@EQ wow that is crazy fast! I have thought about learning Modo but keep getting put off by the fact that there is no modifiers :/ I only hear good things about it though, so i prob. will end up taking a closer look eventually :) @James nice! The Wiki is a great place to start :) The n00b to pro docs are pretty good too (or…
@melviso - Thanks! There is a way to make a plane and a circle with it, just shift + right click when you're dragging the plane out (first part of the box), or you could also do an alt + right click when doing the Z axis and it will stop the modal and revert it back to a plane or circle depending on which modal you where…
There is https://github.com/heimlich1024/OD_CopyPasteExternal. Should work on all kind of softwares. Anyway some update about Hair tool. I latest release I focused mostly on creating short hair, so you will be able to create this kind of stuff: Video about new features: https://www.youtube.com/watch?v=FLHbzCXOijg I know…
We're probably just not talking about the same thing. I am talking specifically about normal/depth-based DM decals each calling their own unique source textures (like the ones used in my examples : a tiny DM texture set for indentA, a tiny DM texture set for indentB, a tiny texture set for this or that bolt, and so on...…
@Justo Edit: had a look at the object and fixed my post. Looks like two different issue's to me, high poly needs that normal edit but the actual bake might be also having the issue in the thread below - but trying your file baked at 1k with edited normals with 'set normals from face' didn't reproduce the same results for…
Hi there! I was wondering if I could get some help/advice for my rig. As you can see I'm rigging a horse body, and it's my first time rigging a quadraped so I'm a little stuck with this IK issue. For the front leg, I have the IK bone in the same position as the hoof bone, with a custom shape. I've bent the joints in the…
I think it'd actually be interesting to see how everyone's customised their Blender. I think by and large, we're more customisation-minded than the people over at blenderartists.org, and stuff like Jakro's use of PME is really cool to see. For instance, I really like working in fullscreen with little to no UI, so I set up…
So I have depended on this forever when unwarping a 3d model. I have the uv editor sycned to the 3d viewport so I can see what I am selecting in the 3d viewport and can selected what I want for the uv editor. Is there an option in blender where you can have this on and it doesn't act all wonky??? Right now if you turn on…
I've had this thread: http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1 in the back of my head for ages. However due to not owning Zbrush I haven't been able to try it. That's until I saw McGavish suggesting a modifier stack (Remesh + Corrective Smoothing) in Blender that works…
Hello, sorry this has definitely been asked before, but not sure how to explain what I'm trying to do. It's a workflow question of sorts... I made an Axe in Blender and baked the high poly to a low poly. Within that model I want different parts of it to have different materials, for example in the handle there are bits…