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Blender 2.93 LTS

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Re: Blender 2.93 LTS

#71

Earlier quoted context omitted.

Being able to use Gimp's feature set in the 3d view while texture editing would be mindblowing. Or even just seeing changes live on the model.

I wouldn't be surprised if that comes someday, since there's already super basic painting on UVs, but "real" work tends to require exporting and working in some form of 2d app be it Gimp or Krita or whatever. Having the same level of functionality directly in the UV editor or even directly on the model to help deal with seams would make shit SO MUCH easier.

Yeah my workflow on my last 3d game required 'layers' in the texture so I had to set up that layering in the shader, rough spray the general idea of what I wanted onto the model, export everything, edit the textures in Gimp to make it look good instead of fingerpainty and flatten them.

Also, the way UV editing selection works is rough. If you don't have a face selected in the model, it simply does not show up in the UV. The UV has its own selection. So in order to single out a part of the UV based on a set of faces you need to first select the faces, remember where in the UV map they live, then select the whole model again, then select the UV points again.

Re: Blender 2.93 LTS

#72
post #2

The Blender dev team never ceases to amaze me with their incredible iteration speed. It's crazy how much you can get done when you assemble a team of highly skilled, organized, and passionate people to all work on what they love full time. Blender is hands-down my favorite piece of software I've ever used. I use it for professional purposes semi-regularly, and with each new update just keeps on getting better and bet…

Probably very much depends on what you do with Blender. I've been trying to port my exporter plugin from Maya to Blender, and it has been nothing but frustrating. It's been quite a while since I wrote it for Maya, but I remember the Maya API (C++ and MEL) to be well documented, well structured, and quite pleasant to work with. I was always amazed at Maya's basic architecture: Every UI action maps to a command that is…

I have the same observation as a fairly novice maya programmer. it's absolutely priceless to be able to do something using the "regular" UI and just see every single command that is run and then just copy paste the appropriate bits and stitch them together with various conditionals and tests.

maya is even MORE layered than just ui -> script commands, there's the intermediate layer of the node editor which shows the scene data as a set of interconnected nodes and what information they're passing between each other (with a few odd omissions) basically any function in maya can be accessed at least 3 ways at 3 different levels of technical skill. where in blender there are still fairly large missing chunks to translate between the UI level, node level and script level.

all that being said it's a very impressive 3d suite and I highly welcome any and all competition!

Re: Blender 2.93 LTS

#73

Earlier quoted context omitted.

Have you tried it after 2.7? I'm not familiar with 3d modeling, but I heard a lot of people praising the UI changes for that release

Yup, it was actually after 2.8 which changed UI a lot as I read (don't know how it was before 2.8)

Very much its own UI that didn't follow (the admittedly somewhat loose) established conventions. Right-clicking to select and other weird stuff. I got used to it but it really required a lot of playing around to begin to associate the user-model with my prior experience in 3D software-land.

I remember thinking at the time that, had I had no prior experience to build on, I probably would have given up on it.

Re: Blender 2.93 LTS

#74
post #57

Earlier quoted context omitted.

Another 3D printing blender amateur here. I am curious about those geometry nodes too. I want something that can do a surface-remesh. Kind of like being able to boolean unify 100 plus objects at once. I think the answer might be in geometry nodes somewhere... Edit: Google found me a Booltron addin + bounding box diff process that may sort me for now. Will test when I get home.

There's also the remesher in blender these days, either as modifier or as operator. Simply join all your objects into a single object with control-j, and hit remesh. tool: https://docs.blender.org/manual/en/latest/sculpt_paint/sculp... modifier: https://docs.blender.org/manual/en/latest/modeling/modifiers...

Another thing I love about Blender. Community is so helpful!

I tried the booltron process and it seemed to work, about three quarters of the way down: https://blender.stackexchange.com/questions/5752/simplify-me...

But I will also try yours to compare and contrast differences. Thank you!

Re: Blender 2.93 LTS

#75

Earlier quoted context omitted.

Another 3D printing blender amateur here. I am curious about those geometry nodes too. I want something that can do a surface-remesh. Kind of like being able to boolean unify 100 plus objects at once. I think the answer might be in geometry nodes somewhere... Edit: Google found me a Booltron addin + bounding box diff process that may sort me for now. Will test when I get home.

Have you tried to join all the meshes you need in a single object and then using the recent voxel remember to turn them into a single surface? It requires no extra addons and you can choose how detailed you want it to be. After joining all the meshes, select the object and go to the object data panel, as visible here: https://docs.blender.org/manual/en/latest/modeling/meshes/pr... From the remesh section, you can cho…

Another thing I love about Blender. Community is so helpful!

I tried the booltron process and it seemed to work, about three quarters of the way down: https://blender.stackexchange.com/questions/5752/simplify-me...

But I will also try yours to compare and contrast differences. Thank you!

Re: Blender 2.93 LTS

#76
post #11

Earlier quoted context omitted.

v2.7 was, for me, the version that got me to slowly move from 3D Max to Blender. Now, I can hardly remember 3D Max.

I'm not professional or anything but I find 3ds max UI and way of doing things/UI/toolbars/working with geometry and keyboard shortcuts MUCH more intuitive than Blender. Everybody says Blender is awesome and I respect that, but seriously, no matter how hard I try I always end up saying "this is much easier in 3ds max". Any recommendations?

There's a fork called Bforartists which recreates this workflow in Blender.

https://www.bforartists.de/

Re: Blender 2.93 LTS

#77

I entered just yesterday to Blender News[1] and was wondering why there aren't any new articles in 6 months. Even Blender Guru[2] seems to have stopped for almost a year. Does anyone have some insight on why these two stopped/slowed down? I remember these two were amazing sources of technical posts about Blender and I loved reading and learning about it there. [1] https://www.blender.org/category/news/ [2] https://ww…

The developer blog is pretty good.

https://code.blender.org/

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