So I've just discovered another wondrous side of Blender, it's non destructive feature. I thought it would only apply to it's modeling workflow but even while rigging, you can always come back and fix mistakes you made. While binding my mesh, I've just realized there was a flagrant mistake in my topology. I just went into…
@thomasp : considering your own technical know-how I can only assume that you've already tried all the usual approaches hence I don't have much more to suggest really. Besides perhaps having a look at the Surface Deform modifier, which has been very helpful to me when dealing with complex body and facial expression…
マルコ:Can somebody explain me how I ended up in the situation below where my model is kind of broken? pior : マルコ:I'm afraid this will drive me insane because I'm sure it will happen again and I will still be oblivious to what caused it... x_x (maybe the two mirror modifiers?) If you are coming from Max you probably have…
Apologies for the late response, I just got home. @m00k It's difficult for me to understand if the technique you use in the gif would apply to what I'm talking about, since the change in width appears to happen only at the top, instead of all throughout the loop, incrementally. @Cirno Thank you for sharing this - this is…
It's basically the same thingarino as the test builds that Bastien was posting testbuilds for a while back. You now have a few more options for editing and exporting normals in 2.74. First there are the old ways of editing normals--you can mark meshes to be flat shaded or smooth shaded, or you can enable Auto Smooth and…
Sorry, I've been trying to get into Blender on and off over the last couple of years so I'm not intimately familiar with how the edge split modifier works... thanks for the clarification :) I just wanted to be sure what's being proposed will integrate well with existing Blender workflows. If we can get this, then it'll be…
It certainly caught up already :) As for Blender - we use it in AAA development. It is excellent tool. Modelling in blender is a blast. And I'm talking about complex objects modelling with lots of modifiers, entities and geometry. It has some tools that no other tool has (or just not as convenient to use as in Blender).…
How did I miss this thread for so long, just checked the last 10 pages and it blew me away! I have few questions... I'm a big fan of your work Wazou, so may I ask you if it's possible to have that fency merge-connect tool in a way that doesnt break UVS? That would be pretty neat as that's what makes it very special in Maya…
Chances are when you work in a studio max or maya will be the main app and the pipeline will be based around that, so you'll need to be able to use that software, so keep learning it. But you can then (probably) use blender for some of your work where it fits in. For example, you may need to do UV tweaks to a model that's…
@Zeist thank you for the detailed response. I switched to using the OSL shader via script and set my render settings as said, but I didn't understand how to setup the edited normals you talked about. Should I just apply a "Weighted Normal" modifier, and set the Weighting Mode to "Face Area" without altering anything else?…