- User Since
- Jul 23 2015, 8:43 PM (258 w, 2 d)
Nov 9 2019
Sep 25 2019
Apr 9 2019
Apr 8 2019
Apr 7 2019
Apr 6 2019
Win build with latest patch: http://cgstrive.com/blender/B2_8_sculpt_remeshmod_v4.rar
Thank you for the new patch!
Brilliant work! Adaptivity will make a huge difference for sculpt, but also in exporting lighter meshes to other apps (e.g for baking), performance(export, viewport, global undo) and scene size(if collapsed such as sculpt). Isooffset is also useful!
Apr 5 2019
Thank you for the patch Martin! This is amazing feature that makes rounded corners after booleans a breeze. It's very important for game assets (hard cut booleans do not bake normal), hard surface modeling, organic work (e.g pavement, ancient ruins etc).
Mar 18 2019
Thank you Ish for your hard work!
Mar 15 2019
Any chance we'll also see this in Remesh modifier as option? Very useful in hard surface modeling post boolean modifiers for nice round edges. Thanks.
Nov 8 2018
Oct 14 2018
Sep 13 2018
I apologize for being such a nuisance, but thought I'd show another case study of material splitting inconsistency when working with buildings for games. Due to scale of buildings different materials are assigned to different areas and maps are titled in game engine. Here you can see the inconsistent material splitting as a result of Bevel modifier with uneven number (1 seg) that is needed for WN:
As a result of this inconsistency, it's required to collapse the stack and manually, very time-consumingly correct every bevel. It is a a big building, a lot of work. For correct Bevel+WN workflow utilizing the new modifier this should work implicitly (regardless which material is used, as long as consistent).
Sep 7 2018
These are great questions.
Thank You for looking into it.
Aug 31 2018
Jun 22 2018
Jun 11 2018
Proposing more efficient edit_mode selecting:
- Currently double_click is not utilized. For example in maya when double_clicked on Edge it can do edge_loop. When on Face, it can do Element select (linked select )
- Ring can be achieved with double_click + modifiers (ctrl/shift/doesnt_matter)
- Ctrl+MWheel could be utilized to grow and shrink selection.
- Border select is also often useful. Areas could be quickly marked (seam, sharp) and then recovered with double_click on face.
Jun 10 2018
Jun 3 2018
Please consider that currently accessing Widget based transforms creates significant overhead (spacebar>manual select from popup). It's a slow workflow that cannot be used for modeling. Also I think many users liked their Spacebar way it was.
Jun 2 2018
I am a bit hesitant that 1,2,3,4 should be reserved for Mode switching. Half of these modes are not used daily. Subjectively, last time I painted weights was a week ago. Last time I used paint mode was a month ago. I am sure I am not the only one. This begs the question, how is it justified that some of the best keyboard realestate, reachable with your left hand, is assigned to modes that are so rarely used?
Feb 10 2018
Boolean needs objects to be solid, we already have code to perform a bisect so this could be exposed as a separate modifier.
Nov 16 2017
Nov 8 2017
Glad to see it in master! I agree regarding AO and am happy it's on the radar.
Nov 4 2017
Thank You Brecht for this amazing feature and your hard work! I tried to put it through a bit more complex test scenario (in context of attached image). Everything seems to work very well! It's gonna save countless hours!
Nov 2 2017
Oct 31 2017
Thank You for the insight!
Blend file with embedded description attached
Oct 23 2017
Sep 19 2017
Thank You very kindly for looking into it!
Sep 16 2017
Sep 12 2017
I have modified code in 2.79 a bit regarding drawing image empties and am suggesting perhaps developers also consider with following small options, especially before anything gets uprooted:
a) togging of backface culling. E.g if you load Front view of a person, you do not want to see Font view from background(culling must be enabled). At the same time suppose you're modeling a car (Sideview), boat, anything symmetrical - need to see it from both left and right. Checkbox for toggle is needed.
b) Borders are not needed WHEN image is loaded. Depending on theme and generally in other 3D applications Helper objects are BRIGHT(e.g green) so Image planes with borders are highly distractive especially if there are many. I personally disabled drawing of them IF image is loaded.
Aug 31 2017
I apologize for spamming this thread. I was curious if all of these effects(bevel, true pointiness, edgewear, cavities/ao) can be derived from Ambient Occlusion and INVERSE Ambient Occlusion?
Thank You Brecht for your continued interest and this feature.
Aug 23 2017
Thank you for this great feature!