Loved this, itd be nice if this had its own thread. I REALLY want to just use blender, I really like it. But its frustrating to do anything more than model in it. And if I stop modeling for about a month its very hard to pick back up
Emulating ZBrush controls may be pretty hard, but you can definitely tinker. For sculpting, you can use this setting to make viewport nav like Maya (alt+lmb) which works well. Definitely dig into the the keymap a bit and see what you can do.
Finished my latest personal piece, inspired by "Project Lancer" from Bruno Gauthier. model Check out Bruno's concepts in here. Very fun to train hard surface designs, totally recommend giving one of those Mechs a shot. Full Cycles Renders on Artstation
This is why it's so hard to leave Max behind. Max's 2D spline tools are one of its best features and is unique among the DCCs in that. All those F360 sketching features and constraints are available in Max(PolylinePro tools give us CAD constraints) Blender is sorely lacking in this area.
But that the thing, these gradients are here in order to 'balance' the smoothness of the soft edged cube. With a correct synching between baker and engine, it should be just fine, the cube with the normalmap on it should show up just fine, with nice hard edges. Now I wouldnt work that way : I would make the edges hard on…
then maybe i misunderstood you but its not really a secret that blender is more directed towards movies than games, and that the developer, trying to improve gamedev functions, having a hard time at least thats how it was some time ago but overall it is getting better and better and iam pretty happy with the toolset
The remesh tool (Blender 2.81, Object Data Properties tab) works very well to generate a curvature map, especially for hard surface models and it union everything so you get a curvature from intersecting meshes. To color it remove the gamma node, and use a multiply with a factor of 1 and set the color.
Yeah, but regular edge creasing totally defeats the purpose of working with edge hardness-driven subdivision ... I agree that It doesn't seem like much of a difference in principle, but in practice it is night and day. Double smoothing based on smoothing groups is about 100 times more popular than creasing in Max for a…
Yup, exactly. @f1r3w4rr10r I agree with you, that's why I began that statement with the caveat of 'Generally speaking'. I'm working for mobile games here and sometimes the res of textures will be so low that having one big shell with a few hard edges applied, is easier to work with in Photoshop and looks identical as if I…
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?