I absolutely don´t want 2.8 support for TexTools and I´m sure the creator is never going to migrate himself to 2.8 either so why should he bother <- that was sarcasm
I am also eagerly awaiting a Blender 2.8 release! you have done such a great a job on the previous versions that I have trouble using Blender’s archaic native UV tools.
In the meantime… is there a native tool/command that lets you get smoothing groups from UV seams ?
This addon is a gem. Thanks a lot! Hope it get ported to 2.8 when it will be officially released
Another one patiently waiting for a 2.8 release for this. Would happily pay as I do for a few other addons which also make my life in Blender easier. Keep up the great work!
Same as the people above! Waiting eager for the 2.8 release And I will donate/pay you for it
This is not a 2.8 update status but just sharing here as well that I’ll be holding a small presentation tonight at the Sydney Blender User Group:
Slide: FBX Bundle & TexTools
I am currently wrapping up another personal project after which I will devote more time to TexTools & FBX Bundle again readying for 2.8
yay! Great to hear you are planning to port it to 2.8!
@renderhjs Hope your presentation goes well… are you able to give us a rough ETA on when you might have TexTools ported? Are you thinking it will be a few months or a few weeks?
Also eager to see a 2.8 version.
Have you thought about putting it on the Blender Marketplace? I’d love to donate, but I do not use PayPal (due to really bad experiences in the past with them).
I’m having a problem with the texel size tool (v1.3.0):
When I click the Apply button or the size picker the UV map gets distorted.
With my previous version 1.1.0 this didn’t happen.
@Fungopus, is your geometry okay?
- apply transformations
- remove double vertices and non manifold elements
- recalculate normals
@eobet, This is a good idea. People who want to support will help not only the author, but also Blender to. Those who cannot support will be able to download the addon on the link as it is now.
Hi @renderhjs, thanks for this tool. The texel density tool doesn’t work for non-square textures for me though. I have a 32x24 texture and the horizontal texel density is correct when I hit apply, but the vertical texel density is wrong.
Is your bake Object Normal similar to Bent Normals like e.g. in Knald.
. While they do contain directional data similar to that of normal maps, they are actually more similar to Ambient Occlusion maps as they include a form of occlusion data via the bent normal
I would need Bent Normals for Unitys new HDRP Pipeline.
They reference the Knald ones.
Yes, please get this bad-boy in 2.8 and I for one will plunk down some bucks…