Hey guys, I just wanted to post that Bsurfaces 1.5 has been released and its pretty outstanding. (it will be released as GLP within 5-9 months but is currently $39) Its a modeling and retopo toolset that uses greasepaint and/or bezier curves to generate surfaces. Its the commercial upgrade of the current Bsurfaces 0.9 that…
Heya there! Very interesting thread still So yeah obviously I am not looking for every shortcut to be cloned from max/maya to Blender, that would be just stupid. I dont care for M bringing up the material editor... For me its really all about the basics. I mean sure there is some differences between apps, but I am pretty…
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 -…
There is no 'select mode' that I'm aware of, you can select verts, edges, faces, whatever by right clicking on them in edit mode. You can hold shift to select multiple ones. The closest thing I think to a 'select mode' is the circle brush select tool (press c in edit mode) which lets you select verts with the lmb with a…
I yield, i yield :P Sorry if i have not been making much sense and using bad examples to explain myself. I have been splitting the edges due to the same sort of problems in blender that max has but i didn't realise that adding loops in this way caused problems in the final mesh because of the different vert-normals. :/ I…
Pior is right there, blender follows the standard rules of normalmap baking, the normalmap ends up very gradient due to trying to make up for the smooth lowpoly cube, the only valid question here would be if it renders like max did in the great epic thread of max-baking. So either it bakes right and you dont have to do…
Unwrapping in Blender is easy enough :) You just mark the seams by selecting an edge in edit mode, hitting CTRL+E> Mark Seam and then hitting U> Unwrap, which will unwrap with Angle Based or Conformal methods (The option shows in the Operator panel at the bottom left of the 3d view). You can see the UVs in the UV/Image…
Hey guys, with all the goodness showing up in the blender 2.8 alpha I've finally decided to make the leap and get round to learning it. I'm sticking to 2.79 for now though. I've run into a bit of a hurdle regarding snapping. In Maya with multiple components selected, I can choose to maintain or disregard component spacing,…
I have made a node setup to improve the curvature map generation. What you get by default: The improved curvature uses the bevel node, as opposed to the Pointiness which is per vertex position, the bevel is per edge angle so it is more accurate but it doesn't detect if the shape is concave or convex. To fix that it uses…
This is the idea. It saves an absolute ton of time in Modo in both the high and low poly to be able to work with bevels and booleans and just crash geo together and have it bake out as if it was modeled together. It's also good for concept work and rendering. Blenders implementation works great for rendering in Cycles,…