- Stockholm, Sweden
- https://www.artstation.com/dbystedt
-
Senior concept artist at Goodbye Kansas Studios, Stockholm, Sweden. Member of the sculpting and modeling Blender modules.
- Joined on
2014-10-19
That's strange ... I could sware that I had it working with Increment + Grid. @DanielBystedt do you recall what you have done to get the "3D Volume Grid" snap behaviour?
**Snapping to…
@DanielBystedt - The main question I have for your with this PR is: Would you expect the visibility state of any particular element to affect the overall unsubdivision operator? To me, it seems…
@Dan-Gry @DanielBystedt @dfelinto : opinions? (asking this because everyone seemed to be happy to get the new behavior, does no-one miss the possibility to snap to absolute 3d coordinates?) …
Hi all, I don't know if this will help, but I think this way we could also have a preview of what the mesh will look like when apply base is applied; and most importantly, give the ability to…
Maybe "Conform base" sounds better?
Conform base sounds good. I edited the task.
@DanielBystedt Thank you very much for paying attention to this problem! Also in this regard, I can note that 2 dependent tools are also broken too, and it will be strange if they stand out…
Checked all tools using the polyline gesture. Double click to execute works like a charm. Well done!
Started a design task for selection with seam as a delimiter here
I tested the normal map issue in unity 2022.3.40. Even though the uv's were overlapping, there was no render issue with the normal map. Therefore the problem likely stems from an older version of…
Thanks for preparing the examples. This clarifies your issue.
We should implement a seam delimiter for…
Works as intended with multiple snap targets. Thanks!
Other than the average island scale crash
blender/blender#114545 (comment)
, I think this build works really nice. 👍 ❤️
@ideasman42…
I'm getting crashes when using average island scale
in this build.
- Add mesh "monkey"
- Go into edit mode
- select all uv's
- Run average island scale in the uv editor.
Blender…
Yes, the old version (Apply base) is useful when your goal is to bake a displacement map that contains very little change on areas that you haven't sculpted on.
Baking a displacement map from a…
Some discussion between me and @HooglyBoogly on blender chat https://blender.chat/channel/sculpt-paint-texture-module?msg=AtFjRXetYeJbFMW2n
Hans Goudey @HooglyBoogly15:36 The feedback we're…
From a sculpting standpoint this PR works just fine. I haven't experienced the bug you mentioned from an artistic POV, but glad that it is fixed in the code now.