@JoseConseco - Vertex snapping is something that I wanted to add when I started it but when I thought about it I couldn't think of a good way to implement it, or how it would work. I think I can do vertex snapping when you're first placing the object but I'm not sure how to do it when dragging without doing something I…
Hey guys, this is my very first post to this forum. Someone recommended to post my script here so i just give it a try :) ... please tell me if it is unappropriate or if something's not right ... i created this addon (called PBR Texture Bakery) for Blender to improve my personal PBR texture-creation and UV-optimization…
"fbx is correct 20cm cube, but the .obj one is now 20m - 100x bigger" To be fair, the fact that this sort of stuff works as expected or not in various programs is not so much because of a given importer/exporter being broken or not ; but rather, a matter of said importers/exporters manipulating data which may or may not…
As somone who has been learning blender for about 2 weeks and really liking it i feel i should weigh in on the discussion a little. So far everything that ive heard about blender is an abstraction from what really is the case. Quite often ive heard the claim that everything is backwards, but so far that really is not the…
This might be a math precision probem.. because i tried to recreate it and after a while i recognized.. i didn't applied scale.. so.. ..there is a slighly difference in shading just because the scale is normalized to 1.0.. So i assume also the WeightedNormal modifier computes some slighly different result.. an now i see…
When I copy/paste an object I get another unique material . If same material exists Blender just adds 001. So I usually end up with gazillion of material001, material002 and so on . A long mess of perfectly same materials and nothing could help to get rid of them. Do anyone know a secret checkbox or something to workaround…
Set viewport draw type to bounding box, import the highpoly, select it in the outliner and name it appropriately, and then in the Properties panel->Object tab (i.e. the yellow cube)->Display rollout set Maximum Draw Type to Bounding Box for the HP. This will let you see your lowpoly meshes easily once you set the overall…
Is there some way to define a procedurally generated weight map for the displace modifier? I can use a vertex group to define which vertices the displace modifier actually affects. It either affects a vertex in that group with 100%, or it doesn't effect it at all if the vertex isn't in the group. But what if I need to…
I'm getting these artifacts in my object when trying to bake normal maps using the Bevel Edge shader. Anyone know the reason for this, or a guide somewhere explaining this? I think I could solve some of these shading errors in my lowpoly by modifying vertex normals, but I don't know how nice that behaves with the bevel…
If your tilable texture consists of objects that are scattered across the ground it should be very doable with clever usage of the array modifier. If you just want to push a plane in and out and propagate the changes to the other corners of it, I personally find that Mudbox works best. Or, if you're dead set on not…