SpeedSculpt is available on gumroad https://gumroad.com/l/SpeedSculpt SpeedSculpt allows you to create fast characters for Dyntopo sculpts. You can also manage your sculpts with tools to cut several objects, to extracts mask, to optimise Dyntopo with Decimate mask, booleans etc. This is really simple to use and really…
Just a quick note to let you know Mesh Data Transfer tool is in master since yesterday. It works in Object mode, and allows to transfer e.g. weights (vgroups), vcols, UVs (and other, probably less useful things like sharpness/smoothness of edges/faces, etc.). Shape Keys are not yet supported (but should be in near future).…
As @SonicBlue said, you don't have to press G/R/S... so long as you have the correct 'widget type' active (the icons in the middle of the header), you can simply left-click drag one of the green/red/blue handles to move/manipulate objects. You can also fix the axis pressing X/Y/Z after doing that (if you want to switch…
@fdfxd2 Thanks for the tips :D That U unwrap menu was everything I needed and more! ------- I've been unwrapping quite a few objects now and picking up some speed. To my delight, unwrapping things in Blender isn't quite as bad as I feared at the beginning. In fact, in some areas it's even faster than my previous methods in…
@Camille_Meehan Looks like inconsistencies in the mesh shading properties. Try recalculating the normals, marking the faces with shade smooth, clearing sharp edges and setting the per-object auto smooth value to something above 45°. Below are some links to the official documentation that covers each operation:…
It's different. Workplane allows to quickly define local orientation to work with. You simply select a face or a couple of edges and hit Home key and it aligns cooordinate grids along selection. It's more like an old maya local tools script but just better. The second very important workplane feature is that it "adjusts…
AssetGen has been ported to Blender 2.8, this is still a work in progress. This is a free addon that automates the tasks to make your high poly ready for a game engine. It will reduce the polycount, do your UV Mapping, texture it and export it to a game engine. It is useful for static models that don't need to be deformed,…
No need to upload it because somehow I got it to work but thank you very much for the help. I am using 2.79. It seems a little bit like a bug. I was testing it with the same scene set up like yours, just two cubes unwrapped with smart UV p. If I am selecting the first object then shift select the second one and switch to…
Ah I see, well I've just tried it out and it's not the snappy behaviour of 2.79. It feels okay to me. However, that being said, i just tested 3ds max out and it selects the object whilst the press is down which is different to blenders default which as you said, is on release. I can see what you're describing now. Max…
I appreciate the help. What I meant was that Blender doesn't import the custom normals correctly, that's why they look wrong right after the import. I tried the fbx files of the other kitbash set, the imported normals look the same as if using one of the methods above, therefor I guess the problem is related to the obj…