Actually I forgot about the thing where you have to start with a base mesh of exactly 1k-4k polygons that are evenly spaced to get good perf with multires on my machine. I also didn't know about the trick where you can apply base on the multires of a mesh, duplicate it, subdivide it one last time to get that mesh…
I would strongly recommend you to register and post your questions on the BlenderArtists forum, as these two things are totally doable, which makes me think that maybe some of your other concerns might be solved already too. QWER certainly works for me (this was one of the first things I customized, right after the…
Thanks for the help, but sadly I find the 2D cursor a really bad alternative for a pivot. There's nothing a want to do with it for UV editing that I couldn't do with a pivot much faster, and you cant even move it to selection with "Keep Uv and edit mode selection in sync" on since it makes you select both vertices of a…
Hi there @kio , I got it figured out and I can now comment on what went wrong/what may need to be adjusted. - There is no zipped release on the GItHub page, and downloading the source as zip indeed adds the usual "-master", resulting in a zip that doesn't fit with the usual Blender addon specifications. Of course this is…
@Michael Knubben At this point I've been holding out for years for a savior. Time to accept that the author has moved on (years ago) and I figure this addon is probably a bit too complex/clever for someone new to step in and decipher it and keep maintaining it. Best case to expect might a quick patch to fix the biggest…
Re nondestructive bending: I used to use Pior's script to make Simple Deform less shit too, way back when, but now I hacked together a Geometry Nodes group that does the trick for me It automatically sets the bending direction to whichever axis is the longest, and can automatically center it to x, y or z (for stuff like…
I use it with the SHIFT+S, since I can select what I want and assign it, so using the RMB to position it in a non specific position seems useless (to me) having already a better way to do so. Am I missing something? I forgot that Blender is a Vertex-centric application, when you select something in vertex mode, it will be…
@MrNinjutsu : Well, it just works. You can lay down decals at the highpoly stage (thus avoiding the unnecessary modeling of any small details) ; but it is also possible to add such details after a game asset has already been completed. In both cases you end up with two sources : a regular high (or a previously athored game…
Joined a gamejam last weekend and proposed myself to only use Blender for my main 3D needs. Glad to say I was able to accomplish this! One thing I wish I had during the competition, was a one-click way to set the origin of an object to its bottom Z location (preferably wherever the origin may be before executing this).…
"[...] looking for a Pivot-To-Bottom solution " Bear in mind that in 99% of the cases the object in question will be built directly over and in relation to the 0,0,0 of the scene anyways. So all that one might need is to set the location of the origin to just that (Apply > location). This along with Set Origin to Center of…