Well. I have a kind of half manual solution involving geometry nodes. you kind of split and scale down all faces and then transfer original UV to what was before to scaled down thing. It's automatic part. Could be done through usual data transfer modifier too if you do it on an object copy. Then you apply geometry nodes…
I don't understand why people keep on saying "We should bypass Ngons" or "Ngons, I never used them" because it must be next to damn hard to try and AVOID Ngons. You're going to want to have them in your model, atelast for a temporary solution when you're blocking out the silhouette of your model or hard surface object, or…
I understand that it's up to me to prove objectively that it's not better, which I can't, but I really doubt the original developers 'found it to be more effective'. I think they mapped them that way without much thought, and then left it. Either way, I don't feel I need to prove this one's bad, so let's not waste our…
The problem with googling '3dsmax smoothing groups' is that, for all intents and purposes, Blender has them. Like Maya, it has hard edges, which serve exactly the same purpose (although Blender needs a modifier to display them, which I don't love). What people are (sometimes poorly) asking for is for perfect import/export…
Yeah. I switched to Blender from MAx mostly BECAUSE of blender UV. Always shrugged when people say UV is so so in Blender. Through years I tried Headus and Rizom lab and yeah, they have a few features extra but for me it always have been enough In Blender even without textools . Its fluent key based approach just always…
@melviso that pixelation in the bump map comes from the low bit-depth of the generated image. Turn on Float Buffer in the settings of the image object ***. This will make the image go from 32-bits-per-pixel to 128-bits-per-pixel (or 8 bit color channels to 32 bit color channels, with each pixel having R,G,B,A channels), so…
I am beginning to read into materials for Blender 2.8. How can I define default materials while still retaining the ability to create and preview in the Viewport Shading new materials I create? In the Viewport Shading Tab, previously I had set everything to display everything with a matcap (Lightning>Matcap) and single…
@MmAaXx Blender is horrible for me. First a Tool palette at the left side, then a Mesh Menü at the bottom and at the right side the deformer menü. Everything can be used to changes the Polygons in a simple Mesh. I dont know what reason exist to spread the menüs all over the Interface. The 3d cursor is nice but at the stage…
On a different topic : after years of writing off the Blender implementation of Metaballs as unusable because of the seemingly non-sensical way it handles negative shapes (as opposed to how other software does it), I've finally made sense of it. Nothing in the UI suggests it : Blender metaballs have a concept of "stacked…
On a different topic - let's say a model has a Subsurf modifier assigned to it. Is it possible to have it be at a certain subdiv level when in Object Mode (for instance at a value of 3, showing the model fully smoothly subdivided) ; and then having it automatically switch to another level (specifically 1) when in edit…