頂点カラーの場合には先にポリゴンを細かくしておいて、Attributeに頂点カラー名を指定、同様にViewport OverlaysのVertex Paint: Opacityの値を0もしくは下げておく、と。

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マスク画像を用意して2種類のテクスチャをテクスチャペイントで書いて混ぜる(?)ときにはViewport OverlaysのTexture Paint: Opacityの値を0もしくは下げておくと確認しやすいですね。

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Also it relies on an additional viewport as a buffer for drawing all the lighting, but there doesn't seem to be a way to get that to draw *before* the actual viewport, so it's always 1 frame behind :\ large amounts of motion produce these annoying 'holes' in the darkness

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New character I'm working on, here is the shape blockout. new viewport helps immensely. [I'm currently available for hire]

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New character design I've been working on!
internal renderer lets us see the freestyle outlines in realtime on the viewport, would be nice if we had this feature in 2.8 (such a good feature could not be lost on an upgrade😟)

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Ehh, I need help. While in texture paint mode, the eyebrows, eyelashes, iris, and eye sockets go white and I can't see what I'm painting onto them. But, when I go into object mode with with the viewport shader set to texture, I can? help

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Sausage study (raw&grilled)
Messed up the graph a bit cus 3D viewport kept making me hungry.
100% (except for SD logo), rendered in .

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I don't think I ever shared this one :D
This is a character called Prometheus that I worked on & off again for the project "Monomyth" by Randy Bishop via Black Earth Studios.
This video is a quick recording with the Eevee viewport in Blender 2.80.

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Viewport capture of an unfinished vehicle design I made back in 2006. The idea was that it could jump and use its central pivot to fold slightly (frog car?!). That's why it looks like it's split into two parts. One hell of a bumpy ride, I imagine.. 😁

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Here are the shots straight from the viewport. With atlethic artire ofcourse 🤣🤣🤣

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Took a little time to start sculpting the character I sketched out yesterday. This is by no means a finished piece, I just think a lit scene would be more attractive than a gray viewport for my 3D wips

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BATS is an addon for 2.8, that makes use of Eevee and especially the Look-Dev viewport, to give real-time feedback when creating materials. It adds a layer system with customizable PBR channels, which makes creating materials a different experience. https://t.co/TDTxbIAXBZ

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has released 2020. The update adds new OSL-based toon shading capabilities, built-in greenscreen keying, and improves viewport animation playback speeds by up to 2x https://t.co/jlT2FY90gE

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Made Isaac from Binding of Isaac for VRChat. Here's what it looks like in the unity viewport

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Excuse the viewport texture seams, but Ty is almost done! Just needs glasses + hair/floof now

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Added some energy wisps between the floating horns/tucks. Tennogen's viewport doesn't have the prettiest render, but it gets the point across. I'm liking the way it's turning out.

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Hey Paty! Thanks!
1 - Yes! It's 100% texture (and with some fur on top of it - i'm attaching some viewport grabs so you can have a better idea)
2 - I use as a (really solid) base and do some extra work on /

Does that make sense? =)

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It's definitely possible! Just use External cache ans specify two different paths! (this example has two different materials, displayed in Eevee viewport)

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