![]() And, there are great tutorials online so, you get help finding the right buttons, I've watched a few but, prefer dabbling on my own. Retopology is easy in Blender and, you get perfectly passable results, I don't see my-self needing any-thing except Blender for many years to come and, if I need advanced features, I can ask the Blender devs for it, and, they may make it. I've bought a cheap 3D scanner but, have ordered the Intel d415 Depth camera this month, because it's faster and, potentially more accurate. I know it can bake normals maps but, I haven't done that yet. It's got what I want, solid box-modelling, easy texture painting and, I can spray-paint quick-image decals and, get the look I want. I've used blender 2.79b for a while now, making demons, vampires, bottles, walls. I was even able to use the sculpting interface to perform editing on my shape keys, so I'm a happy modeler. I was able to dig into my beloved modeling tools quickly and easy, with vertex groups and shape keys immediately accessible. Not actually all that much of a change, but it will likely make a lot of the interface nay-sayers happy. They basically just gave users a set of pre-defined "workspaces." All of this was possible in previous versions, they just didn't have default pre-sets for them baked into the software. The big interface innovation is relatively simple. I can see why so many people are excited. I spent a little time last night poking through the new 2.8 Blender. Space is thankfully no longer as much of a limiting factor. For a fraction of what I spent on that 20 Gig drive, I can now conveniently keep more than 10 times the space on my person. These days, I typically carry a 256 Gig flash drive around with me. But space disappears REAL fast when you're rendering video. And it was fairly sizable for the time I had it. The hard drive I was having to use back in the day was 20 Gigs. Modern computers frequently measure their hard-drive sizes in Terabytes. Modern students should definitely try long-term rendering on a frame-by-frame basis, in order to avoid software crashes and being able to pick up rendering where it left off in case of failure. ![]() And if I were tackling a similar project today, I would absolutely follow the methodology you are describing. This saves me some time because I don't have to spend so much time UV mapping complex geometry and can instead work with more primitive shapes and large, simple UV islands.Click to expand.In this day and age, yes, you are correct. This is because the Boolean modifier preserves the Materials and UVs from both objects. Note: I rarely use the Boolean Modifier until after I'm finished texturing all objects in the scene. In Edit Mode enable Edge Info on the Mesh Display section. ![]() I had to flip the normal of the plane to get it to work like you want it to. Add Boolean Modifier and change to Difference, then select the Plane as the object to Boolean the Cube with.The great thing here is that it can be done with a few clicks without taking into accounting measuring sides, just position the two objects as you want them to be. It's fairly straight forward and useful for creating things like holes though solid geometry (windows is one good example). You could also do a Difference Boolean Modifier.
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