While everyone's talking about working gizmo-less , just wondering if anyone knows where I can change the shortcut behaviour in the keymap? I'm exclusively using 2.8 just now. Hitting G Z Z always puts me into local translate mode rather than translate along normal which would be a lot more useful for me. Is this a hard…
@"Michael Knubben" / MightyPea The Zaloopok script is exactly what I was looking for! Thanks! :) @stilobique No what I was talking about is a bit different. Basically, after doing a checker deselect to an edge ring, I want to be able to expand the edge selection a certain amount to create a series of partial loops, like…
I know what you're talking about, it makes it easier to see nuances in weights. In 2.79 it was key Z by default, which toggled between solid and wireframe viewport display (and wireframe mode in Weight Paint is actually solid+shadeless). In 2.80 key Z brings up a pie menu for all display modes, do any of them help with…
We're probably just not talking about the same thing. I am talking specifically about normal/depth-based DM decals each calling their own unique source textures (like the ones used in my examples : a tiny DM texture set for indentA, a tiny DM texture set for indentB, a tiny texture set for this or that bolt, and so on...…
Guys I made 2 new vids, 1st is a uncut recording of actual work that I go along when dealing with relatively complex shapes, and the 2nd is a brief talk about workflow and baking down bevels in cycles to be imported into Substance Painter. Remember kids, to avoid Tangent Space Normal artifacts in Cycles using the Bevel…
Yeah, I have been using blender for quite some time now :) Blender does have the align tools in the uv but it requires more manual input than the 3ds max one. And talking about stuff like that, I miss the align to edge 3ds max had, where you could select a uv edge and it would rotate it so the uv island was straight. My…
Sintel isnt really doing it for me, 12 year old girls beating up enormous warriors kinda breaks my suspension of disbeleif :). Thats not to down talk their work, some lovely stuff there. I think what they're doing right is exposing a hell of a lot of stuff to python. from what i've read every opeator is going to be exposed…
For game-engine import, if you're talking about triangle/edge orientation then once you've 'tessellated' the structure its pretty immutable. If you're wanting to keep quadratic (or nGon) structure you might encounter issues depending on there being a default orientation or edge flow (bottom-left to top-right instead of…
@frmdbl: The only thing I'm finding is if I enable this: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/Bake_Texture_to_Vertex_Colors Is this what you're talking about? Using that I'm not seeing the changes propagated, maybe because I'm not using an image. Basically I have this (my current vertex colors):…
What you did in setup 2 is most likely the default for the vector input of image texture nodes. I only say most likely, because I do not know if they behave differently for lights than they do for other objects. Also is this texture just a 2D softbox front or are you talking about a whole HDRi setup? If the latter, have a…