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What Will Blender's New Paint Mode Look Like?

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Curtis Holt writes:

Hi everyone!

In this video, we’re going to be looking through a post by Julien Kaspar on the Blender DevTalk website regarding the upcoming paint mode for Blender. The post outlines the current design plan and offers a series of open questions which will be a good opportunity to provide feedback.

Thanks for watching and have a great day!

About the Author

Curtis Holt

3D Artist, YouTuber and Software Developer. I run a education/entertainment YouTube channel with a focus on 3D and mixed-media artwork.

1 Comment

  1. My thought process is the reason we call them masks is due to masking tape. You "cover" what you don't want to mess up. However, that's not sufficient reason to keep the design process fully static.

    As neither a sculptor or a texture artist (but maybe there'll be hope for me, yet), it's odd to me why there can't be a boolean toggle between one versus the other, to rapidly switch between one versus the other, because I could easily see myself wanting to paint one side and switch to paint the other, and then back and forth ad misery because I'm a perfectionist.

    Similarly, I don't understand why we have a "proportional editing mode" for vertex manipulation, but couldn't have something similar for automatic masking edge definition. Besides programming challenges, of course.

    Likewise, I don't understand why we have a custom bevel curve, but not a custom proportional editing curve. I guess at that point you should be sculpting, anyways.

    But that doesn't explain why we shouldn't also have a custom proportional masking mode curve, because texturing density is independent of geometry density. Maybe you want that custom step function for some reason.

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