Yes I'm unwrapping and positioning the unwrapped faces on the trim sheet. DECALmachine knows exactly where every trim is, once you set up the trims. Here's an early view of how this setup process is done: https://twitter.com/machin3io/status/1172885076654342144
Just wondering if there is anything like Easy Trim in Blender. Basically, you create an edge profile and then select an edge to extrude the profile along to create trims.
@MACHIN3 ; This is looking great! A feature I would love to have would be to create trims from just selecting edges. Example; Standard box. User selects all edges and generates trims from edges. Trims are unwrapped and ready to go. I do a lot of this work in 3ds max using a script to basically take my selected edges,…
@Jakro nice! It just finds the closest alignment axis depending on edge angle? I can see that being really useful! Here's another gif that shows the use case of my script better I think. I find it particularly useful when working with tiling textures and trims, to align stuff:
Hi! I have a general hinderance now and then: Adding/switching between properties for multiple objects at once. For example adding a second UV map to all selected objects or make the second UV map the active one for all selected objects. In the past I would either do it manually, or - when facing an overwhelming amount of…
Is there any way to properly blend 2 normal maps when using 2 uv sets? I have the trim/decal normal in the first uv set and tilling in the second, you can see the seams where i have the decals on the mesh, looks kinda like if the normals are inverted. This setup works fine in unreal and unity but i can't figure out how to…
Hey, I'm currently trying to switch over to Blender (2.8) for all future personal/freelance work. I've hit a bit block though. The UV tools seem....pretty inadequate for Environment art. UVing modular assets and getting everything precise and on the grid seems very difficult. What are others experiences with…