pasteup / 08

3D view

The ref area shows the photos or the model in 3D: the switch in its bar, or `.

Input Effect
two fingers, drag orbit
pinch, ctrl + scroll zoom in towards the cursor, out back towards the model
⇧ two fingers, ⇧ drag, right drag pan
⌘0, frame frame the model
lit, flat light from the camera, or the texture as it is
bloom how strongly glowing parts bloom, 10 to start; 0 is off
P, full / 480p / 360p / 240p render at a game's resolution, to see the texture at game size

The model is the one whose UVs show, opened or synced from Blender. It shows the texture as it is written, with AO multiplied in unless kept apart, and the emission glowing; texels stay crisp up close and calm far away, like Godot's nearest_mipmap. It follows painting a few times a second. The pivot stays on the model: panning and zooming never take it outside the model's bounds.