Subject: [Bf-committers] Arbitrary materials for mesh display in viewport
(solid view)
Hi guys,
Since some time to this part I have been struggling with mesh visibility
in viewport. Now that the use of Node Materials is widely spread, it is
common situation that meshes are hard to see
Roger Wickes wrote:
This single texture CAN be packed and completely different from the true
material and texture layers
used by the shader guy with all their pretty and detailed hi-res textures and
nodes and such.
(my caps) You meant can or could as in a possible future feature ?
The
in this area so take all my suggestions with a grain of salt
- Original Message
From: Gustav Göransson gustav.gorans...@gmail.com
To: bf-blender developers bf-committers@blender.org
Sent: Wed, June 2, 2010 8:10:04 AM
Subject: Re: [Bf-committers] Arbitrary materials for mesh display
- Original Message
From: malefico malef...@licuadorastudio.com
To: bf-blender developers bf-committers@blender.org
Sent: Wed, June 2, 2010 9:13:46 AM
Subject: Re: [Bf-committers] Arbitrary materials for mesh display in viewport
(solid view)
Oh well, you're talking about the original character
To: bf-blender developers bf-committers@blender.org
Sent: Wed, June 2, 2010 8:10:04 AM
Subject: Re: [Bf-committers] Arbitrary materials for mesh display in viewport
(solid view)
The displaying of models/textures in the viewport might be the most
confusing area in Blender (After five years
On Tue, Jun 1, 2010 at 3:16 PM, malef...@licuadorastudio.com wrote:
Hi guys,
Since some time to this part I have been struggling with mesh visibility
in viewport.
malefico, the artists have been requesting matcaps for sculpt, this
sounds like another area it might be useful for.
LetterRip