https://i.ytimg.com/vi/L_HT_D9eDpI/hqdefault.jpg
I am working on updating it to make it even better as we speak so check out the gumroad for up to date releases.
Theres also a PDF on its basic use! https://www.dropbox.com/s/xki8i94y0syt85a/HardOps%20Guide.pdf?dl=0
I have been working on an add on to reduce keystrokes for hard surface workflows and am pleased to showcase it here today! It’s magical to see macros mapped to a button that can accomplish anything. Right now it’s small but I’m adding even more operations as this video uploads!
https://gumroad.com/l/hardops
Patrons get it here!
https://www.patreon.com/posts/3350219
Become a patron! I try my best to provide awesome stuff as often as I can!
http://www.patreon.com/masterxeon1001
https://gumroad.com/l/hardops
Disclosure: I am not a skilled coder or a programmer by any means. Meaning my potential is limited without guidance for complex operations. Don’t expect crazy modal ops with cool panels yet until I figure that out. The goal is only to reduce keystrokes for repetitious operations to make life easier. The goal was really the simple and complex sharp operations. All the rest is icing on the cake.
source
27 responses to “Blender 3d: Hard Ops Add On Public Demo (0.0.1)”
Seems like yesterday. ๐
i remember this…. where it all began ๐
Is it possible to port the tools to 3ds max?
Gonna buy it today!!!
This is pretty darn impressive! If I bought it now would I get all future updates with it?
You've always been arrogant, but "something that helps YOU become ME" made me lol. This looks good… hope it works out.
You've got my backing man, keep at it.
Omg its just great……
Man, that sucks that this conflicts with pie menus. I live off of the pie addon.
Wow looks very nice!
Looks pretty cool, I'd like to know how much can you smooth edges and if you can apply sub-d later.
When you did the boolean operation, at 5:57, it looks like you just clicked ctrl + minus. Is that another addon or shortcut setup? Also, is there a reason the mesh would stretch when applying the twist 360?
This looks really sweet, especially since Mid poly is slowly moving towards game engines. less normal maps. more beveled edges. Got any word of when it would possibly be ready for the major public?
omg, you so sharp, the modeling is so perfect, you can get a job anywhere you want
Mother of sharpeness, this is AWESOME! Keep it up
"yall" is not a word.
can I really become you?
it will be great addon.
But we need modo like bevel shader (on gpu) to reduce poly count.
why not go all the way and call it hard on?
What about topology? Especially when you made circles in this model. I was taught always to do quads, while you have more than 4 vertices connected.
What's your blender theme/presets? They look awesome, kinda like 3ds max. Would you mind sharing it with me?
Looks very interesting! Can't wait for public release.
N-th Circle is Checker Deselect > Bevel Vertice > LoopTool Circle > Extrude > Scale with Individual Origins > Insert Faces with depth, right? Damn, Macros Recorder can potentially save tons of time. Can you expose adjustable values with it, so it will behave like standard blender operators?
Edit: I think I got how it's done http://i.imgur.com/nFLPhIR.png wrapping it up properly and exposing values is definitely hardest part since it require actual coding ๐
looks awesome dude very nice!
Nice tool kit , really looking forward to it. The circle feature is specially interesting, but in your demo I see it spawns a lot of ngons, which it troublesome (x normals don't support them for instance , and even zbrush can give weird results ). Do you plan to have some quad rectify features for this?
lol "I can finally make a toolkit that will help you become me." Unexpected line, for sure. Looks like a great toolkit, good work ๐
All those circles at once? I have to say it really is impressive!