Quick question: Is there a way to select faces like Max : not by selecting the middle of the face but simply by drag selecting on any part (when the limit selection to visible is enabled).?
Anyone know why my UV unwrapping operations seem to result in the UV faces being separated, even when the faces are connected in the geometry and there aren't associated seams?
Face Orientation theming was just added a few days ago. In a recent build, go to the theme options and then under 3d view look for Face Orientation back/front.
There is a way to have "true" wireframe view without the need to turn off Faces Overlays every time? Default With Faces turned off (N-->Mesh Display-->Overlays)
Hello all - Is there any non-manual, non-tedious way of converting face sets from Sculpt Mode to some other face attribute ? I don't really have any preference as to which, as long as it allows to select the resulting regions, somehow. It could be randomly assigned materials, automatically assigned vertex sets, all face…
@"another caveman" with non-uniform subdivision do you mean that the new edges are not evenly distributed across the subdivided faces or that you want to apply different levels of subdivision on different faces?
Hey, i've finally taken the plunge into 2.80 and I'm really enjoying it so far - Eevee is... absolutely stunning. I was wondering if there was any way to change the solid mode viewport to better reflect inverted faces, akin to the viewport in 2.79. The face orientation overlay does it's job, but i'd rather be able to see…
Hey guys! Any rules on UV unwrapping objects with face weighted normals? Should I cut bevel faces entirely? Or I can cut how I want and avoid stretching?
Thats it, thanks a lot! There does not seem to be an option to align the rotation of the cursor to a selected face in that menu. Do you happen to know a shortcut to align the cursor so it is rotated perpendicular to a selected face?
I tried this quickly but for me, it didn't work like Max at all. I think it just sets the actual gizmo orientation to follow the face, rather than locking the actual vertex to the face?