BIG UPDATE : One of blender's core developers has a programmer he's worked with that will implement split vertex normals allowing for hard and soft edges. The goal is to provide game artists and those using Blender in a larger pipeline, to have the same functionality with smooth and hardened edges found in similar apps…
Yeah @musashidan , Studio is probably where it's at now when it comes to the most accurate/unforgiving shading representation of the model. I still feel like the good old Solid mode was just a tiny bid more clear and sharp - but maybe it's just me missing the controls allowing for pre-2010, non-physically accurate tinted…
@gnoop : I have to agree, I too find the new collections to be a big step back. They "make sense" in theory , but in practice the old system was imho way more elegant... This might help : https://blendermarket.com/products/collection-grid • Unrelated : is there a way to somehow convert Face Set data into something that can…
Yeah when you get down to it a lot of these applications are more similar than they are different. If you don't have Zbrush for whatever reason and you don't want to use the decimate modifier, you can also do the decimation using Meshlab. It's hard to say exactly how long a particular bake would take. You don't need…
@Tiles - well, in theory that sounds reasonable ... but in actual practice this isn't quite as simple as it seams seems for a number or reasons : 1 - The unwrap may have been fully done already, in a very clean way but just missing the split-and-spread. This can happen when reworking an earlier asset, or even simply when…
"Stop trying to make the use of applications a feel good politically correct ego massage." great stuff peterK! yiannisK, (awesome overall guy) is along the same lines only takes stance too. ::) i would love to post this everywhere, together with: "i'd be a frustrated carpenter if someone told me a hammer and a nailgun were…
The problem with googling '3dsmax smoothing groups' is that, for all intents and purposes, Blender has them. Like Maya, it has hard edges, which serve exactly the same purpose (although Blender needs a modifier to display them, which I don't love). What people are (sometimes poorly) asking for is for perfect import/export…
I figured their were newer builds out their, just wasnt sure where to get them, Thanks :) Gave the one in Dim's link a try, and the UI problems was having before seem to be gone. But considering I'm not really familiar with Blender past some brief experience in 2.48 a while back, their are a few things that I'm not…
@pior Thanks. I had figured out how to do it, but I was just wondering why you have to set up the Autosmooth at object level and then go into Edit mode and do it again? And then you have all those other options I mentioned in 3 or 4 different locations. The reason I suppose this was frustrating me is that I was testing out…
My unique real gripe with Blender 2.8 / 2.81 is the poor perfomance with subdivision modelling. I miss some modifiers from Max or Maya, but i think it's a matter of changuing the modelling philosophy. I remember when i started using modo 1.0, i missed all from Max. Right now i do things in a different way. I'm heavy…