![]() Suggestion Two: For the UV map, again, following Blockbench, allow for higher-res textures, without changing an already-set size of an object. It would also allow for free movement of each UV plane, so that if it's using the same texture, the other UV plane can have a different selection of the texture, rather than a strict selection based on size and placement of the entire cube UV map. It can allow cubes to have more than one texture on it, a max of six different textures, one on each side. Suggestion One: For the UV panel and cubes, do what Blockbench does for UV selection. ![]() I have three suggestions and a problem with MB: So, you know, make the model itself a kind of "part" class, so that way a new part shouldn't have to be made for things like cubes, chairs, tables, etc. So, if you haven't guessed it already, is there a way to remove the *requirement* of objects being inside parts? I'm not asking to remove parts or anything, just remove the parts requirement. It makes rotating things slightly more of a pain, where you have to go through the giant list of animation parts in the timeline. Now, I know the lid is parented to the bottom, but the bottom is in another unnecessary part. It would be like trying to move a chest by clicking on it in the viewport, but instead grab the bottom of the chest. ![]() cubes, but the current version forces a new part to be made. There some models that people make that don't require any parts, i.e.
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