- User Since
- May 19 2018, 1:32 PM (111 w, 1 d)
Sun, Jun 28
Tue, Jun 23
Apr 12 2020
Apr 11 2020
If you do the apply base thing again and again you get something like this:
https://developer.blender.org/T75631 this one maybe related
Also I think related to this the aplay base gives strange results:
Apr 8 2020
Jan 11 2020
Nov 1 2019
Oct 24 2019
As far as I know this is a feature, you can disable it: fast navigate.
If it is the case please close this bug report.
Oct 7 2019
It is really easy to reproduce:
Sep 29 2019
Works perfectly! thank you very very much!!
I understand... thanks :)
Sep 28 2019
Also I can see some of the vertex connections that occur inside the mesh in a few of the examples in that image. Look in wireframe view mode.
I report that bug here:
This one can be related with:
I mark it as open because I can still reproduced it.
I can still reproduce the bug. The fix didn't work for me:
Sep 27 2019
The mesh problem is fix, but the visual distortion is still present, Not a big problem though.
This fixes the topology but not the visual preview of the undo:
Sep 25 2019
Aug 26 2019
Aug 6 2019
Aug 2 2019
I think we need the edit mode to work perfectly for retopo as it is, with a few improvements, and a new mode for all the semi-automatic tools.
I don't see the fit for semi-automatic tools in edit mode, you need better snaping, a relax brush, a move brush, and few other, F2 give us a lot of usefulness.
But semi-automatic tools are a must, you can make a lot in really little time, and you can always go to edit mode to tweak some small imperfection.
If we have a new mode for retoplogy there is room to think new functionalities, and new retopo ideas that probably will never fit in edit mode.
And if we have a tab for retopology the edit mode in that tab can be already setup for retopology, so if you change mode in that tab from retopo mode to edit mode, you will have perfect setup for fixing small things, or if you want do all your retopo in edit mode.
Jul 31 2019
Any progress in this bug?
Only sculpt in multirres modifier is working
Well I found more problems:
With the subdivisions modifier:
1 You can not do Vertex weigh paint properly 2 You can not do vertex paint properly 3 You can not sculpt properly
With the multirresolution modifier:
1 you can not do vertex weigh paint properly 2 you can not do vertex paint properly 3 you can sculpt without any problem
It is also present with the multirres modifier :(
I can confirm this bug in 2.80 official release in Ubuntu 18.04 in the official snap made by the blender foundation, when there is present a subdiv modifier there is no way to paint it with precision, or sometimes even paint, see this video:
Jul 26 2019
Jul 8 2019
Jul 3 2019
Jul 2 2019
When shade smooth is activated, there is no problem, so it only occurred to me in shade flat.
Also something strage happen when you sculpt with the overlay face orientation enable:
In eevee is even worst :(
it is a geometry problem. Here you can see the wireframe.
I just download the last one.
No, that is all it is needed, But I think you need to drag the bloob, maybe?
Jul 1 2019
Jun 30 2019
Jun 20 2019
We are at the gates of 2.80... so sad that this is not fix yet... I hope to be able to use multirres in the near future for sculpting, not just for copy details...
Jun 17 2019
Jun 11 2019
May 19 2019
May 17 2019
Apr 12 2019
Aug 31 2018
It is fix for me in blender-2.80-7f36fb458cb-linux-glibc224-x86_64
Aug 30 2018
A friend of mine tested this with a Spanish keyboard but in XFCE desktop and blender did not crash, so maybe it is related to GNOME?
When I said that I change the keyboard to English I meant the layout or the distribution, (mapping?) but not actually the real keyboard, it is a Laptop.
Jun 16 2018
I use mask in sculpt mode a lot, also I disabled all overlays, but mask is an active tool that can't be used with all the overlays disable. I think that is bad designer. There are more examples on this. Overlays that are fundamental to active tools must be active every time you use that tool. Maybe this tools can overide the overlay state.
May 19 2018
Hello, maybe we can use the 3D cursor in sculpt mode, for example to control the center of the rotate brush, I think it can be pretty usefully. Also the pinch and magnify brush can use that feature.