Months ago, I mentioned the value of a long press eye-dropper. It didn’t seem like there was much interest, and then? Wow. I just can’t stop being impressed by the quality of this program.
Along those lines. Nomad vertex painting excels over blender, in that material qualities, metallics and roughness, are somehow stored with the color. The beauty of this is that you can have different levels of reflectivity within the same material. All this is lost and must be recreated in blender, and you have to separate materials if you want different levels of reflectivity on the vertices. Is there a work around I’m not aware of? Is there a reason that all programs don’t do this? We’re they just not clever enough?
In addition, Nomad included vertex paint changes in layers. Here again, Blender falls short.
Nomad is just so good for painting. Please let me know if anyone has some easy solutions for importing into blender and retaining variations in reflectivity.
You can read the vertex information in Blender, it’s pretty flexible.
I even made a small blender video.
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Vertex painting is a good fit for sculpting softwares since you don’t have to care about UVs.
But otherwise proper texturing with UVs is the way to go (substance painter, etc).
Since Nomad is mostly a sculpting app and I knew I was not going to support UV (at least for a while), I wanted a robust layer+painting system.
I wouldn’t say this was the hardest thing to do.
The tricky thing was to make sure the layers could be kept even when changing the topology.
It’s something that I wanted to do as it allows more flexible workflow.
So typically when you trim, merge, split, extract, use dynamic topology or even when using the voxel remesher, you always keep the painting and all the layers.
Thank you! You succeeded in making all that complexity invisible for the artist. We are free to create! It’s brilliant. UV’s are of course the standard, but there are artistic opportunities that open up with robust vertex painting.
Do you know if there’s a way to get Blender to retain the metalness and roughness variables packed into a GLB export from Nomad?