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…
No problemo ! All working now :) Also : wow. I didn't realize it when initially bringing up the request for a Simple mode, but there are definitely some nice (and unexpected !) side effects to it that I just noticed when trying it out in practice. Basically ... even without using workplane-bound transforms operations per…
* "Any one-button solutions to snapping the pivot (in Blender I believe it's called Origin) of an object to the bottom of its Z height? I found a bunch of old scripts but they all seem to not work in 2.8." For these the thinking goes differently. In Blender everything that involves placing the origin (or even any scene…
From the perspective of someone who grew up with Blender, the interface has improved by leaps and bounds... I can see how it would be more difficult for someone who's been a life long Max or Maya user. The thing is, any new software is going to require some effort in order to get up to speed. That's kinda normal. And yes,…
From Nicholas Bishop, one of the sculpting participants of the Google Summer of Code: "Here's a rough guide to the effect your base mesh has on the speed of sculpting: 1. When you sculpt, it optimizes by ignoring parts of the mesh that aren't near the brush. There are two resource-intensive things that sculpting does: the…
"just regular sub-d modeling with some sculpting brushes"? seriously o.0? did you think well what you said? what a way to belittle! envy maybe? If you really were doing things like that in Max, you would not be saying such things. Lies, that's all. It seems you don't use/know modo, that's sure at 10000%. Heh, "regular…
@thomasp : considering your own technical know-how I can only assume that you've already tried all the usual approaches hence I don't have much more to suggest really. Besides perhaps having a look at the Surface Deform modifier, which has been very helpful to me when dealing with complex body and facial expression…
About baking normal maps using the Bevel Shader in Blender... TL;DR: Is there a way to bake to the lowpoly the details from a highpoly mesh using the Bevel Shader, PLUS the effects of modified normals? Testing my gun bakes, I noticed the following piece was coming out with a gradient: This is in Marmoset, using a 4k PNG…
Some questions. I'm coming from Modo, and thinking about doing some of the modeling tasks in Blender in the future (love the Hardops/ Boxcutter tools). I'm not sure if Blender really can compete with Modos modeling tools. Maybe you can tell me if Blender can: - deform polygons with a falloff. Not talking about sculpting -…
Well, if anything the fact that you are comfortable with Maya-style navigation is already good info. I was under the assumption that you were attempting to recreate some kind of default Modo paradigm with a lot of things specific to that - but Maya-style is indeed 100% possible. That's what I've been using with of course a…