![]() would be great to have settings, default scene and default tools (brushes, alphas, materials, node froups or whatever) without having to clunkily append or link this stuff… biggest bug bear! so annoying going back to an old file and realising the default weight paint brushes aren’t in that blend (it’s that old) and have to go through the whole appending assets into a new file to get your default setup! Ton changed user preferences a while back to have separate settings and default content. Probably out of scope but the biggest workflow issue i have is if i create a set of custom brushes/alphas i want to be able to have them as defaults separate from blends. Maybe Tom has some ideas that could improve this?ĮDIT: of course even in zbrush dynamesh only gets you so far… you are still going to want to retopologize nicely before doing final detail sculpt! and yes, at that point you do miss sculpting layers! It would be fairly trivial to make a python script that has the octree level set (like resolution in zbrush) and make this a one button operation. This method won’t remove internal geometry but otherwise is pretty much dynamesh, EDIT: so dyntopo in early stages and use aboveworkflow a bit later! it’s irritating in zbrush to accidentally trigger dynamesh and sit there for it to calculate! I know that 4 steps instead of ctrl dragging the background can be a pain but in zbrush it takes a while for the calculation to go at higher res meshes. optionally set object to smooth shading.increase octree level until appropriate detail is met.You can already have a dynamesh like workflow in blender: GSOC 2016 UV packing and other featuresĮDIT: in the early blocking stages dyntopo is better IMHO than dynamesh and more optimal.īUT as primary forms near final and i want an even mesh subdivison like dynamesh:.Iso formula for UV unwrapping (onion branch - incomplete though).Nudge Sculpt Brush for UVs (*patch ready).Interpolate higher resolution data instead of copy/delete when inserting/deleting loops.Using vertex grouping for masking and hiding Autocolorization of vertex groups visible in sculpt mode.Transparency for sculpted mesh so you can use reference images behind the mesh.Improved workflow (autodisable common settings - *patch ready).Splash prevention feature from vertex paint GSoC.Improved defaults for current brushes (especially grab).Sampling radius for brushes from GSoC 2011 that was accidentally dropped during merge. ![]() More brush default combinations for common workflows (Polish Brushes, Trim Brushes).Adaptive spacing from GSoC 2011 that was accidentally dropped during merge.Way to load brushes independentally from Blends (‘assets folder’).So far here are the ideas list - no promises for any of them in particular … No promises to address every issue raised - and will mostly focus on what I find to be funnest or most frustrating for my own sculpting and painting. What I don’t plan to do (at least not in the near term) are big new features (ie a layer system for multires sculpting)Ī) list of stuff available in GSoC/old blender builds that you would like to have in Blender Head (should be predominantly the GSoCs I mentored, though I might be willing to port other features if they aren’t complicated)ī) broken python scripts related to sculpt/paint/UV workflow you’d like to have working againĭ) brush presets that you have created and think might be useful additions to headĮ) list of useful sculpt/paint/UV scripts and tools (so I don’t reinvent the wheel ) ![]()
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