This is so cool! I bought the quest so I could try tiltbrush, then I bought gravity sketch, and now you're talking about blender. I think my head is going to explode but I love it, lol.
I want to point out something about the GS model vs the TB model. The GS model seems to be almost entirely quads, while the TB model is entirely tris. I'm sure you (Danny) know this, but a lot of viewers might not: Blender has a tris-to-quads function which converts tris to quads with an angle threshold. Doing so can make it a *lot* easier to UV map the TB model.
VINCENT thank you! I’m sorry I had to skip so many details in this last video, I just wanted to get the basics out. I promise I’ll go more in-depth in the future
Thanks for covering this. Exactly the info I needed. Especially the blender part! ('really not comfy with this program) Finally I can use 3d coat and substance.
Hi Danny, with the last version of Gravity Sketch, we have more options. Fbx keep the layers, but if I choose "Render" in GS, I can't (in Blender) use "Shape keys" and "Sculpt tools", I need to choose "Contrl" instead of "Render" in GS, but with this option, in Blender I haven't the sub-div and I need to apply the Sub-D in Blender, bu I can use ShapeKeys and Sculpt Tools. Do you confirm my process is good? Do I make a mistakes? Thank you a lot for your tutorials :);)
I think I found it. The option to merge vertices has moved from the "Vertex" to the "Mesh" menu. I'm pretty new to blender but it looks like it did the same thing as in the video.
For some reason, Blender keeps turning my quads into tris. And I copied your export settings exactly so I don't understand what I'm doing wrong. What am I missing?
This video may be out of date (working on a new batch). You need to export your mesh with "Control verts" not "Rendered" when exporting as OBJ. GS renders your mesh as tris in app, your quads are basically just a rendering trick that needs to be baked in.