Is there any Blender 2.8+ script that can cut seams across sharp (or even Bevel'd) edges to create UV islands? I found the opposite: to set hard edges based on the islands, but not the inverse...
Hey everyone, there's this cool addon that allows to create random shapes. I find it very usefull for concepting! Let me know what you think. :) https://www.youtube.com/watch?v=cAXBBlDkgtE
you can also use the spin function, a little bit more fiddly, but results are good (also, it does not directly connect two cylinders, only creates the angled part on one end)
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 !
Ah, well if you duplicate an image node it still references the same image datablock, you need to click the little number first before editing the path - this will create a new image datablock. Its pretty much the same concept as with instanced objects.
You've never created a face with more than 4 sides to it while modeling? I don't see how that's possible unless you mean you've just never left one in a finished model.
If anything the safest is probably to not bother with the installer to begin with. What's the point of it anyways ? The zip version works very well, creates the same preferences folder on startup, and doesn't mess up anything system-wise.
You've been using it obsessively for months!! :D Maxivs Interactive tools has this feature and can also create seams from sharps and unwrap in one click. They're at the bottom of the panel in UV utilities.
Peculiar problem. I have an object with some shape keys, and a subdivision surface modifier on it. I have then created a duplicate for editing purposes (clicked the 'Create duplicate for editing' in the drop-down menu in the Shape Keys window). So far so good, but I didn't remove the subdivision modifier first, so the…
Some time ago I asked if it was possible to move an object's vertices along its custom normal, as opposed to the fatten operation which uses derived normals. People didn't seem to know of any existing method, and one person actually went out of their way to create a rudimentary Python script that did it, which was very…