Just using the operator on a selection is of course going to be different, because you are missing the information of the neighboring faces. You could experiment with duplicating the mesh object, adding a subdiv modifier to it, then subdivide your selection, then add a shrinkwrap modifier to the original mesh, with the…
@wilson66 I have not used the OBJ export in a while, but I believe the names in the exported OBJ file come from the mesh names, not the object names. The object names are completely lost and blender generates some out of the mesh names on importing from OBJ. And if your target is substance painter, have a look at FBX…
@AtticusMars thank you for the feedback, you're right about the way they show the tool, they are not targeting the video game industry but I'm sure there is other way to use it even for none hard surface stuff :) As for the beveling, be sure to be in edge edit mode as Jed said and also check if the mesh diplay options are…
for target-weld : under the W menu you have merge selected. this gives you an ugly pop up menu each time which asks you how you want to merge but you can bin a specific funtion to any hotkey i´ve bound merge -> last to active to Q and weld at center to shift-Q
cheers @pior ! Thx for writing. I did solve my issue by writing a small tool which does simply clone the selected bones of my source armature into a target armature and applying rotation constraints automatically. Another topic. Is there a more direct (aka max-like) way of editing the pivot of an object? I find it super…
That would depend on the production enviremeant I have worked with people who use blender but have always had problems with getting their content into game engines or into Maya fully intact due to FBX still being a little shaky. But if you are in a envirmeant where you know it can export to the final target without issue…
@pior Thanks, yeah my conclusion was that the only thing that looks like it would help me is a way to transfer the morph targets like you would transfer basically every other kind of information with the Data Transfer mod. I was considering looking into making an addon but I haven't touched Python in several years ever…
How to make such squash and stretch and eyelids rig of the eye? In maya there is such setup of layers where you copy mesh of the head and the eyeball, do a skin paint it to make it squash and stetch, and then apply it as a target to the blendshape of the main geo ( https://files.catbox.moe/qflgbl.webm ). I'm not necessary…
Hi all, as regards to competing with commercial software one of our goals is to be on every artists desktop, even if not as their primary tool, certainly to fill the holes of their primary tool. Of course for many artists I think soon that Blender will meet all of their needs. I talked with Ton about some of the issues and…
First off I can confirm that this workflow of baking down complex materials (using tiling, masks, and so on) down to regular textures *does* indeed work, as I've been using it frequently. It's especially great for baking down tiling normalmap details onto regular UVs. No idea about procedural nodes though, there might be…