![]() ![]() The car model was nice but I couldn't get close enough to see it. While *very* nice, I noticed most didn't have close ups of hard models, which is of course a worse case scenario for topology modelers. Yes, I did take a fast look (on my iPhone) of both the PBR shaders and the contest winners and runners up. It sounds like using Live Clay in S mode is the secret. I actually did try and use some features (like Extrude) in Surface mode and really didn't see much difference. Still, fwiw, I think once you add groups and instances and hierarchies, the current system will have to change. ![]() Perhaps an option but yet introduces even more modes. This can toggle between different gizmo configs: rotate, scale, translate. I've also seen a small gizmo mode icon show up outside the bounding box of the selected object. ![]() Maybe holding down a modifier key will toggle between Edit Frame (orthogonal view, NONE 3d view) and a Gizmo view in all views. I can see how creating a Gizmo could be quite the task, plus how it will automatically 'get in the way' with the current display. Too often it just snaps out of the orthogonal mode and into full scale, which doesn't happen with a Gizmo. And, one of the hassles of the current 2D Edit Frame is it's difficulty in scaling in one direction orthogonally. ![]() Not to mention having to switch between local and global axis modes. My current best thinking is that it may get somewhat confusing in 3D space- how to combine scaling (1D,2D and 3D), rotation (plus rotation lock increments), and translation (again 1D,2D and 3D) in one set of controls which is intuitive to use in a edit frame type gizmo. Of course the big winner in the Edit Frame is the fact it's pretty much out of the way and for the most part modeless (on when something is selected and different modes when you engage different modifier keys). ![]()
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