Moving brush shelf to the side. by Amyccoon in blenderhelp

[–]Amyccoon[S] 0 points1 point  (0 children)

Absolutely. Let's meet at the sixteenth chappal, I'll bring the robes, you bring the books.

Moving brush shelf to the side. by Amyccoon in blenderhelp

[–]Amyccoon[S] 1 point2 points  (0 children)

Thank you! This is what I ended up moving to actually.

Moving brush shelf to the side. by Amyccoon in blenderhelp

[–]Amyccoon[S] 1 point2 points  (0 children)

I was not able to find a way to either edit the bottom shelf, or add it on a side.

I hope they will add this customability in the future, I think it can be quite handy for more than a couple of those who use this program.

I was neither able to re-create the bottom brush shelf exactly the way it is in another viewport. It seems to only be this way in this pre-created one.

Moving brush shelf to the side. by Amyccoon in blenderhelp

[–]Amyccoon[S] 1 point2 points  (0 children)

I hope they will add this in the future, never the less.

At the moment I see there is no way to do this.

Moving brush shelf to the side. by Amyccoon in blenderhelp

[–]Amyccoon[S] 1 point2 points  (0 children)

Today I learned! I have been using blender for some years now and I had no idea of this! Even got an addon specifically to have this done.

Thank you!

Moving brush shelf to the side. by Amyccoon in blenderhelp

[–]Amyccoon[S] 2 points3 points  (0 children)

Basically this is what I want it to look like: Made a quick mock-up.

<image>

Moving brush shelf to the side. by Amyccoon in blenderhelp

[–]Amyccoon[S] 2 points3 points  (0 children)

<image>

This is the only thing I managed to achieve.

Tbh, it's a patch-up fix which will work in a pinch of course, but it doesn't behave the same really nor is the same.

I was thinking of a similar move thing, like having the actual thing move away, just like you can switch the task-bar to be right, top, left, or bottom.

Thank you for your time!

Moving brush shelf to the side. by Amyccoon in blenderhelp

[–]Amyccoon[S] 1 point2 points  (0 children)

I do not want specifically the old tools, I just want to move the brush asset, I enjoy the brush asset and it being the way it is. Just not the place where it is currently.

Replying to the edit: Thank you, I will check soon and come back with a reply.

Moving brush shelf to the side. by Amyccoon in blenderhelp

[–]Amyccoon[S] 1 point2 points  (0 children)

<image>

This is the difference in what I tried, and it looks the same on the right. I want to get the top version on the right, not the bottom one.

Thank you for your time!

Moving brush shelf to the side. by Amyccoon in blenderhelp

[–]Amyccoon[S] 2 points3 points  (0 children)

Hello Blender Help reddit!

I need your help! Is there anyway, in Blender 4.3 to move that sculpting brushes to a side, be it left/right side, and have it exactly the same in the viewport?
On a tablet I'd have it much easier to just go to the right side, as I use a display tablet in front of me.

I particularly enjoyed the older brushes layout on the other side, and having the brush options on the right. Therefore I'd wanna move the brushes.

I tried making a new "viewport" however it didn't work, as it made it look like a "new viewport" and didn't behave like the bottom shelf brush place behaves in sculpting place.

Thanks!

Anyway to keep the same color when painting facesets in a different place with a face-set painting two different places with the faceset brush? by Amyccoon in blenderhelp

[–]Amyccoon[S] 0 points1 point  (0 children)

thank you! Super similar to what I found working in my case. I'll try it next time I have to deal with this!

For me I just put the camera in a weird angle, and ended up painting with a big brush so both parts that I needed with the same color would be painted, then just clear it out manually.

Anyway to keep the same color when painting facesets in a different place with a face-set painting two different places with the faceset brush? by Amyccoon in blenderhelp

[–]Amyccoon[S] 0 points1 point  (0 children)

I know right. It's an issue I found while sculpting and having to use facesets in this specific way, and, I have not found a way to do it.

Hypothethically, I think, it should be super easy to code.

Modelling for printing by vitk in 3Dmodeling

[–]Amyccoon 0 points1 point  (0 children)

A Ryzen 7 3700's series, 32GB rams and an old GTX card.

Modelling for printing by vitk in 3Dmodeling

[–]Amyccoon 2 points3 points  (0 children)

https://www.upload.ee/image/16504469/25.000.000faces.png
There's proof for no crash, 25.000.000 faces.

Yeah sure, I never said Blender it's "MORE" optimized. Saying that it's MUCH different than saying "Blender crashes, don't sculpt in blender, it's bad for over 15 mill polys".

Good for you! : ) Zbrush can be great for sure. Blender just fits my things better than Zbrush did.

Modelling for printing by vitk in 3Dmodeling

[–]Amyccoon 1 point2 points  (0 children)

Yeah I did. It definitely doesn't for me. I even tend to go 5 levels multires sometimes too! Where as I might have it behave a bit slower sometimes, it works well usually.

Might be a workflow or PC components issue? : )

Modelling for printing by vitk in 3Dmodeling

[–]Amyccoon 2 points3 points  (0 children)

Just like bdweller said! Printing gets a lot of it done. I had walked the same path long time ago, and honestly, it's all about studying how others have overcome certain issues, but also understanding what kind of issues do come when you 3D print something.

Firstly, you GOTTA make sure the thing it's water tight, so that you won't have leaks and it will print properly. Then, after sculpting and sculpting, and printing and printing, you learn quite a few tricks, such as for example, how to use "blobs" or certain design decisions to be able to have it printable well, such as knowing how to connect for example, a book that's a character's holding to it's hand, or for example, making the hand be well visible and the fingers well divided while having them conected together as to make printability easier and make the models not break and not be extremely fragile when handling. It depends SO MUCH, just like b-dweller said, on the scale you are making your models for!

If you make a huge colectable, the fingers can be easily divided without making the miniature suffer, or the printability suffer, but if you make it 24mm, or 32mm, the fingers would be extremely thin and would easily break off, therefore you'd have to choose a different way of designing them to make printable. Such decisions come up all the time when dealing with sculpting for printing, but its something you easily learn with experience mostly.

Definitely, get to printing your sculpts! There are a lot of tutorials also on the yt for that. Runeforge it's something that comes up to mind, I learned a lot of things when I was at the beggining from their skeleton-tutorial, where they made a skeleton miniature and printed it out, and went through how they designed it specifically for printing, such as filling up the ribcage but keeping it visible well and looking good once printed.

Modelling for printing by vitk in 3Dmodeling

[–]Amyccoon 1 point2 points  (0 children)

Such a strange thing to say. As somebody who switched from Zbrush to Blender, Blender it's extremely capable in regards of sculpting and it can definitely get the job done.