As mentioned in the title, after 12 years in the gaming industry (mostly mobile) and working with both Maya and Max (and zbrush though that’s less relevant), i just started exploring Blender*.
So as you can guess, i am looking for a lot of features that exist in Max/Maya/Zbrush, especially when it comes to unwrapping. Made a list, bear with me:
- transparency of an object doesn’t do too well with the “in front” option (not too great for retopology)
- “x-ray mode” and “select not only visible” (=backface selection in 3ds max) are linked options which doesn’t make much sense (saw this mentioned in another topic when googling, would need to dig it up, any news about that?)
- 1/2/3 = vertex/edge/face mode + 4=island in UV - why not in the 3d viewport as well? (“element” in 3ds max - alternative: select linked (similar to “grow all” in zbrush, but yeah)
So fyi, unwrapping from seams is not really a thing when you really want to optimize your UVs (which is an absolute necessity for mobile - AAA can show off their 2K maps for an eyeball, but i have to work with a 256 for a whole character), so the way i work is mostly by projecting from view + aligning the borders as much as possible, then relaxing the inner parts - pretty much like those guys.
Considering that workflow i need to be able to go beyond “pick seams then click unwrap+pack then you’re done”, and i feel that unwrapping is always an aspect of 3d making that doesn’t get enough love:
- Seen a topic about it, but that’s really a no-go for me: unable to see all UVs from a mesh in object mode or even in edit mode unless you have the whole mesh selected in face mode (which you might not wish)
-> alternative: UV sync selection (selection in 3d space = selection in UV editor), but implications:
you can’t select a UV vertex or edge without selecting the whole 3d space vertex, meaning you will select all the UV vertices connected to that vertex even if they’re split in the UV editor)
most of Textools options won’t work (probably because of the previous point)
- target weld? stitching shortcuts ?
all the stitching possibilities are linked to just one menu, which means you can’t have shortcuts for different types of stitching (like stitching halfway, stitching to starting/ending point)
- relax on selection only?
brush relax (but lack of control, impossible to limit it to selected-only (and ignores pinning), slow for big chunks)
minimize stretching (doesn’t affect borders, laggy)
- relax on one axis would also be nice (similar to Maya), apparently existed in old versions of Magic UV (also, i can’t get it to work, “all UVs are not separated” error message)
- distance sensitive welding?
As of now, “welding” merges all selected vertices together as one vertex - forget about merging edges or distance sensitive vertex merging - although if they’re not actually linked geometry-wise, they won’t be merged but just all be stacked in one location.
- lack of indications of what 3d vertex is shared by different UV vertices (in case of seams for instance); in Max, they’re indicated by being dark blue
Interesting Blender features:
- split a mesh to elements (needs an add-on in 3ds max)
- beautify faces: reorients tris so that they make more sense
- for environment artists: add-on allows to easily built architect-like structures, another (?) shows measurements of a mesh at all times
If some of those features already exist and i missed them, please don’t hesitate to mention it; also if you know that a topic already exists for a feature, i’d be really grateful if you could share it with me;
we’re kind of looking at using Blender at my workplace so that would be incredibly helpful (i’m guessing if that ever happens, we would probably be hiring a tool programmer).
And while this is a lot of critics, that really is an amazing job what you guys did with Blender <3 (ok i’m still slightly annoyed that the move option would be linked to G and not W :P)
Looking forward to your feedbacks!
*again, actually, just realized i had an account from 2008, back when i was finishing school lol