modifiers - 3ds max Edit poly and uv?
In short, modeifiers including editing the mesh and uv on top of multires, mirror , etc. enables non-destructive modeling workflow.
Say, we could do half of a mesh, adding "Mirror" modifier, then "Multires", then "edit poly/mesh" modifier to do asymmetry/ We could then do a fast skinning and port to animator. After that the model artist could work on uv of half of the mesh under "Mirrot" modifier, and make another half of the uv manually above "Multires" before or after "edit Poly/Mesh" modifier. All of these can be as modifier status, not applied. So we could even go back to tweak the half low poly model when we do tweakings when joint locations and model is not that match.
Or say, when my art director want to see a few variations of my model, I could add "edit poly" modifier to do model changes, then another for new variation and so on.
This is one of my reason still sticking with 3ds max. The modifier stack. Blender got a lot of interesting tools and is mostly better than 3ds max. If these modeifiers with high flexibility and non-linear workflow can be introduced, yeah I'm all in Blender= )
6 Comments
Top 22nd post here, 226 upvotes: blender.community/c/rightclickselect/Gscbbc/ - "Edit-Mesh Modifier"
Go upvote it. (Edit: it itself has 8 more duplicates, lol)
Some other similar ones as well:
blender.community/c/rightclickselect/rRdbbc/ - "Edit UV's from Modifiers" blender.community/c/rightclickselect/Qjhbbc/ - "Edit mode actions being saved in the modifier stack."
Oh thank you very much for informing me! I was discussing with my friend and he suggested here as a place to make feature request. I'm sorry that I haven't searched for similar post yet. Thank you very much!
Should be good to have - just like blender.stackexchange.com have for example - a menu in blender.community to link similar or duplicates topics.
Its kinda possible now with the "Edit Mesh" modifer in the Modifier List addon: extensions.blender.org/add-ons/modifier-list-fork/
Also the smoothing groups feature of 3ds max should be implemented in blender.
blender needs object history system, that will solve problems like that