- User Since
- Sep 5 2018, 9:16 AM (198 w, 4 d)
Apr 15 2022
Ah, I see. Thank you.
So just for clarification: It is expected behaviour that the dimensions can only be trusted 100% as long as there is no odd rotation applied to the object, correct?
Apr 14 2022
If you want to reproduce it, then
- duplicate the rotated mesh "Oricinal Sculpt"
- expand the N-Panel
- watch the Y-Dimension when hitting Apply Rotation and scale.
Apr 11 2022
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May 13 2020
Ah sorry - here are the files from the video:
The reference file:
... and the file in which the models are referenced:
May 2 2020
Mar 10 2020
Without knowing that this proposal already existed I proposed something very similar a few weeks ago on RightClickSelect:
Mar 3 2020
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Feb 20 2020
It did work differently in Blender 2.80, I just checked.
Feb 19 2020
Feb 18 2020
Currently I cannot reproduce it, unfortunately. Sorry.
Feb 17 2020
Nov 21 2019
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Aug 21 2019
Something I'd like to add to the shading style:
- If possible the backface opacity of lines should be adjustable.
- If Faces are occluded by geometry they should probably also be rendered with slightly less opacity:
Aug 13 2019
May I also add: moving vertices without double click or pressing a key. Yes this can be achieved with the sculpt brush but this means switching an editing mode again.
Single vertices need to be moved often and fast to space them out evenly across the surface - especially in the beginning.
Aug 12 2019
Seeing this video and being reminded of all the necessary steps again I am starting to wonder if a dedicated topology mode could actually work. Now maybe this was the intention all along and I misread or misunderstood it but:
What if a dedicated topo editmode could be like an editing and snapping workbench, where the snap and view settings are turned on and are easily adjustable to do all kinds of topology work. It can also have additional tools if they really are tools which won't work in any other context than topology. Tools like guides for auto topology, guides for bridging rings, painted topology like ZBrush's TopoBrush which builds polygons where lines intersect. The regular modeling tools should still be accessible, though.
Aug 10 2019
I am very much with @Wo!262 (wo262) and @Julian Perez (julperado) on the subject. For a manual retopology workflow a new editmode would be overkill. Especially if a new mode would mean that many of the edit tools will become inaccessible while the retopology shading is active. This could, despite all the good intentions, be even counterproductive. Focused tools are good for a workflow that is dedicated to a narrow set of tools. With manual retopology you often still need to switch back to regular modeling tools every now and so often as the lines beween standard modeling and snapping can be blurry at times. Manual retopo for hard surface can sometimes mean using the high-poly only as a reference but modeling the clean asset on top instead of snapping. Think of a bookshelf, for example. You wouldn't want to snap to the beveled edges here but rather have clean planes at first (and maybe bevel later).
Aug 9 2019
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Apr 3 2019
Argh. 3 years later and I've just now realized that I've hit the same problem, apparently.
It's a very ´specific case, though and I am going to file a bug report with Unity as well, because this can't be designed behaviour.