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respawnrt's Avatar
Old (#101)
I only used this and some clone brush.That demo is from the guy who programed that i think.
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Bigjohn's Avatar
Old (#102)
That seems cool. Does it work with PSDs and layers? I mean, can you tell it that the new paint goes into a specific layer in a PSD (or layers in general)?
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respawnrt's Avatar
Old (#103)
I don't think it works with psd's, actually you need and addon just to display multiple layers.Once you do have that you can paint / project on spec, diffuse etc and it saves the layers which i guess you have to import them manually in your psd.
http://wiki.blender.org/index.php/Ex...e_paint_layers
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xrg's Avatar
Old (#104)
Painting in Blender is a bit of a mixed bag - it's projection and cloning is pretty good. However, it doesn't have image layers (like Photoshop), can't flood fill, things like that. Most of that is being worked on (GSoC starts up here shortly and a guy has several little things he plans on fixing).

Here are some texture paint videos. The last one in particular demos a pretty powerful add-on.

Texture Painting Tutorial
Quick Projection Tutorial
BProjection Add-On

Last edited by xrg; 05-20-2012 at 11:31 AM..
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Slum's Avatar
Old (#105)
I use the non-projection mode a lot for painting along seams, or painting edge hilights, but the types of textures I paint are more oldschool handpainted stuff, so I can't speak to how useful the texture painting is for more high end stuff. Works for me though!
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gray's Avatar
Old (#106)
once every few versions i will give blender a try to see how its developing. and they FINALLY after years and year have got the new polygon system b-mesh which supports n-gons and tools that can work with n-gons. and i have to say that for poly modeling it seems 'useable' now. that is, if you can get all the hot keys setup and you have a normal box modeling workflow. so way to go blender team. i have not done any benchmarks to see how the tools hold up at high poly counts. but it did not crash doing a simple model so it seems somewhat stable.

they REALLY need to make the hot key editor better so you can search by function name or by hotkeys. its almost impossible to figure how to remap things. even simple things like mapping the manipulator for T/R/S is edit mode is impossible to figure out in a reasonable amount of time.
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Frankie's Avatar
Old (#107)
hotkeys, right click on button > add shortcut.

although, it might be nice if it told you what was on that key already!
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gray's Avatar
Old (#108)
Quote:
Originally Posted by Frankie View Post
hotkeys, right click on button > add shortcut.

although, it might be nice if it told you what was on that key already!
that does not work except for a subset of the tool functions.

for instance if you want to have a hotkey for each T/R/S manipulator from the ctrl+spacebar manip mode you can not use rightclick to make keys. its really nasty once you have to dig into the hotkey interface system to figure out how to make the hotkeys.

the screenspace T/R/S is not what i need most of the time and those functions are built into the manip system. i assume most modelers would be very turned off to blender when they cant even figure out how to get the /T/R/S manip hotkeys setup.

also even if you do manage to get the hotkey setup if there is already a hotkey that uses that hey it will over ride your custom key. so then you have dig through the input menu to find the key and disable it.
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Slum's Avatar
Old (#109)
Quote:
Originally Posted by MightyPea View Post
Here's a list of stuff I've been writing down about my Blender experiences:

https://docs.google.com/document/d/1...nTI/edit?pli=1

It started as just unstructured thoughts, but has turned into a more comprehensive document over time.
This is good. Blender devs need to look over this.

Especially the bit about the work plane. WORK PLANE
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gray's Avatar
Old (#110)
they have added

cut tool / slice
bevel
connect
bridge
dissolve
edge collapse.

along with edge loop / ring etc, that all work with n-gons.

feels quite nice actually. i even figured out how to get rid of that god damn pivot... i hate that damn thing...

Last edited by gray; 05-20-2012 at 06:27 PM..
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xrg's Avatar
Old (#111)
Quote:
Originally Posted by Slum View Post
This is good. Blender devs need to look over this.

Especially the bit about the work plane. WORK PLANE
I think the equivalent to Work Planes in Blender is custom orientations, though I'm just guessing from watching the example Modo video (never actually used it). They're kind of tucked away at the bottom of the (n) properties panel. You basically select some faces and click the + sign.

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Snowfly's Avatar
Old (#112)
3ds max style vertex/edge/face select mode

1. Go to User Preferences > Input > 3D View > Mesh
2. Create 3 new hotkeys
3. Fill them out like this:


I picked 1,2,3 since you can't access layers in Edit mode anyway, but feel free to assign them to whichever keys you like.
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Slum's Avatar
Old (#113)
Snowfly: Good call. I included this in my keymap file a few pages ago. Also in there is the setup for the UV editor as well. It's the same settings, but you have to set them under the image editor category instead of the 3d view.
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gray's Avatar
Old (#114)
those are another one that i would have never figured out without the internet.

i finally found this 12 minute video that shows how to set them up. but come on! 12 minute tutorial to show you how to set up the V/E/F hot keys lol... thats my point it takes a video tutorial to figure it out.

http://cgcookie.com/blender/2010/05/17/custom-hot-keys/

i guess if you put enough time in you will get everything setup. but my guess is that most people will just give up.
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Snowfly's Avatar
Old (#115)
Ah cool Slum I must have missed it. I'll have to check it out.

My only gripe with setting up the subobject selection modes this way is Blender is pretty bad at maintaining selections when jumping between different subobject types, and I haven't quite figured out how to set it up so that holding down Shift allows you to select multiple subobject types at once.
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Slum's Avatar
Old (#116)
Quote:
Originally Posted by gray View Post
those are another one that i would have never figured out without the internet.

i finally found this 12 minute video that shows how to set them up. but come on! 12 minute tutorial to show you how to set up the V/E/F hot keys lol... thats my point it takes a video tutorial to figure it out.

http://cgcookie.com/blender/2010/05/17/custom-hot-keys/

i guess if you put enough time in you will get everything setup. but my guess is that most people will just give up.
Agreed! This is something that is a major point of contention among the blender community.

A while back I just decided I am forcing myself to learn Blender for all my art at home. I had to reinstall Windows and I just straight up decided to download Blender and force myself to use it. There are plenty of times I have wanted to give up, but I'm not letting myself have that option
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respawnrt's Avatar
Old (#117)
Hey guys some tips on sliding verts and flattening faces .https://vimeo.com/42544100
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Mongrelman's Avatar
Old (#118)
I did a similar setup to snowfly, for a,s,s but also set to to be 'true,true,true' so it can select verts, edges and faces at the same time. That, with the click/drag ability to move things without needing to press anything on the keyboard can give a nice way of doing tweaks.
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PolyHertz's Avatar
Old (#119)
Messing with this some more today, have a few questions:


-Is there any way to cull or change the shading of backfaces in the viewport?

-Paint/Raycast select, how's it done? Everywhere I look says press "B" twice, but that doesn't do anything.

-Is there a normal "select only" mode? Not a fan of the always on sticky-manipulator, could cause problems ("Oh look! I managed to move a row of edges in a part of the model I wasn't paying attention to without even knowing it, thanks sticky-manipulator!")

-As I understand it, preferences are saved per-scene file. So what if you want to go back into an old scene and load your newest preferences? Can you save preference presets and load them into scenes as wanted?

-Can the 3D cursor be disabled?

-There is no add/subtract selection, only toggle selection via shift or ctrl+shift. Is this right?

---

Also some quick thoughts;

-The bevel tool isn't very good, edge distance can be very inconsistent (but I guess they're working on it?)

-Hate how you can't deselect all components with the mouse. Even Modo lets you do this so long as you're in Select mode.

-The way edge slide works (drag away from mouses initial position when the tool is activated instead of holding lmb/rmb to define the initial starting position before dragging), could be improved. There's also an input if I press the button twice, but that should show up regardless.
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respawnrt's Avatar
Old (#120)
-Is there any way to cull or change the shading of backfaces in the viewport?
this maybe
-Paint/Raycast select, how's it done? Everywhere I look says press "B" twice, but that doesn't do anything. Press C.
-Is there a normal "select only" mode? Not a fan of the always on sticky-manipulator, could cause problems ("Oh look! I managed to move a row of edges in a part of the model I wasn't paying attention to without even knowing it, thanks sticky-manipulator!")
Ctrl + space
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Mongrelman's Avatar
Old (#121)
With box or paint select LMB is add selection, MMB is remove.
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PolyHertz's Avatar
Old (#122)
respawnrt: That works for selection, but visibility wise's it's actually more like an x-ray mode. I'm looking for something that will either shade back faces completely different, or make them invisible. So say I took a cube, flipped the faces, now it's invisible (except maybe for seeing the inside faces that have their normals pointing towards the viewport camera).

Quote:
Originally Posted by respawnrt View Post
Press C.
lol. Clearly they did that just to mess with people, in a few years it'll probably switch to "D" :p

Last edited by PolyHertz; 05-21-2012 at 11:41 AM..
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respawnrt's Avatar
Old (#123)
Something like this ?
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PolyHertz's Avatar
Old (#124)
Yep, exactly. How'd you do that?
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respawnrt's Avatar
Old (#125)
Lol you need to activate textured shading mode (alt+z).

Last edited by respawnrt; 05-21-2012 at 12:19 PM..
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