Cheers, that's how I set it up after trying to do this with existing "maya" preset. Those non-default presets are super outdated and shouldn't be used. I have added shortcuts like "double-click to select edge loop" too, this is where Blender shines, if I can find it then I can customized it. I am also slowly converting…
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…
Grimwolf's complaints seemed to get so many useful responses, it might be worth it to mention the features I'd like to see in case I'm wrong and you just need to hit tab-alt-tab-ctrl-shift-q in the info window, properties shelf, and 3D view respectively. Curves support: Branches. Mitering of unaligned handles. Creation of…
@Prime8 : Oh, this is fantastic, thanks ! As a matter of fact I was unaware of this Space command - and even though it doesn't do any form smoothing per se, the mere fact that it perfectly evens out edges along a form does pretty much exactly what I was looking for. Very nice. This is actually really interesting - I…
Hey guys, Quick note to say that I made an updated build of custom normals, as usual here: http://download.blender.org/ftp/mont29/ This should (hopefully) be the final 'initial' version going to master (for 2.74 with a bit of luck, otherwise for 2.75). It uses DataTransfer code to copy normals from one object to another,…
well not really...i meant transform correction :P typo I always found pinning UVs a really needless and time consuming task when many programs will do this automatically. The algorithm that UVMaster uses is available as a white paper which could be integrated into blender but there doesn't seem to be much interest in…
Ok, I see what you mean, I've just run the same mesh through minimize stretch and 3ds Max's relax. I agree minimize stretch is pretty useless and the result even excluding borders is very different. EDIT: One loop off. The problem here though, is more about unequal texture space rather than texture stretching with the…
Hey Jonathan, I want to offer a critique on your workflow if I may. As I was watching you work, you were really getting mired in extruding faces/F2 fills to build the non-cylindrical forms (i.e. the deltoid). Have you considered placing large simple geometry (like a plane) first and increasing the density with…
Totally forgot Machin3tools did that. Thanks for the tip! Stackexchange though seems like a hit&miss hodgepodge in regards to answers and their quality, but I guess it doesn't hurt to try more places if one doesn't deliver. And in any case, the people who check this thread have consistently delivered very informative…
Alright, change of info. The developer is currently proposing this: "* Core function (C) takes a mesh, scans it to detect edges marked as sharp, computes a normal for each vertex for each face accordingly, and stores those normals into a Loop CD layer. Note edges considered as sharp do not only include those marked as…