- Amsterdam, Netherlands
- https://socel.net/@julienkaspart
-
3D Artist @ Blender. Sculpt, Paint & Texture Module Coordinator
- Joined on
2018-02-01
If user want to bevel edges or verices the corresponding menu is used. The mindset is also simple - if user need to operate on faces it is always known where to look for available operations,…
I can see this being very useful. Even if the opacity is at a value of 0.9, it's enough to make out generic grid textures and then compare the result with the 3D Viewport 👍
@pablovazquez @Harley I would be fine with either way. I think you should decide on this. Keeping the icon names for consistency on addons is good. But I'd also be fine with renaming icons like…
@DanielBystedt I agree that the menus and concepts of Vertex, Edge, Face and UV are more beginner friendly to understand than Mesh & Attributes. @nickberckley Also rightly points out that the…
I don't really notice a difference between "Test Occlusion + Angle" and "Test Depth + Angle". The angle of 45 degrees works really well. Anything above that leads to more snapping issues.
There…
@mano-wii Ok I think I understand. I think the current implementation is good. Even on very complex models like the Skull of the Blender Base Meshes, the snapping never fails to snap to the…
@mano-wii Do you think we should do some more testing? Otherwise I'm also fine with merging the current state 👍
@Gangneron Since @Sean-Kim already started with the implementation it would be best that he finishes it. I recommend to have a look at some of the other 'Good First Issues' and [reported…
@HooglyBoogly If this is all good to go could you merge the PR?
This is not a bug. All filters generally operate on all geometry that is unmasked and visible. To affect only specific face sets, connected geometry, etc, use the Auto-Masking options in the…
So far this looks good to me. The only unfortunate thing is that the new mask modifier icon has more weight when compared to all other modifier icons. It sticks out and breaks visual cohesion a…