- User Since
- Dec 11 2012, 8:13 PM (305 w, 2 d)
Thu, Sep 20
Yes, in 2.79 I select all the time when painting - I have two or more objects, each selected and then switched to Texture Paint mode. After all are in Texture Paint mode, then simply select the one you want to paint and go, and then select the next and paint. Face select masking also, must have selection as active for use here.
With the Quick Access on rmb, is this assuming lmb selection then? Because I need to be able to select an object to continue painting on it if I am painting multiple objects with lmb as my stroke/dab/fill etc. I often use paint and sculpt on multiple objects at once. If I do, will I then have another keymap for the quick access that you put on rmb then? Just trying to understand what it will cost for me to keep my ability to select and paint/sculpt.
Sep 10 2018
Sep 4 2018
When working with turning boxes using a lathe, it is the process of spinning the object to cut away from it. The Spin tool actually spins the selected geo around the cursor position. I think we get the same meaning from both, and I think Lathe is more common with other software, not necessarily a different meaning. Might make things easier to explain, all of these changes I mean.
Texture Paint Mode - same as Sculpt mode, need a brush to be default instead of the cursor in the 2d and 3d view.
Aug 23 2018
Aug 18 2018
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Jul 20 2018
We never had an eraser brush - we made them on our own, and BPainter addon had a specific eraser brush made as well as my own add-on has one. Yes, Erase-Alpha is the way we erase, and the Add-Alpha is how we Un-Erase :D
EZ Paint add-on has a toggle for specific mix modes in painting that allows to flip between these two modes, that is what I use in 2.79.
Jul 18 2018
Mar 15 2018
Here is the file saved compressed in 2.8.
Here is a test cube with the default generated texture and color grid and a cloud texture as a brush texture.
Okay, I see now. If using Eevee for painting, they do not appear. If using Cycles, they appear - but you can't use them really in Cycles, so we must wait for the Workspace engine to be built or for Eevee to support painting. Thanks for looking.
Mar 9 2018
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Oct 24 2017
I added it as an addon submission, and made a fast wiki on my github.
Oct 23 2017
I did start this and was based on the communication on rightclickselect.com, but I approached it as an addon for now since I don't have a lot of experience with source and was unaware of this thread. I have my version available to look at on my github at https://github.com/artistCDMJ/selection_panel. If this is on the right track, then I would be willing to continue work on it with input from devs.
Jul 22 2017
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Nov 14 2016
Nov 11 2016
Nov 2 2016
May 30 2016
This is unfortunate that it needs to work this way, but I do appreciate the tip - alongside that since the ability to vary the amount the image affects the lower image is taken away from just being the Factor in the mix node, I added an RGB Curve node between the second image Alpha and the Mix Factor and 'lessened' the overall effect by manipulating the control point on the far right. I will adjust to this for now and just try to pass this on. Thanks!
May 27 2016
Apr 25 2016
Apr 18 2016
Interesting. As a painter, I have helped make a small addon with some macros I use for flipping an image plane when painting in the 3d view since the image Editor had not supported this (yet). I use the flip x for seeing problems with my painting and the forms, but even more so I use the flip y for comparing to my source image also flipped y to catch problems with negative space and eliminating errors when thinking 'eye', 'nose', or other feature and working from knowledge instead of observation.
Apr 12 2016
Thank you for looking - I guess that I assumed that the use of the face selection meant that TexPaint mode had some sort of selection there, but I made a simple operator for now that shuffles back to edit mode, aligns, and then back to texpaint. I hope the functionality is added later then, or maybe once I learn to really code then I can help with that.
Apr 11 2016
May 1 2015
I appreciate the explanation - I can understand if this is too much for GLSL right now. Work around I have is to use the compositor to make adjustments and iterate saves, and then just bring them in to toggle on and off until deciding on best case.
Apr 30 2015
Feb 16 2015
Thanks for the confirmation. I had gotten really happy to use the Fill tool for variating base color on a mesh, but when I opened files from our SVN, the tool wasn't available again. Then I opened older paint files, and still nothing, and this included the custom brushes I had saved to my startup.
Feb 15 2015
Are they there when opening older files from pre-2.73? This is the crux of my problem, that they are not available unless I append from a newer file. I have the same problem though with brushes from 2.73a vanilla that should be there, but opening an older file leaves me with just the tools available in the previous version.
Apr 26 2014
Will we be able to set a short cut to Mix Mode maybe? Not a feature request, just asking if that is possible from these changes.
Feb 4 2014
@xrg (xrg) I keep a properties window open to brush texture and mask texture just for that purpose sometimes. It is easier there for the procedurals and set up of the texture brush/mask textures as well.
Feb 3 2014
In all of the mockups so far, I think the important thing to remember is that some panels are default to closed, some as open, and you can clean up by closing panels from the default open. I like the mock up of the sculpt mode in that it attempts to sort out the lesser used panels, but across the board in all the paint tools like vertex paint, texture paint, weight paint, etc,those option settings are necessary depending on the function needed, so pushing to a new tab isn't really going to help speed things up unless they are really lesser used items.