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Click layer to upres to that division
Rather than telling us to step up the the level of division, it would be slicker to just take that as a command to jump to that level of division.
So if your on level 2, click on a layer sculpted at level 4, then you jump to level 4.
But hey, I feel that If you ever find yourself writing code to throw up a warning dialog that tells a user to do something and he only has one option, its probably better just to do the task anyway. You can always undo.
DAVE KING
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FREELANCE CHARACTER ARTIST | GAMES | CINEMATICS | FILM | TVC
http://www.daveking.com.au
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Layer Cage edit
There is a lot of times when I would like to sculpt a layer lower down the sculpting heirarchy, yet still see the final result.
Would it be possible to do a wire cage edit mode? Or perhaps a ‘vertex dot’ version so dense meshes can use this?
An example would be doing base morphs for a face at export level- but wanting to see the final detailed model to get an emotional response.
DAVE KING
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FREELANCE CHARACTER ARTIST | GAMES | CINEMATICS | FILM | TVC
http://www.daveking.com.au
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Linked Layers
Being able to chain layers together for simaltanious hide/show and opacity would be brilliant.
An example would be a blend shape for a face, where there is a base layer for blend shape export and an upper layer for normal map wrinkles or displacement.
Another excellent feature of this would be ‘opposite linking’ layers - so changing one has the opposite effect.
So if you hide one layer, the opposite link layer is revealed.
Sliding one layer down to 30% would raise the other to 70%.
An example of use would be opposing morph targets for the face.
DAVE KING
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FREELANCE CHARACTER ARTIST | GAMES | CINEMATICS | FILM | TVC
http://www.daveking.com.au
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