Sorry for the delayed reply. May the 4th you know.
Really, does it? And these are all directly quickdraggable?
But however it is…I really don’t want to downplay the quality of PME addon itself. To me it looks like a really well done tool and If you are happy with pie menus, than thats how it is.
Seems we argue towards the same point from starting from different sides.
My argumentation for the brush panel is quite exactly that. I just think that these favorites could/should be handled overall by the same panel in prioritized way, many solutions come to mind here, and as a panel dedicated for brushes a better visualization would be possible. And overall there’s no need to think that being like zbrush is the only solution.
To be honest, I’m not crazy about Pie Menus myself, as I prefer traditional floating dialogue menus. You can create all sorts of options in PME, but I’ve only just installed it recently and haven’t had much time to explore.
Indeed, this is a VERY important aspect of Blender’s sculpting workflow and essential that it gets it right going into the future when there will eventually be many, many brushes including custom user creations. Zbrush is always going to be held up as a mirror to Blender Sculpt mode and I suppose it’s what I know most and will naturally compare to, but you’re right of course and it shouldn’t always be looked to as a solution.
In the future I would like to see a global asset management system for sculpting/painting brushes, textures, brush alphas, etc.
Me too. Seems like William is against changes coming to the brushpanel in smaller pieces. So it might be branched out. (https://developer.blender.org/D7616) I am not convinced that this is needed, as it is already marked as experimental and we at the beginning of the alpha phase, but currently it looks like changes will be added solely there until the overall concept fits together. But nonetheless. There’s movement and movement is good.
Thanks much @Metin_Seven. I put quite some time already into looking at the addons features, so I know that already. I was more stunned that it shall not be limited to the eight octants as I’ve never read about it being different here and didn’t want to let it sound that the tool is bad just because I think that pie menus themselves have some problems. (And yes it really is listed in there. I overread that.) If you could make a check with eg putting sculpt masking to a sticky key and tell me if that works flawless, that would be a real decision support for me.
For me in 90% reconstruct works better then apply base , it try to be more close to high poly model then apply base. For example look on lips - in apply base lips getting too much close to each other and overlapping too much.
But If you want to add subiv( not multires) to it maybe some times apply base works better. I think it can be used in more specific cases.
For me by default apply base should have the same result as now have reconstruct algorithm. And maybe make some checkbox to turn old method of apply base for specific cases . and of course apply base by default must be automatic, and only with checkbox it turns on to manual mode
Made the same observation while testing. The current Apply Base algorithm is pretty bad when compared to reconstructing subdiv levels with MultiRes. Once Delete Lower is added it is more effective to just delete level 0 and than rebuild it. I hope they reuse the new algorithm so everything will be consistent.
Good work guys. I haven’t touched Multires much yet, but your feedback is valuable for fixing the modifier and becoming a force to be reckoned with. Please keep submitting your observations to the issue tracker, thanks!