I assume this is the correct place to ask. I don't have a technical question or modeling problem right now. I was just thinking, what's Blender's standing like these days?I remember that it seemed to be mocked quite a bit in the past, and generally considered quite inferior. With things like the sculpt mode changes and…
@Rima Generally yes, Blender is a very competent modeling package these days, I use it as well as several other artists I work with. I've switched off 3DS max completely, but still use Maya for work. The only real complaint myself and a lot of other people seem to have is the UV editor needing some love so it's less obtuse…
Any suggestions on how to unwrap a model like this efficiently and without much stretching? Currently doing in blender but it takes a lot of time, and zbrush auto unwrap leaves too much stretch
Here's what the simplest form of that setup looks like. It overrides every material slot, so it's a great way to get a material of your choice (that you'll have to have in the scene) onto your entire model.edit: To show you what that looks like when you display 'Attributes', this is 'UV Stretching/Area', another mode…
@wazou Hah, that is awesome, cool to see it extended like that :) If you like you can add a push request on my github, I really like the connect + merge combo.
Thanx okidoki :} Going through your ideas I opened the albedo map in gimp and found the problem: Toolbag isn't baking the padding. The padding is slim but shouldn't be exporting like this. The model was exported with smoothed normals from Blender. For now I'll fix it in post. If anyone has any ideas I'd appreciate them.…