All of them work great in full screen. Speedflow does make modifier based modeling very accessible through modals. It's the most general purpose tool of the 3 I'd say. Hardops is more focused on hard surface and has a more targeted toolset, including various sharpening tools. It's also focusing on modifier based modeling,…
@Linko : as usual, my suggestion would be for you to greatly simplify the way you present your tools, and this one is no exception. Based on this screenshot the look seems interesting, but the description goes to great lengths to make things waaaaaaaay more complicated than they need to be. In short : What is the input ?…
Select vert a, select vert b, Alt+M > L (weld at last) A few things to keep in mind here: - The app is very clever when it comes to component selection. You don't have to click exactly on a vertex but rather, just somewhere close to it. This will make you much faster. - The manipulator is not very useful and often gets in…
For what it's worth, here is a short clip showing what I mean about Cursor Depth and Center to Cursor. The whole point is that it allows me to precisely reach parts of the mesh that I want to observe without any unexpected shift in the camera center of rotation. And it works in object mode too, which by nature wouldn't…
I have an asset containing a series of shapekeys that are set up and named in a specific order, some with custom value ranges (beyond 0 and 100) and certain default values set. I use that asset to develop shapekeys as well as edit vertex normals, paint vertex colors and adjust UVs as needed. There's an identical copy in…
It doesn't really work to have one group of users, usually in the minority (Professionals, subscribers, customers that buy into the brand) paying for another group who get exactly the same thing for free. There has to been some benefit for paying beyond being altruistic otherwise they don't see any return on their…
@Panupat you can try the Particle Instance modifier with Create Along Paths option. You add this modifier on hair card(s) and set the target object as the mesh with the hair particle systems. It's really powerful. The only downside of this method is that you need to step out to object mode to see how the cards look after…
As a super random addition regarding node groups, I recently discovered a way to add otherwise inaccessible extra socket types to groups. The usual way to add a socket to a group is to plug in the input/output socket of a inner node into an empty group input/output socket, creating one of the same type of the source. The…
@MmAaXx , @"another caveman" : FWIW I was just recently wondering about the very same thing (wouldn't it be cool if there was a way to preserve/set all normals as custom at the time of splitting !) ; but then found out that there is a very good alternative available. Basically all the functionality of the Data Transfer…
Have you guys ever thought about using Shrinkwrap modifier together with sculpt mode's grab and smooth brushes when doing a retopo. I didn't until recently (I was so disappointed that I never realized that this has been possible to do in Blender for years... stupid, stupid me). It's super fast to make your mesh's polygons…