed the most productive way to work on organic hero assets and it boggles my mind that some artists might not be doing that. What I was referring to is the expectation of finding…
@"Michael Knubben" Good idea, it's always cool seeing how others have blender setup :) And I like it being so customizable, among the many included addons, open source once or making one from scratch, That floating panel looks cool! :) I don't work with as little UI as you do, but even then it would save me time from…