Well , " When you create an object/mesh for example a cylinder and you click on that object or something else. You can't adjust the radius, height or subcount anymore." Those videos show you totally can starting not from a cylinder but rather an edge. With screw or bend modifier then curve modifier again . For the tree…
We didn't buy tech for chamfer/bevels. We completey rewrote it. Scrapped a lot of the code that was there, and introduced over 20k lines of code for all the new shiny stuff. :) Chamfer/bevels are very complex. There are a lot of edge cases that pop up where they don't work as expected, that you have to take into account.…
What do you use now or your processes? TLDR; i just want more options, i do it manually. I tried blenders auto-uv's and some plugin, i do it all manually still - just asking if there maybe some solution that people find absolutely amazing compared to manually placing islands (that saves time), i also manually unwrap. TBH…
Funny, not a long time user, but to me Blender UX is far better than max. No install, starts in 3 seconds. UI is clean and intuitive. Lots of nifty modeling tricks. The sculpting mode is great. Almost at mudbox level already. EEVEE is great. Unwrapper is garbage, but so is max unwrapper. Some legacy stuff still feels…
So just going to post these because these exact things bothered me a shit ton when I tried out blender for the 2.8 release. Editable Primitives: https://blendermarket.com/products/wonder-meshAlso look into Speedflow for that For the empty thing Maxivz made a couple of tools that help with some of the deformers.…
I agree 100% with the parametric primitives, splines, modifieres and others things like a radial array for instance. And i suspect that the blender devs have no idea of the state of blender when it comes to polymodeling, the improvements to basic polymodeling tools are so few and so far apart, and they usually depend upon…
I have just run out of a year of MAx subscription. And having a tough time justifying another year. Had been using MAx for decade before switching to Blender . MAx was so monstrously awful, slow and crashy around 2008 Blender had been a huge win, especially in UV department, even before all its new cool things and new UI.…
That's probably to do with the packing algorithm, most sort the pieces by area and pack them from largest to smallest because it's more efficient in this way, you can fit smaller pieces in the gaps around the larger ones.There's an online demo in here: https://codeincomplete.com/articles/bin-packing/demo/