For the normal map that appears more bright that's because Blender works in the sRGB color space (invented for old cathodic monitors to make every images brighters and contrasted, more infos here: https://docs.unity3d.com/Manual/LinearRendering-LinearOrGammaWorkflow.html and here: https://youtu.be/m9AT7H4GGrA) normally…
2.58 is out guys :) They added a bunch of cool stuff like, A Warp Modifier, Multi-resolution Render Baking, Empty Images Display, New Constructive modifiers for Sculpting, Mesh Inset and Camera Locking :) http://www.blender.org/development/release-logs/blender-258/ I think im most excited about the Empty Images Display…
Yeah, I got familiar with the basics of it a little while ago when creating/sorting out sculpting brushes, but I definitely didn't have the intuition to think that it could also apply to unpacked images textures aswell. Pretty useful and powerful stuff !
Looks like it needs added to that keymap. Go to 3DView -> 3DView(Global) and at the bottom click add new. Paste transform.skin_resize in the little box and set the key combo to whatever you want. Image to illustrate:
Hi, apologies for another Blender nooby question, have you got any tips on the best settings to get rid of edges in the weighted normal modifier, I am finding it hard to get rid of some normals and I am trying to stick to Blender and not export back to Maya/3DMax to fix little issues. :) Any tips would be appreciated, you…
No worries, I understand what you are getting at and have played with cycles as well. It is the same in Modo if I am not mistaken...the point being that it uses a different rendering approach. You can get a rough, though noisy, image to see where the render might go, pumping up the samples gives a cleaner image. Still its…
Sure - This is the image data API: I think you can also just type bpy.data["Imagename"]. filepath Or bpy.data["Imagename"].resolution Etc. In the python console to explore what data you have at hand.
@Prime8 Correct, the goal would be the second image from my first post. Afaik the only way to get as perfect a result as that is to add more loops/cut new UV shells dividing the flat areas.
you can archive the grip result in your image also with the "Poke Faces" function via Alt+ P and thank you for posting the tutorial from Pablo Vasquez , it was really helpful in my test :D
@pior i did a very quick n dirty addon for this - adds a menu entry in the image editor, guess with a bit more hacking one could integrate it better, but i quess a quick shortcut or so would also do it..