I added [Blender] to your topic title, because now you're asking Blender specific questions. This will help you attract more Blender users. I think it will help to keep this in mind for your next topic.
While I still see no real alternative. Just wonder if it's only my impression. For years I see only cosmetic improvements . Node bypass been best of them IMO yet took decades of users prays . Coming to Blender nodes feel so much like breath of fresh air . Any custom node saved in a library could be done local to the file…
Hello, everyone! I'm trying to export an OBJ from Blender 2.8 to ZBrush but the mesh is extremely distorted when I attempt it. Any help or advice would be appreciated! Export settings and project inside of Blender 2.8. ^ Resulting import into ZBrush using Quads and Triangles Setting (Symmetrical Triangles Only setting is…
MESHmachine is a blender mesh modeling addon with a focus on hard surface work without subdivision surfaces. https://www.youtube.com/watch?v=5hvusH1QrRc Out for Blender 2.80 now! Fuse, Unfuse, Refuse Plugs Available on Gumroad. Comments and questions are appreciated!
Uh, instead of a text wall I was going to write... I'm making low-poly models in Blender, and I'm relatively new to the whole 3D art form at all. I'm a long-time pixel artist, and as such I want to continue that pattern for my textures. I've UV-Mapped and unwrapped a model to a small texture of mine with the hope that it…
Hello, I've been trying to make complex object to use as cutter for a boolean in blender. I know 3ds max in its pro boolean tool has something called "remove invisible faces" which prevents extra faces and geometry to be cut using the boolean. Is there something similar in blender? cleaning it up manually is really messy.…
yesterday in Marvelous Designer, I made a flag and i tried animating in wind. the animation was about 30 seconds long. 1) whats the best way of exporting it to Blender. 2) how can I make the first and last frame of the animation match up so it looks like a perfect loop? Im sure there must be a special function which does…
In blender when baking with a multiresolution modifier from this highpoly: The baked normal-map on the low-poly looks like this when using "Bake from multires": These are the UV seams: I thought it had to do with UV seams first, but it's unable to bake round edges anywhere at all, anywhere on the model. I noticed that…
Ive been working with Blender for about 4 months. I learned how to use the tools and controls from youtube vids and the Blender wiki. kinda getting the hang of it. So, here's the stuff I've made so far.
Hi, I've working on a map of Helm's Deep in UDK. I'm almost done with the models for exteriors. But I've been having problems with light map bleeding/seams. Does anyone know of any good tutorial for making light maps in UDK? I hear that we need to use grid snapping to avoid the seams. But all I can find in Blender is pixel…