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Look into getting Powersave for backing up Blend files
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When adding bevels, use an even number of segments to make the decimation process easier later on (when deleting unnecessary edge loops etc. to reduce the poly count)
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Look into getting an NGon cutter - Boxcutter addon
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Link
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Video
youtube
Great new video series on making assets for games
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You can drag and drop image textures into the node editor and it will automatically make a node for it
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Multires Modifier - Great for sculpting - Like a layer system for topology that allows a mesh to be subdivided loads of times and get good details but you can always go back down to lower subdivision levels to make changes to the base mesh without it messing up all the other levels. It’s best to use this if you have a nice base mesh because, unlike dynamic topology, it keeps all of original topology intact and doesn’t mess up textures or UV islands.
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If a downloaded mesh etc. is made up of triangles, you can go to Face, Tris to Quads
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Press CMND M and the axis letter, e.g. X, to mirror flip an object
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For floor tiles/boards etc. add a texture and then add loop cuts to the mesh where the boards meet and extrude down to give depth and realism
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When building a room, make sure all the wall normals are facing inwards rather than outwards
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fSpy - Great free tool for tracing a photo of a room etc. to get the perspective and size etc. Can use a Blender add on to bring the trace in
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Make Human - Free open source programme for generating human meshes. Can apply textures, add a rig and choose from poses. Check ‘Accept connections’ in the community tab to move the character straight to Blender without saving or exporting etc. Just click ‘Import human’ in the add on tab inside Blender with Make Human open in the BG.
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Custom bevel profile tool to add extra detail - can draw any shape into the curve editor and it’ll affect the bevel
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Multi Res modifier for sculpting - non destructive and good for using on a base mesh. Don’t have to retopologise or unwrap the UVs.
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Video
youtube
Good video on using Archipack
- If you click off an object, to get the arrows etc. back, press Manipulate in the Archipack area, under transform etc.
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Video
youtube
Good video on how to understand and implement good topology, e.g. removing loop cuts that go all around a model and only using part of them
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