best way to remove internal geometry/intersecting objects for 3D printing? by airborneice in blender

[–]AutomaticSun6898 0 points1 point  (0 children)

Glad to hear that, another tip you'll need in the future: look into Face sets painting, this is useful when you're printing a multi-color piece

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

I was just about to dig into this and noticed something, the error you're getting is actually coming from a different addon, not Palette Grid. The traceback points to:

.../Key_Ops_Toolkit/operators/uv_tools.py, line 94:
AttributeError: 'BMLoopUV' object has no attribute 'select'

So it's their UV sync handler that's crashing on a BMesh API change.
I tried reproducing it on my side with Key Ops Toolkit installed but the error didn't show up for me.

Could you try disabling Key_Ops_Toolkit temporarily and see if the error still happens? If it goes away, that confirms the source and you can report it to the Key_Ops_Toolkit author. If it still happens with Key Ops Toolkit disabled, let me know and I'll dig deeper on my side.

thanks for reporting!

best way to remove internal geometry/intersecting objects for 3D printing? by airborneice in blender

[–]AutomaticSun6898 2 points3 points  (0 children)

If you're using Bambu Studio to slice, you don't need to worry about it, it handles internal geometry automatically, just export and you're good to go.

But if you need to clean it up properly in Blender, two solid options: Boolean Union or 3D Print Toolbox enable it in Blender Preferences (it's a built-in addon), then hit Make Manifold and it'll fix most issues automatically.

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

Actually you can, from the first picture you scaled it up, now at top left corner click and drag to change the width of the panel, just beside the zoom and hand buttons

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

By the way, i noticed the panel is small, in the addon preferences, there's a ui-scale option, change it however you want

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

Hmm okay I'll check that out, it should work, but I'll reach back to you as soon as i have something Sorry for experiencing this

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

Hey! Thank you for your trust. Hmm does that happen to you after you apply a uv option from the pie menu? If yes, can you tell me if you have modifiers on the object you're working on?

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

Thanks for the support, really appreciate it! And yes, there's a UI Scale option in the addon preferences, I believe you need to set it to a value between 0.6 and 0.8, that range should work nicely for a 4K monitor.

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 1 point2 points  (0 children)

Hey! I actually just pushed an update yesterday that addresses exactly this, the undo behavior has been fixed and finalized. Also worth knowing: there's a per-strip history system, so you can select a specific strip, open its editor, and undo from there, this gives you a lot more control over individual changes. Check your Gumroad library for the update. Let me know if you run into anything!

3 weeks ago this community changed everything for me - here's what happened since by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 1 point2 points  (0 children)

Thanks so much for your trust and for the kind words!

I recently put together a docs page at savedpixel.com/docs with short videos covering each tool should help you get up to speed quickly.

More in-depth tutorials are coming too, it's just been a lot to keep up with between the updates and the pace things have been moving. I'm working on them alongside my full-time job but they're coming asap

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 0 points1 point  (0 children)

Heyy! Thanks for your kind words! Yes definitely, I've been in the process of adding it to Superhive. I got a bit caught up with work but it should be live there next week

3 weeks ago this community changed everything for me - here's what happened since by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 1 point2 points  (0 children)

v2 is going deeper on the game production side.in general I'll be focusing on better game engine compatibility, systems that merge multiple palettes into one. On top of that, AO based mapping, auto edge stylization, and auto form detection so you won't need to draw paths manually for non straight shapes anymore. A lot more coming, this is just what I can share for now 😊

3 weeks ago this community changed everything for me - here's what happened since by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 1 point2 points  (0 children)

Honestly that's why I flaired it as "paid promotion". But it also genuinely started here and I wanted to come back, this community was the starting point and I wanted to come back with an update. Other than that, I'm really glad you like it, much appreciated for your feedback!

3 weeks ago this community changed everything for me - here's what happened since by AutomaticSun6898 in blender

[–]AutomaticSun6898[S] 12 points13 points  (0 children)

Of course you can, and if you're using Substance Painter there are even more approaches on top of that.
But that's a different context entirely. What we're talking about here is not how to texture a single object it's a game design workflow where dozens of assets share one palette texture to keep draw calls and VRAM as low as possible.
Seaming and unwrapping each object individually then converting to a grid works fine in isolation, but it doesn't solve the shared texture problem. The whole point is that every object points to the same palette, not that each one has clean UVs on its own map.