Does anyone know faster and easier way of "spherifying" flat surfaces? Right now I need to * Detach surface * Enable proportional editing * Move central vertex up * Disable proportional editing * Move surface back * Merge vertices Which is slow and surface doesn't stay in place making it harder to match a reference
There is no way to access individual polygons from procedurally generated geometry without applying the modifiers first, right? Lets say I have a polygon plane, assign a Solidify modifier to it, and then want to put another modifier that e.g. exclusively influences the sides (rim) of the solidify? There is e.g. no 'delete'…
@pior Something like this? I have no idea if there's already an add-on for that, I just wrote that stinky proof of concept snippet. I don't have the time to invest into turning it into a full fledged add-on right now, but I'll definitively do later because now I realize this is what I've been missing in my life!
@sinhead I think those are related to the Z-Buffer of the viewport camera. I get those as well, if clip start of the view is really small. (< 1mm). You check/change that in the right hand shelf of the viewport. (N) Edit: Actually I am not 100% sure if it's just a small clip start or a large range of start to end.
Unfortunately Blender doesn't have a modifier similar to Max's Smooth modifier. This is a really weird behaviour all right. Although not ideal, you could save the hard edges as a vertex group and recall them later when you need them. I really have no idea why it does this. No other DCC that uses opensubdiv does this.
@AtticusMars thank you for the feedback, you're right about the way they show the tool, they are not targeting the video game industry but I'm sure there is other way to use it even for none hard surface stuff :) As for the beveling, be sure to be in edge edit mode as Jed said and also check if the mesh diplay options are…
@Udjani for one you are throwing away the "Z" (blue) channel of one of your textures with this setup. And just adding them is not the right way to go about it either. With normals, 128 (or 0.5 for greater color depth) is the unmodified normal direction. With just adding both together you are only ever rotating the normals…
I honestly feel that the tools and applications people use are increasingly irrelevant and its only good art that counts. Sintel will increase awareness for Blender and more people will think about using it, but i dont think the vast majority will really ever get over the stigma that it has had in the past. 2.5 is…
Blenders got a very cool interface, wish people would move on from that. Love how I can hit spacebar and every feature of Blender is right there. You dont get that with Max. The documentation is what stinks of programmers :P I find it hard to absorb info from glorified text files. Thats why blender cookie is awesome :)
And I would appreciate if you'd stop defame Ton as "inconsistent individual" and accuse him with stuff like Because that is not an opinion. It's a blatant lie, based on speculation. Fact is Blender got a lot game related features in the last half year, thanks to the dev fund. And refer to Blenderartists because there are…