@Deforges Well, I firmly believe 2.80 deserves plenty of tribulations. It is a fantastic piece of software(obviously free) and the devs are doing a great job in transforming it into a serious option in the industry(not sure what point you're making about Max Proboolean, though?) The baked results are all I'm interested in.…
@ LetterRip: I'm not (I don't think anyone is) trying to undermine your efforts here, I just don't think that 'pay-to-play', in the literal sense, is the right way to develop the application (see metalliandy's replies.. I too would pay for feature inclusion/development). If you have a tonne of ideas already, you should…
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…
Always nice when my videos inspire people. I really didn't expect even 10 views when I threw them up. GSoC Paint branch has fixes for a bunch of your issues. Wire view is toggleable; Mirror painting and color picker is fixed. You can usually find builds over at Graphicall.org (GSoC-Paint). These are videos he made for his…
Been a while since I posted on polycount. I have been playing with blender in the last 3 months and scripting in Blender. As mentioned by someone else I started a TexTools Addon for Blender, the main thread at the moment is on belnderartists. Source, documentaion and download are available on the bitbucket GIT page…
Hey guys! So I am making a small model in Blender to learn the software and am up to unwrapping the object. I come from 3DS Max when I simply use the TexTools function "Assign smoothing groups to UV shells" and it sets up the model for baking but I can't do that in Blender. What is the best way of achieving this? Do I just…
@oraeles77 the easiest way might be to use the Follow Path constraint on each carriage object, with all constraints pointing to the same Bézier curve object, but with an offset on each constraint so that the carriages form a chain, with one in front of the other (otherwise they will pile up at the exact same point). Then…
Anyone here use Blender for sculpting? Or in particular did sculpting in both Zbrush and Blender? I have always been sculpting in Zbrush, but thought I'd try it out in Blender, seeing as I use it for practically everything else. One thing bugs me A LOT though. My eyes can't seem to get the right feedback for any sculpting…
Warren : to be fair Blender is a bit of a special case here. The Max and Maya "presets" that can be enabled from the splash screen and the options not only change the navigation scheme but also some other areas of the program, and that's what is bad about them - not the concept of using another navigation scheme in itself.…
I know that script and imho it is not a replacement for a properly baked curvature texture like xnormal can create. It only works with vertex colors and if you are working on a sub-d hardsurface mesh you'd have to merge down the modifier stack to get a result close to what you want. Also I think the mesh resolution has to…