Yeah those are pretty unrealistic promises for software like this. The PR is really getting ahead of itself... I would, but I'd probably get the response "submit a patch", "who cares you got it for free you can't possibly complain ever", "wait for 2.6x" or something along those lines. Just to start with 2.49b.... DAE -…
From Nicholas Bishop, one of the sculpting participants of the Google Summer of Code: "Here's a rough guide to the effect your base mesh has on the speed of sculpting: 1. When you sculpt, it optimizes by ignoring parts of the mesh that aren't near the brush. There are two resource-intensive things that sculpting does: the…
"just regular sub-d modeling with some sculpting brushes"? seriously o.0? did you think well what you said? what a way to belittle! envy maybe? If you really were doing things like that in Max, you would not be saying such things. Lies, that's all. It seems you don't use/know modo, that's sure at 10000%. Heh, "regular…
@Justo Hardops is more than just a boolean toolkit. It's a workflow booster with an excellent modifier system. It takes care of a lot of tedious tasks behind the scenes(like a lot of Blender addons) and has many more tools than just Booleans. Of course it works flawlessly with its sister addon - Boxcutter - but is also…
Strangely enough, I cannot seem to reproduce yesterday's bugs now. I've tried with three different types of blocks (with NGons, triangulated, and with its bottom slightly offset in regards to the cylinder's middle edge) and all of them seem to come out correctly. Attaching the scene to this post anyway. Sure, a little…
What makes Maya the top contender in terms of Rigging is it'S ability to have multplies ways and options of doing things, whether you're a python prefessional rigger or just an amateur like me who like to build his own solutions on it's way. In Blender, you have access to some ''deformer modifiers'', to constraints and of…
Yeah, but having to keep a modifier on a model just for visualization purposes is a bit of a hindrance - for instance you would have to think about it each time you want to merge parts, split models, and so on ... The way I see things is : "the less brain noise, the better". As a matter of fact, after trying the "regular"…
Hello all - Is there any non-manual, non-tedious way of converting face sets from Sculpt Mode to some other face attribute ? I don't really have any preference as to which, as long as it allows to select the resulting regions, somehow. It could be randomly assigned materials, automatically assigned vertex sets, all face…
So many cool ways of doing this! I love this thread. Thank you for the tips and gifs everyone! @FrankPolygon I had been told about typing values during transform ops but it only just clicked now. This is so much better and typing 45 is so easy! About doing the math though... This does nothing for me: As soon as I hit /,…
[IMG]http://www.polycount.com/forum/<a href=http://smg.photobucket.com/albums/v299/metalliandy/?action=view¤t=RGBCMYW_Th.jpg target=_blank>[/img] I made a script and set of actions that do something similar to Per's actions that EQ mentioned at the start of this thread. The Blender action enables the fast creation of…