Shrinkwrap is usually used to aid in retopology. I guess you could deal with your case by adding a vertex group to the modifier and removing the one you don't need to snap to the surface from it, or even creating a second modifier to have more control (through surface offset). Go to edit mode, select the vertices you need…
So i'm trying to model some embedded screws into a cylinder, and it's turning out to be an ordeal because working on a curved surface is sort of beyond me. The topology gets screwed and it shows up when you subdivide. Should I look into hard ops, or is there another tool within blender that would make this easier?
@wilson66 Turn on the Freestyle line renderer in Blender, this is on 4.0.2: Select your mesh with the Subdivision Surface modifier, enter mesh Edit mode, select all edges, press Ctrl + E for the Edge tools popup and choose "Mark Freestyle Edge". Only the original object edges will be marked, not the generated ones. Enable…
@musashidan Hello, I read your post mentioning that you use the bevel shader now to create game assets and skip high poly modeling. I'd like to use this workflow, but it seems mainly useful for boolean-heavy models similar to the ZBrush dynamesh polish workflow. I find that subdivision surface modeling is still needed for…
One thing the paint tools in 3D mode need is a masking system so that you only paint on the surfaces you want to. So if you want to paint a specific area and not have it bleed onto other stuff you've already painted, you should be able to mask it off. They got it working in sculpt mode after all.
@Prime8 Bevel in blender 2.8 have a harden normal and other new options. Abou this pinching happening there, sometimes in profile 1 for some reason the middle edge get a little bumped, thats may be causing the problem there. Also, can you show the topology? the surface looks awfully good on the bottom for subdiv+bevel…
@MACHIN3 Somewhat expensive tools you got. Can't get any of them with the current budget of mine, unfortunately. I'm basically living from a hand to mouth, haha. Still, nothing has stopped me creating hard surface assets with Blender's native tools for 5+ years so far, so I'm not in trouble, lol.
The subdivision surface modifier is still very bad in Blender 2.82, it still has "ultra low perfomance". It's impossible to work with 1-2 iterations whereas with modo i can handle without effort 4 iterations or more. Also, about the poor perfomance, It was said they were working on it for this release, but nothing. And…
@AtticusMars thank you for the feedback, you're right about the way they show the tool, they are not targeting the video game industry but I'm sure there is other way to use it even for none hard surface stuff :) As for the beveling, be sure to be in edge edit mode as Jed said and also check if the mesh diplay options are…
For anyone interested in retopo in Blender, here's a Pitiwazou's workflow video (in French) using some of the new tools from the MiraTools addon that have been added recently and other addons such as RetopoMT, Surface Constraint Tools, Ice Tools, and maybe another I don't remember.…