Boxcutter 719 – Seax Release Log

Boxcutter has been through quite an adventure and while the new feature list is short, I felt a moment of reflection was needed to get everyone up to speed on Boxcutter as it is now.

Boxcutter, like Hard Ops has many nestled threads and interconnected paths of tasking to dictate the next level and provide adequate functionality for every step. One of the paths is the “Classic” path which encompasses the legacy feature of old boxcutter that still has not been remade in the 2.8 era.

This release is kicked off by the return of a fan favorite legacy feature finally up for remake in this generation. With formalities aside I am happy to announce the release of Boxcutter 719 “Saex”.

A release log was prepared to kick off this event.

Installation is the same as always.

Boxhelper Default

The Boxhelper is now default. To those unfamiliar a video was prepared.

Ngon Points V1

Ngon points was one of the most popular classic features of the past that is now brought back into the current time. Anytime during ngon pause or tab will show points allowing for translation.

Translation was the focus of this V1 of ngon dots.

Lasso point were also omitted from this round due to unique rules.

Bevelling points will come at a later time. It was just too much to crunch on for this round.

In the video above it can be observed that last point is supported but it also supports grid both dynamic and static.

Deleting points is also on the list of things todo. For the goals envisioned ngon will need a special edit mode. But for now the goal of translation is the purpose of this release.

Bevel Management

Bevel management refers to how we behave with multiple bevel mods in boxcutter in this case. Previously the segments would be rather random and not able to be respected between uses. This drove me nuts and I am happy to say it is much more logical.

It’s small but I just needed a little sanity with bevel and multi use to reduce keypress overhead.

Multi-Scene Improvements

Collections required a degree of improvement to work better with multi scene workflows. With this update it is now possible all around to work with multiple scenes without issue.

Sort Overrides

If I were asked what is sort, I’d reply it is the nanny state for modifier management. As with any system of automation it can turn against it’s human masters. For that reason we wanted to add overrides to sort.

Overrides in this context apply to the modifier name and prefixing it with a character.

Space – Ignore (will not be moved by sort)

Underscore ‘_’ – Stop (will not affect any modifiers past that point)

This is an advanced topic however is essential to all who work with modifiers. Sometimes when working you want to freeze or lock a stack from edit and this is that.

Sort depth also plays a role in overriding sort.

The goal of sort is to have something powerful, effective, and behind the scenes assisting with modifier management. Eventually it won’t even require awareness due to just doing what is needed but sort is there for you if you need it and can be disabled with ease.

Ortho View Align

This option allows for view align to be predominant in orthographic.

Autosmooth Adjustments

Make, Knife and Extract will no longer adjust autosmooth on the target.

This makes boxcutter a little more reasonable in cases where it is not needed like subdivision conversion.

It became apparent through casual use that having auto-smooth set by knife operations is not only illogical its not what Blender would do for sure. Extraction is a non-cut operation and thus should not affect the target at all at any time and make is just a make based on the surface of the target so adjusting it’s autosmooth was unnecessary.

I probably should have realized it then.

Now autosmooth never has to be off for me.

In Closing P1

And with that the Boxcutter 719 event kicks off. However before closing I’d like to recap some of the buildup to this moment worthy of the release log so will be included now.

I hope everyone enjoys the latest update. We continue to put our all into it. I am forever grateful to the team for the continued efforts despite life, despite setbacks. It is in adversity that the true us arises.

Boxhelper Default (continued)

The initial pie was made on the inception of Boxcutter. Over time our needs have grown as have our need to present additional items to the user for a fluid workflow. The boxhelper was made to facillitate those needs and is now default in Boxcutter.

For users attached to the pie an option exists to go back to the classic style as well.

Static Grid – Shift + K

Static grid is the alternative of the dynamic grid in boxcutter. It also has a few extras that the classic grid does not. For example, shift + K will knife project the grid into the mesh allowing for quick grid cutting if needed. As of 718_12 it has the ability to cut individual faces.

Custom Auto-Proportion 1:1 Mode

Custom once played by the rules of box which I had issues with. Box requires 2 maneuvers before extrude while I felt custom should be 1 gesture period. Including extrude / lazorcut (cut through).

Auto proportions can be enabled in the Boxhelper or in the behavior panel.

If desired one can still draw with box behaviors and flexibilities.

The goal is to ensure that when a custom cutter is used, the proper proportions can be had without hotkeys and depth be provided automatically. Resulting in a 1:1:1 cut.

Even Ngon supports 1:1 behavior.

Autoflip X/Y

If a shape is pulled over itself, it should flip. That is all there is to it.

Easier said than done but now it is a thing.

Dimensional Recall

1:1:1 recall. Just like with custom I need to recall shapes in the same form they were made.

Reverse Bevel Recall

Reverse bevels are easy to make but not so easy to recall. A long road was walked to get to this moment but my eyes remained on the prize. To recall a reverse bevel shape without flipping, unintended normal correction or deviated from the initial shape.

Ctrl + R – Rotate By 90°

Shift + ~ will rotate a shape inside which is useful when keeping the bounds but sometimes you need to flat out rotate the entire shape. That is where ctrl + R comes in.

Inset RECUT Return

I am well aware of the difficulty with inset. For that reason a playlist was made.

Recut is a way to base an inset off of the initial unmodified mesh. This expands the usability quite a bit and is needed for the success of Inset. I am happy to announce it is back greater than ever.

Box Grid (cut) Backface

I want grid to align. However I also wanted grid to cut. With our grid cutter is became apparent without backface the separations wouldn’t behave properly.

A small thing but essential to Boxcutters grid cut.

Someday I wanna cut grids.

Perfect Wedge

When it comes to wedge it needed a method to make perfect wedges. By holding ctrl on extrude it will jump to the proper wedge amount to remove the guesswork.

Wedge is just handy when needing to make surface differentials. Any shape can be wedged from circle to lasso. Just press W.

BC_transformer (Improved Clone)

The bc_transformer is now capable of duplicating more shapes than ever including radial arrays!

Circle (P)

To reverse bevel a circle a new circle had to be made.

There is much to this circle compared to the previous which explains why it is the new default circle.

Sound Effects Forward / Back Buttons

Sound effects can now be forwarded or reversed to previous sfx allowing for user to try and experience them more fluidly.

Extraction Fade

Extraction needed a force feedback to indicate the action used. Extraction fade aims to fill that hole.

Dynamic Grid V3

“Don’t get me started on grid”

The dynamic grid remake was quite the undertaking. In retrospect, It was an adventure but repairing a central pillar is never an easy task. I applaud the work of proxe and loof towards getting this to come out in the form desired. For those requiring something more classic there is static grid.

In closing P2

Alot has happened with Boxcutter to this point and we are nowhere near done. There sits a couple of things that await deployment but the question is how to fit it together cohesively leaving the most minimal of holes. I hope everyone enjoys this latest version and if you are interested in the progress up to now, a playlist has been prepared on the topic.

KitOps 1.11 Update Notes

KitOps 1.11 Release

 

KitOps is a separate product than HardOps and Boxcutter meaning it’s system of management differs from that of tools similar resulting in changes being the most deliberate and thoroughly discussed.

Inserts were something near and dear to Hard Ops but at the time of inception I did mention a better system would eventually take that slack allowing HOPS to slim and refocus.

Without further ado lets discuss the latest updates!

To break the ice with KitOps in 2.8 I did a video about dynamic radial arrays. The perfect way to start off inserts in 2.8.

 

Features / Improvements

Insert Material Improvements – previously in KitOps when multiple inserts were brought in many duplicates were made making the material panel rapidly increase. This has been fixed and now should perform better.

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Thumbnail Rendering Improvements – when rendering thumbnails for complex driven inserts sometimes the transition system would have issues. This has been resolved now adjusting inserts for beauty shots should be easier than ever.

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Sort Modifiers – this is courtesy of Boxcutter Sort modifiers was essential for working with bevel, mirror, array, solidify, and simple deform. This has now been added to the KitOps preferences for situations where modifier control is needed.

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There has been improvements behind the scenes of kitops as well to prepare it for a brighter future in 2.8 for importing assets of all types.  Hence the improvements.

It should even support dynamic insert thumbnail creation better!

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Classic Inserts

For users of Hard Ops who miss the classic inserts they are available to download along with a test of the radial insert from the above video.

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Classic Inserts Link

HardOps Support

Hard Ops has an option for kitops in the main menu which will bring a popup into the 3d view for assistance with usage. We hope to expand KitOps via hops into something more useful for user’s needs.

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About KitOps

KitOps has both a free and paid variant.

KitOps free is an asset loader system. It does not support user created inserts. It does however support kpacks made and sold by users.

KitOps pro allows for user created inserts in addition to providing insert specific enhancements such as placement /scaling assistance and inherent mirroring support.

Support

BA Thread

BoxCutter 6.8.8 GhostScythe

Boxcutter has received an update as part of our continuation of the 2.79 series.

It is with great pleasure that I release Boxcutter 688: GhostScythe. There were quite a few new additions and refinements to classic ones.

Even with 2.8 on the horizon it is our goal to continue as normal until the future of Blender is ready and stable. With modifiers present we are on our way but there are still some missing items.

Without further ado let’s begin.

The top file on the market is the latest. The top file is always the latest. The files below are always legacy support going back a couple of versions.

It is also worth noting that Buildbot appears to no longer have Carve present as a boolean solution. As a result the hard mode Bmesh may be the only algorithm going forward. But Carve will be missed.

RedFrost has been a new member of the team this release. AR continues to be the shadow boxmaster enigma. RF is special because he does my ideas even if they make no sense. AR is special because he’ll make an idea make sense and take it so far I don’t even recognize the core. Hard Ops / Boxcutter is nothing without the team so rest assured they were compensated for their efforts and continued contributions.


Installation

same as always.

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Shift Mod Live

While drawing a box if you hold shift the box will be kept live. This is essential for situations where you want to cut but decide mid cut you want to keep it live.

Try it out! Hold shift while drawing a red box. It will remain live, allowing you to edit it after the fact.

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 Multi Object Cut

This was a big feature addition and one that really adds to the BC experience. With multiple objects selected you can now cut them with Boxcutter.

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Also slicing is supported.

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Now Boxcutter can live up to its name and Slice and Dice with multiple objects.


Edit Mode Cutting

Now edit mode supports all cutters instead of just blue.

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In edit mode if you press X , Z or A the type of box will be changed.

This is another feature I am very excited about and am happy to announce is a part of Boxcutter. So cut anytime… anyplace.

*some conditions apply

Circle: Center Cut

While drawing a circle the center can be toggled to spawn at the 3d cursor with D.

This is useful for times where the circle has to be in the perfect center with 3d cursor precision.

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This feature was a personal long time request of mine and am glad to finally have it in Boxcutter.


Custom Depth: V1

Too long have we been restrained by the 3d cursor when cutting to depth. How would you like a constant depth?

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Cut depth is in the D menu and will allow you to use the 3d cursor differently than before.

In the old version cutting to depth was done by using the cursor as the depth indication.

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The previous mode is still viable and usable however cut depth changes the approach a bit. The goal was constant cutting without realigning the 3d cursor.

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Help System Improvements

Thanks to CGcookie our help system has improved. As a fan of retopo I always had my eye on their help and wanted to try something dynamic with it in BC.

Right clicking the help box closes it. The help box is also a good indicator of BC being activated.

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RMB was used to prevent from accidentally moving the 3d cursor. This might be toggle-able in the next version.

You are also able to fine tune the corner and padding.

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*some users have been reporting issues with this so a bugfixed has been pushed as the file at the top Boxcutter 0688 (zip). So this should be resolved.

Right Click Logo Snapping

Being able to toggle snapping without the D menu was an objective for touchscreens.

Right clicking the BC logo will turn it red. When the logo is red snapping is enabled. Hopefully in the future it will expand to cycle between grid and custom snapping but this was a final touch that was requested.

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Orthographic Jump while Cutting

There is a pref that will make boxcutter jump into orthographic while cutting. This is useful for situations where numpads aren’t available and perspective cutting is not desired.

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Notice that for every cut the view is jumped into ortho. Making it much more predictable. This drove me crazy when using Boxcutter on a laptop.


Hotkey / Color Coding Tab

Boxcutter now has a hotkey tab. In addition to hotkeys there are also UI prefs for color coding your cutting workflow.

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This has become a common trend with our tools.

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Also you can set a color for any alternate shape.

The defaults are as follows.

Red – cut (normal)

Yellow – slice (X)

Gray – null box (no selection / can also be toggled with A)

Blue – Edit Mode Knife (edit mode)

Purple – thickness slice (Z)


Region Respect

Alt + W starts Boxcutter. However now it loads up in the correct 3d view.

alt + ctrl + Q – quad view.

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Hard Ops 0094 Update Notes

It is with great pleasure that I release Hard Ops 0094. This version has received a few small enhancements that are worth explaining in detail.

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Also the docs are always being expanded and more video content is to come.

Tooltip Displays

Now most tools have a tooltip explaining what it does. I hope this makes things more clear.

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Fidget Integration

Fidget is pretty detached from HOPS and BC and is more of an experiment. However Hard Ops has an alt + V menu for viewport and Fidget pops up there was well if present.

FIDGET is a separate product that can be downloaded and installed similar to our other tools.

Fidget has many shift + w options in the node editor for mapping HOPS commands so give it a try!

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Fidget like boxcutter can easily be closed with esc. Fidget will get documentations and its own blog post at a later time.

Edit Mode Booleans

When it comes to integration with new features I usually wait and experiment before integrating it in order to make sure it doesn’t disappear or change dramatically.

In edit mode you can select an object and press ctrl + alt + numpad minus or plus to union or subtract geometry.

This is less dynamic than object mode booleans but it offers exciting new possibilities as well.

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Red / Green Boolean System

Previously Hard Ops had an immense amount of focus on setting up booleans then applying them. Over the course of recent work it has become needed to keep them dynamic for a little longer than previously.

To show in action. This is the classic behavior.

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In the Q menu pending boolshapes will have an option for green / red.

Green will allow it to go on and be applied.

Red will stop it from being applied and allow for more adjustment.

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Notice I changed it to red to stop it and keep it dynamic and live and back to green to then apply it and continue.

Sculpt Mode: Brush Menu

If you press Q during sculpt there are now options based on sculpting. This will be expanded in the documentation but is worth a shot!

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Mirror Rewrite

Sounds boring. Why is it last? Because it’s the best.

Previously Hard Ops used a combination of symmetry systems brought together but still was complicated.

Symmetrize which we modified to our needs.

Mirror Mirror a previous tool I was involved with. Now built in.

Automirror by Lampagne which was great however unification was the ideal method. So this tool is no longer needed.

The modifier helper is brought up with ctrl + ~.

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The modifer helper lists the modifiers present on the selected model.

Materials and misc are the other 2 tabs. Lets look at the misc.

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Expanding mirror options we can see there are now all options built into Hard Ops. And the best part is the fact that its listed in the helper means you can configure the behavior before the tool is used.

Mod – adds a mirror modier

Bisect – splits the mesh then adds the mirror modifier

Symmetry – similar to symmetrize and is a form of one and done destructive mirroring

Relink – relink will create a group instance mirrored on the negative axis of an object. This one is a form of mirroring which uses no modifier and is a group instance.

The mirroring rewrite was the biggest part of this latest update. I hope all the users come to enjoy it and without issue.

I must personally thank AR and Proxe among the many others who email me for their assistance. Its amazing this tool is still going and I hope to unveil many more ideas before we tie the bow on it!

Next up! Boxcutter!

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Also damn that Eevee is looking nice! I can’t wait to port HOPS over!

Hard Ops 009 Release Notes

It is with much pleasure that I announce the release of Hard Ops 9: Radium. While many things have changed we hope to keep the same experience.

Gumroad Customers: The top file is always the latest version.

Blender Market Customers: the file….

Hard Ops 0087 Update / Hard Ops 008 Update / Hard Ops 0079 Update

I should mention here booltool is no longer needed / required for Hard Ops. We support it however certain features require it not be enabled.

After the release of Hard Ops 0087 we immediately got to work on the next version working to unify things on a level that makes the workflow easier to explain and use. I plan to release videos for this version when possible to help explain but I will attempt to in this update log.

Let’s begin with the Hard Ops preferences in the add-ons panel.

Add On Prefs –

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The hotkeys of Hard Ops are now listed in the preferences. It is recommended to uncheck them to disable them. (Do not click the Xs). This shouldn’t be needing any adjustments and is experimental.

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The addons panel and which ones are recommended is also updated .The main change is the decalMachine. Clicking the Hard Ops link will get you a discount on the product. To find out more about decalMachine check this link to find out more.

There is also a Modal Scale for making the modals work at larger scales but we will go over this in its 2nd location. The misc menu of the Hops Helper (ctrl + `)

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Ok so with the addon prefs aside lets get to the T panel. The Hard Ops learning tab is there for users to find out more on how to use Hard Ops and get help.

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I hope the learning tab can be useful in helping more people get started with Hard Ops.

Step / Ssharpen / Csharpen / Bwidth Enhancements –

Now lets get into Hard Ops and the Q menu.

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The Q menu has went through some changes. As you can see all options are listed however the context. For example merge and cslash (formerly rebool / cslice). These options are particular and will do nothing if the context is not correct.

But another thing to note is Cstep / Sstep / CBake are gone. The cstep / sstep workflow is now simplified into the Csharpen / Ssharpen  / Step workflow.

Basically Step will bake the bevels and set up the bevel modifier in addition to putting the mesh in Cstep mode.

To demonstrate this in action. This is the normal boolean / Csharpen behavior. Just perform a boolean action and press Q and Csharpen. Also note the boolean object became sstatus: boolshape. This give the boolean object a special q menu. I bevelled using a neutral bevel instead of csharpen bevel due to the cutting of weights into geo is not recommended.

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To take this a step further lets Step and then do a boolean and Csharpen again. Then use Step to bake the previous bevels and then adjust the bwidth of the new bevels. This is not much of a departure from the previous workflow except now ssharpen and csharpen work with cstep meshes. So the other operators were not needed. This should make the learning process easier for beginners especially.

CSharpen and Ssharpen now work on multiple meshes. As does Bwidth.

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This isn’t even the best part.

This is.

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In the T panel and (ctrl + ~) Modifier Helper is an Sharp tab. This allows you to set the sharpeners S/C and step’s angle parameter. This can be useful in cases where you need a higher number before doing an operation. This makes the Hard Ops workflow much faster and easier to work with. Here is an example of how it can be used.

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The easiest way to explain what is going on is.

  • Bwidth to show the bevel is still live
  • Step to bake the bevels
  • Changed Sstatus to Csharp for emphasis
  • Ssharp with 30 degrees (this bevelled the bevel with is undesired)
  • Changed angle using Mod Helper Sharp area to raise to 45.
  • Bevel is no longer effecting undesired edges because the limit is 45 and not 30

Bwidth has also seen some enhancements. In addition.

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You can use Bwidth to turn off bevel modifiers by pressing V. In fact pressing H will show help. This is for all modal operators.

There are even more enhancements beyond this that I am sure am missing. On a technical level they perform even better with heavy scenes than before however with so many changes I expect glitches.

Reset Axis Operator –

We added an option to reset an object on an axis.

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It comes in handy for orienting things on the x axis which is it’s main purpose.

Sharp Manager –

This was also an important feature that I am quite pleased with.

In short. This will convert sharps to seam / bevel mark / sharp / subdivision crease. This can be useful when using subdivision to block in a model and then applied and used with beveling which I do alot.

This panel looks complex but really the top is all that matters. blender_2017-04-29_02-13-02.png

In my typical use cases I am holding shift and clicking sharp on the left side and selecting all the options on the right side.

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When using subdivision block in and applying it via alt + c or clicking on the apply button of the modifier all the ssharp edges get converted to sharp edges so the converter just converts them back.

Modifier Helper –

The misc tab has been populated with options. This will be useful for using this in full screen mode and accessing quick options.  In this screen all options are expanded for effect. I’ll go over what they mean.

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  • Sharps (covered previously on page)
  • Operator Options
    • Bmesh / Carve (this will change the behavior of booleans in Hard Ops)
    • Bmesh is nicer but less stable / Carve is completely stable but gives undesired edges alot of the time.
    • Modal Scale – Sets the modals to a multiplier for working with meshes larger than usual or smaller. This is ideal for scale modelling or accuracy.
  • Status  – sets the sstatus of the mesh. Replaces sstatus override.
  • Mesh Options (options for dealing with a mesh and smoothing)
    • Set smooth / flat shading / autosmooth angle and enable autosmooth.
    • Show wire / all edges. For times when wire must be enabled or disabled
    • Parent – just a test

There is still more we plan to do with the helper. It has opened the door for a whole world of functionalities. The modifier helper concludes a 3d long dream of being able to mess with modifiers without the panel.

The material helper is also working better than before.

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Cutting Material is where you can specify a material to cut into another object.

This was covered in the last version where it made its debut.

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Bevel Multiplier –

Sometimes when I finish a model I want to divide / multiply all the bevels present. This option fulfills that need. All selected objects will have their bevel width multiplied by two. Or divided with the checkbox which can also add some realism depending on context.

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Sstatus Logo –

At the top of the screen it used to tell the sstatus of the object however this proved to be confusing to this has been replaced with a discreet logo for notifications. I want to expand its uses however this is the initial implementaion.

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Someday it will do something in addition to be colored for notifications but that is for down the road. It is barely visible when the mesh is not in a sstate from Hard Ops. This should provide some assistance to following future tuts and understanding the upcoming “modes”.

Renderset 1 –

Renderset 1 is my default render setup I use for tutorials and basic rendering. It has been expanded to use filmic.

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This is just the way I render and can help with setting up renders. GPU recommended.

Edit Mode Enhancements –

MDisp – Mesh Display –

This will hide ssharps from showing in edit mode. This was requested a while back.

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Only a visibility change. No sharps are affected.

Edit Sharp Global –

If you need to adjust what edit sharp does the T panel allows this. You can also set it in the (ctrl + `) modifier helper.

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Other than that there were no other notable edit mode changes at this time. Things are planned however but planning is required.

With that I conclude this update log and can’t wait to show whats next for Hard Ops. This has been a steady refinement over time and not a day goes by where we aren’t discussing what next to do with Hard Ops. I am honored to have received so much support over the course of the project. The community keeps this tool alive.

Also if you are curious of the official changes internally there is release_log.md file you can open in any text editor or even blender’s text editor.

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Hard Ops 8: Polonium (P4 Update)

Hard Ops 0084 can only be used with Blender 2.78 and above.

There is also new WIP documentation.

I also made an art dump of all the stuff I made using Hops8.

Hard Ops 8 has been the longest release of the series and continues even now as we use this number to focus on enhancement and stability.

As Blender 2.78 gets closer we also try to refine this version for public consumption. With some internal changes glitches can be expected but we are working to resolve them. Currently it is still in testing stage and is the top file of the Gumroad at this moment.

As issues are being reported and resolved and 2.78 comes closer it will be on the BM as well but once 2.78 is out.

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Kudos To MACHINƎ for allowing his drone to be the ad for this version. He is also selling it as an asset. I recommend giving it a study if you’re interested.


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A series of additional menus and panels have been added. The center and foundation of Hard Ops has always been the Q menu. In time I am sure we will no longer need the shift + Q hotkey and the pie and menu will toggle from the Q hotkey.

Sculpt Mode now has a Q menu.

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In it’s current form it also has the view port menu attached which means if you choose matcaps as the option that matcaps will appear as an additional box.

In fact in the Q menu if you go into Settings >> Viewport the same functionality also exists.

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Alt + V also brings up a viewport menu in object mode. This was just an experimental feature that was added that grew on me as I used it more and more.

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Cameras also have a Q menu. With handy options.

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Lattices also have a Q menu. My favorite is simplify.I use it to reset lattices to their simplest points and start over with deforming.

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Alt + M brings up a menu of all the materials in your scene for fast assignment. This is for object mode of course since edit mode would merge geometry. This is also experimental but has proven useful recently.

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In preferences there are additional properties for the HUD and how long it displays. That way you can adjust this to your liking.

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Merge has also been updated a bit. While it is still being worked on we examined the naming and decided it was best the way it was.

When you select an AP and the mesh to merge with you have 2 options.

Soft Merge – merges with mesh while keeping it live. This allows for tweaking then for completion just select the main mesh and choose Q >> Csharpen.

Complex Merge – merge and is done. Places the OB. Deletes the BB and the AP. This is the option I would normally use.

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So it’s just Cmerge and Smerge. In addition to this the inserts are being expanded with new ones for users to have fun with.

Mirror Mirror now mirrors across any object not just meshes. This is similar to the original mirror mirror and was a mistake on my part.

This is useful because sometimes I mirror across an empty. As a recap mirror mirror has been internalized into HardOps so the plugin is no longer needed.

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Settings menu is a little cleaner. We discuss all the features often and what can be removed / enhanced / etc. All the remaining functions are near and dear to me even if the other teamsters don’t even use them.

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CSplit / CSlice now behaves better. If a mesh isn’t beveled you can slice and it will respect that. This has also carried over into box cutter and it’s behavior with unbevelled meshes.

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This can be handy for using the Cslice as a more utility function for alternate workflows. I like the fact that you can also use the status reset and then have cuts ignored by bevels.

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Q >> Meshtools >> Sstatus Reset is quite a useful option when used correctly. I am unable to explain all cases in which you would want to reset your mesh to dupe the system but it has come in handy on more than one occasion.

As this post has gone on I am keeping the best for the later part. Now that the boring stuff is out of the way we can go over some of the larger changes.

The T panel has underwent changes again. This was done for stability and ease of use. There is also a learning tab added for new users. On a technical level this has made things more stable and it has a connection with the other menu systems with make it easier on us internally.

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XUnwrap now behaves on multiple objects at once. I tend to manually unwrap hero items but for secondary stuff or quickies XUnwrap can be useful for quickly getting a mesh out to Substance Painter or a game engine.

Select your objects and press Q >> Meshtools >> Xunwrap

As you can see through the uv preview that both pieces are placed uniquely on the same UV space.

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2d Bevel was an idea based off of the mesh cleaner for bevelling 2d shapes. I must add… DO NOT USE ON 3d SHAPES . If you do that the results will be different. I must also stress the importance of modifier stack order as well with using this since it can have issues. I consider this an experimental feature.

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In this example I used 2d bevel then Tthick to add thickness on top of the bevelling of the 2d shape. All it does it round corners using a limited dissolved mesh with a bevel set to only verts.

CleanMesh(E) is also a new feature that has been added. This will do a limited dissolve / remove doubles operation on the mesh. I cannot stress that this is for planar-ish meshes and will not give good results where linework is specific.

Also make sure you check pro mode under preferences to enable it. Since it is an experimental option.

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Enabling Pro mode to see Clean Mesh in Q menu

Clean mesh will dissolve all useless edges. This can be useful for simplifying meshes for boolean operations.

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This is something I think it’s best to experiment with and try out. It can be useful having useless edges dissolved when it comes to simplification.

These two videos have portions where I am experimenting with the simplification of the CleanMesh(E). Sometimes this can also make booleans easier to perform due to there being less errors. If you are using guidance loops for control then you may not want to use this on the main mesh but like I said use it at your own peril.

So with that I conclude this post and have fun operatives! Big shoutout to AR. He’s been down since the beginning and continues to be a big part in the shadows. He also rendered the apartment ad for HardOps.

loft2camera3ad.jpg

loft2camera3.jpg

Moth3r created the gun image which also was an Hard Ops ad.

Ivan(HSGun).png

As always it’s the operatives that keep this tool alive and kicking. I cannot stress how important it is to experiment with the tool and find a unique way of your own for using the tool. I often find people using it in strange and unique ways that get results far beyond even my expectations. Alot of the features I feel extend past hard surface modelling and are just the way I wish some things behave. It’s a understandable impression that Hard Ops is primarily a hard surface toolkit but it’s also a workflow assistant.

The WIP manual is always being updated. I will begin making it the final documentation for hard ops so please check on it occasionally for additional information on how to use the tool.

Inspired by Machin3 and his tips on Hard Ops I was inspired to make some drones!

So get to work operatives! Box Cutter 4.5 coming soon!

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Drone2oct1-5.png

Drone2Kitteh.jpg

FoxitReader_2016-10-07_14-14-14.pngFoxitReader_2016-10-07_14-13-09.png

Hard Ops was featured in 3dArtist Magazine Issue #99!

Hard Ops 8 Release Notes

It is with great pleasure that I present to you all Hard Ops 8. This release was focused on refinement and cleanup. I’m sure by saying that, we have cursed ourselves with new bugs. In the rush to 0079 it became apparent that a moment to reflect and refine existing systems while cleaning out antiquated code was needed. This release is a multi-part where we will expand on the 8 release with additional features. I just wanted to get you guys on the same page so I can at least demo the software without being in the future.

https://gumroad.com/l/hardops/

DO NOT USE INSTALL FROM FILE. IT WILL NOT WORK! Also user defined directories have issues also!

I recommend putting the contents in the zip in the Blender Add-on directory of the system. Installing from file may have an issue.
My installation path is here on windows.

C:\Users\ME\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\HOps

On Mac : RMB on the blender.app and select show package contents

On Linux: ~/.config/blender/2.77/scripts/addons

Updates of 0079

So first things first. Hard Ops has a different drawing system. This differs from 007 and 0079. The initial system was designed by myself and JL, however for this release AR took a shot at redefining the Hard Ops drawing. This was something we were experimenting with in 0079 however now it a part of Hops 8. This is still something being refined and we have much more planned for the updated drawing system.

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Old System

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The newer system is a bar at the bottom of the screen and was just an idea to make it more appealing in full screen. Also to try and present it as a notification.

Pro users can turn it off if needed but we still want to add clickable behavior to the text itself so that might be a thing in the future. As I said this is just the start.

blender_2016-05-27_22-01-31.png
Enable Tool Overlays in Drawing Tab

The drawing panel is a new addition to Hops 8.  This is where the features get interesting.

Hard Ops >> sets Hard Ops theme to my settings (I like color)

AR>>  sets Hard Ops to Adrian’s Settings (he is a plain grey guy)

ThemeGrabber>> sets theme to theme based off of current Theme.

The theme grabber is one my favorites because no matter the theme you have. We can make Hard Ops fit for you. So I would recommend the theme grabber to all. However two alternative preferences exist.

The themegrabber was quite important to me personally and I pestered AR alot in order to fine tune it to be the way it is now. For customization, the border color and secondary border color are the two main ones that you want to change if setting something manually.

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Themegrabber with multiple color sets based off themes

The drawing is just a small part of the improvements we have in store.

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The New System

 

So the dependency mirror mirror has also been integrated. This means you no longer need mirror mirror. This was done so that it would be integrated into the new drawing system as well as expand on it in the future through Hard Ops and begin connecting it with BoxCutter.

blender_2016-05-27_22-17-56.png
Disable Mirror Mirror for Hard Ops 8

The hotkeys of alt + shift + x / y / z for mirroring across a specific axis is also still present and will resolve the hotkeys if you disable mirror mirror before activating Hops 8.

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MirrorMirror in Hard Ops 8

The new features added to the Hops system we’re about to go over aren’t the most glamorous but definitely have their uses.

The first is Demote. This is an experimental option that simple removes crease and bevel width while keeping sharp. This is part of a workflow I have been experimenting with called Demotion. Which is basically the idea of removing bevel weight and immediately beveling manually. I use this feature quite a bit so it has been added to the edit mode Q menu if pro mode is enabled in preferences.

2016-05-27_22-26-08.gif

After demoting a selection I am able to bevel it manually. This is something I want to expand on further however at this time. It is a manual form of cstepping in my opinion.

Technically it is the clean ssharps without the clean sharps checked. Its just quicker than clicking that and pressing F6 then clicking twice.

So the next essential but less exciting idea is sstatus reset. When you take a mesh and csharpen it. It’s sstatus changes and therefore so does the Q menu that comes up. When you want to reset it back to the start without affecting the mesh or modifiers, you now have status reset. It is like status override except the only state you can return the mesh to is undefined meaning it is handy for starting over the Q menu process. I may do a video or blog post explaining this down the road. But the idea is that the menus will realign due to workflow and be adjustable for particular workflows and adjust dynamically.

This is all theoretical at this moment but expect it to be fleshed out by project’s end.

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In the above image, I went from  undefined, to csharp to cstep and back to undefined in order to keep the menu showing the items I want.

This is aimed more for those who are quite familiar with the ideas behind Hard Ops and are utilizing the sstatus system.

Additionally there were many glitches that were nuances that  have been resolved.

Csharpen / Cslice / Rebool – now keeps your bevel information without modifying it at all.2016-05-27_22-43-09.gif

This was a glitch since the start and was something I was used to. Over the course of Hard Ops it was harder to find but come version 8 it was resolved as soon as it was pointed out.

There was also quite a bit of code cleanup so I expect a few bug reports. The benefit is its lighter to load and isn’t wasting your memory with antiquated operators that have been remade many times over.

Boxcutter integration was also a large focus for Hard Ops 8.

https://gumroad.com/l/BoxCutter#

While Boxcutter is a separate project with a separate team the leader is our own AR. We have been working on both Hops 8 and Boxcutter at the same time and there have been many small improvements made to empower both tools.

This part is about Boxcutter integration.

When you draw a mod shape now the mesh is given a status that gives it a special menu. This menu allows for Hard Ops functions to be used quickly for box cutter mod meshes.

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BoxCutter 4 Coming Soon

This was something I discussed quite a bit. The ideology of box cutter is no menus and panels. So the connection with Hard Ops was a no brainer. Now boolshape meshes will have a menu with bwidth (which applies no sharpening), array and tthick (which allows you to panel a boolshape instead of cutting).

If you want to make the object real. That is what the sstatus override is for. To reset the status and start over.

The integration go a little deeper however on the surface this is what is most noticeable. You are also able to use mirror mirror with modshapes in order to boolean with symmetry.

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Mirroring Boolshapes

This is something we may expand on even further in the upcoming updates however this covers most of what is new in Hard Ops 8!

Also 2 new inserts! I meant to add about 20 more but that may come later when the new system is in.

Box cutter logo and copy machine button panel. Just in case you need some buttons.

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In closing Hard Ops 8 is a release that we plan to expand on within the 8 series with a few more special features that aren’t ready just yet. We have significant changes planned and can’t wait to show you what that is. So you won’t be hearing about Hard Ops 9 just yet. This update still is in development. So like the 0079 release I try to release it earlier to allow more time to refine and bug fix after reports come in.

I thank everyone who has been a part of Hard Ops and it’s path. I am eternally proud of the works the users put out and it is always inspiring to the team as well.

Boxcutter’s latest update is out and is a massive update.

Hard Ops 007 Intro Guide

 

2016-02-23_09-31-55Gumroad customers… the file is in the gumroad. At the top. The latest files are always at the top.

If you have issues enabling it. Reboot your PC.

current install location:C:\Users\<USER>\AppData\Roaming\Blender Foundation\Blender\2.76\scripts\addons\

I tend to install by copying it to the folder. Not using the install from file in Blender. But whatever works I suppose.

 

________________________________________________________________ 

Hard Ops has experienced many changes underneath while attempting to retain the same philosophies that have been used over the course of it’s development.

The menus have been revamped with many new options and new icons thanks to Adam Krol or AK.

blender-app_2016-02-23_02-06-17blender-app_2016-02-23_01-59-39So the menus have remained the same on the main level for the most part however the options inside are where the real changes can be found.

Its important to remember in Hard Ops.

The first 3 options are the recommended options. You should use those however if not you also have operations where you can use options that aren’t in the top 3.

Meshtools, Inserts, and Settings are used less often so they are the bottom. Usually the first 3 do the recommended job in most cases so it also can be an indication of the mesh status. But that is a bit of work. How about we do you one better?

2016-02-23_02-10-51blender-app_2016-02-23_02-11-47Now the 3d view has an indicator in the corner for showing the status of the hard surface mesh.

In Hard Ops as far as the functions are concerned there are 3 mesh types.

-meshes that hard ops hasn’t touched intimately. Undefined meshes.

-meshes that have been Csharpened (thus beveled)

-meshes that have been Cstepped (bevels are baked but re-added)

Understanding these 3 mesh types will ensure your success with Hard Ops. One day the process will be made easier but it’s quite easier than it was in previous versions so progress is made with every release.

Also new to Hard Ops 007 is the on screen hud. This was added by the animation nodes master Jacques himself! https://www.youtube.com/channel/UC5ABAuGEvBMmau-1xJsNw6w There are quite a few superstars involved in this version and code wise its more solid than it has ever been. But of course expect bugs haha.

2016-02-23_02-18-38The hud was something I wanted for a while and based off of user feedback it seemed obvious visual feedback would make things so clear.

B-Width now has an onscreen indicator thanks to Jyri http://blenderartists.org/forum/showthread.php?390354-Blender-Astromonkey in fact his postings were the reason I felt everything needed on screen indicators. He has been an important part of Hard Ops as well and was a major factor in this release.

Q-Array was added as the result of Jyri and further perfected by Jacque who I gave the code name Python because he’s a fierce coder. AR added the ability to set up 2 arrays at once on it then we realized we were making features we’d never use.

T-Thick is now T-thick2 and has an on screen hud now as well. All the visual feedback is making my goals of fullscreen working closer to a reality.

This is just the beginning. The features list was beginning to get so long that it was hard to keep up with all the changes. So lets continue with the features!

It’s not uncommon that I request a feature that is met with “that can’t be done” or “python doesn’t go that way”. However the modifier helper is one such thing. This was first implemented by my good friend, product visualizer and fellow coder Claas Kuhn https://www.youtube.com/user/cekuhnen/videos

By pressing Ctrl + (`) you can bring it up in the 3d view and edit modifiers on the fly. It was further perfected by the Python to fix glitches and now it works perfectly.

2016-02-23_02-32-39The goal is to someday open blender and press alt + F11 for full screen mode and then alt + F10 for full screen 3dview. With this addition, the goal is even closer and I plan to expand on it even more to make the menu more useful. Many who are using the preview found this little Easter egg already by it is one of my favorite.

blender-app_2016-02-23_02-36-29

 

 

You may have also noticed the preferences section with recommended add-ons. I have always recommended particular add-ons for the utility and functions that they offer that expands on the original behaviors.

If you are missing an add on it will simply show you where to get it. No errors. However some options may be missing that are special experiments with functions for Hard Ops to play off of. I am a big fan of the Mira Tool for example so in edit mode there’s a quick option in the Q for using the curve stretch when present. However this is just an extension for convenience and experimentation so it’s all unsupported. If it works for you just have fun and enjoy the ride.

Auto-Mirror is another plug I am quite a large fan of. As a left handed artist. I made a small adjustment to make it accommodate. When present in Blender with Hard Ops additional options are unlocked.

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Symmetrize Upgrade

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Auto Mirror Menus

 

 

 

 

 

 

 

There is both a Mirror Helper popup window and an experimental option panel as well. Both of them function primarily the same however the open menu is a little quicker. It’s just something worth experimenting with as well. I enjoy the bisect and mirror behavior of the auto mirror so it’s utility in hard surface application was fairly self obvious. I do love the way it behaves.

That doesn’t mean the regular symmetrize hasn’t been left out. It has been updated with an on screen display and is now interconnected and rewritten from scratch. It also supports Cstep and Cshapen behavior so it can symmetrize and setup the mesh for cstep without messing up the bevels that were previously baked. This was something that annoyed me personally so I was glad to see it fixed.

There have been many overall fixes to the behavior and the psychology that was brought about with the introduction of the status mesh system.

What I mean by this is….

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No

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Clear Sharps HUD

 

 

 

 

 

 

 

 

 

When working in Hard Ops I assume by now you understand sharpening and stepping. You sharpen the mesh to perfect and set up the surfaces but once it’s detailing time you cstep it. You don’t go back to csharpen and ssharpnen then. Because the default settings will bevel your bevels. Which will never look good and can cause artifacting.

So now if the mesh is in cstep you can no longer use the sharpeners which is much better for the geometry and the psychology of the user. This update was added as the result of me watching one particular user. Who will remain nameless.

If you wanted to really reset the mesh to use the sharpeners you could always clear ssharps under operations. Which resets the mesh status.

In fact. Clear Ssharps has a hud now too. Everyone gets a hud this release. Sometimes I look over the plugin and ask. Who else needs a hud?

The addition of subsets was in the 0065 release.

These inserts are different than the regular inserts in both behavior and usage. Subsets are basically inserts that are built to be inserted within a surface and then csharpened or sstepped to integrate it into the surface. Personally I like to use cstep for this since it allows for individual bevel configuration in between bakes. However this is a finalization workflow. There is no going back. At least without a little pain.

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Anatomy Of Subset

 

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Merge In Action

 

 

 

 

 

 

 

 

Subsets are made up out of 3 meshes. Subsets also insert always to the 0,0,0 of the scene and not on faces and at the 3d cursor like regular inserts.

AP which is what you use to set it on the surface and the merge. It is an X-ray mesh.

BB which is the mesh that is being cut out to make room for the…

OB which is the mesh that is being inserted into the surface.

This is a system I have been working on so I can expand its usage even further. However in its current state when you insert a subset. It selects the AP automatically so you have to do nothing.

Except hold ctrl and snap it to the surface. After pressing G to grab.

Then shift select the underlying surface and choose merge to finish the job.

The subsets are not built to be customized but are just me experimenting with different mesh systems so for those who long to add their own assets…

https://gumroad.com/l/kANV/#

firefox_2016-02-23_03-17-10

Wazou has played a major role in the initial insert system implementation however the idea of user added inserts have been taken to another level with Asset Manager or AM for short.

Users of AM will be pleasanly surprised to see that Hard Ops utilizes the AM plugin in its menus when present. You also have an option to turn if off if you wish to keep them separate. The support of AM was an important thing to me personally and even if it’s not present you still have inserts to play with. Consider our insert system a demo of what AM is capable of.

AM would be it’s own post and they already have documentations so check it out.

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Full AM Support

While we’re still discussing inserts. The classic insert system has been upgraded immensely and is using an entirely different system. When you insert meshes to faces they are already sharpened and have material groups for quick mat layouts. They also insert in a modal scale mode so you can perfect the size before applying.

The internal process of inserts was rethought and re-coded with an entirely different approach than before. Thanks to the python the inserts are more stable and better than ever. Not to mention the on screen messages and the auto grouping upon insert.

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Revamped Inserts

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The insert system of Hard Ops is quite different than previous versions and also has a tear away version so you can have it on the screen for a moment. And thats not all!

There’s now an asset scroller for cycling through them without the big window. Just in case you’d like to try it.

2016-02-23_03-28-18
Asset Scroller

 

 

 

 

 

 

 

 

 

 

 

 

 

 

“The Python” implemented quite a few features this release and also rewrote many of the sharpeners to increase their stability and to get them to interconnect. So Csharpen calls on Ssharpen while Csharpening.

Rebool also has support for Cstep/Sstep mode where it will keep the mesh status.

Theres many small glitches that have been fixed for example the menu not showing when nothing was selected. Or the menu not showing when there were no objects. “The Python” fixed that.

The settings area has also had some additional parameters added for convenience. For example there is an option to rename an object. Or make the name display in 3d view.

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Settings Upgrade

These were more options that were an inconvenience to locate manually. However if you think that’s it, we’re only getting started.

 

In addition to renderSet improvements I also added a parameter for the cycles samples for times when I just want to boost it a little. If you select a camera the options are a little different. This was also something that I felt needed to be done since sometimes the N panel can be a visual mess to sort and find things in.

Under Operations there is a panel you can use to set the bevel segments on an object to something else. It has been surpassed in usage by B-Width but is still available.

Some of these options may seem excessive however they are just ideas to see how well they work. I might do a poll on how some of the features are working and see about removing some but that’s for later. I like the usage at this time.

The goal is to have some smart context menus that come up with Q for particular options with parameters that are useful to the users.

 

 

 

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Camera Q Options

 

The next topic is sure to cause some disputes.

The Pie Menus have been upgraded. As have the Menus. As have the Panels. In fact completely rewritten.

Since version 006 the pies have fallen into disrepair and behind on the latest tool enhancements. So we took the opportunity to rewrite their logic and make them behave like the menus themselves.

The menus are 3 options / Operations / More Options

So that same thought process was taken to the pie menus.

While the arrangement may seem odd this is AR’s take on it for the 007 version. It contains the same psychology of the menu with the arrangement being optimal for preventing the 3 main options from being the spotlight. There are also boolean options when multiple meshes are selected thus reducing the need for the 2nd pie menu. Also inserts show when nothing is selected.

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Pie Menus In Action

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The pie menus had been ignored for a bit previous to this so it’s good to have them usable again. There’s even more feature and glitches to go over however this should suffice for an introduction to Hard Ops 007.

I hope everyone has been enjoying it as much as I have and I thank everyone for their support. Without the immense team you see in the credits and author list this plugin would never be what it is now. I hope that the future holds many more enhancements and improvements.

DeuxOctane12comp

Also demos galore!

So cubes are how I have come used to testing Hard Ops quickly. Over the course of this adventure I am proud to see these cubes looking more and more serious. I implore everyone to try on one before diving in just to make sure the tools are working as predicted. Its a hoot.

Free Stuff worth checking out

I wanted to make a post just linking some of the artists who are giving away fantastic things worth checking out.

Free Kitbash Set
https://gumroad.com/adrianrutkowski#

Painting
https://gumroad.com/grazeart#
https://gumroad.com/marceldomke#
https://gumroad.com/maciejkuciara#

HDRI Enviros
https://gumroad.com/mroz#

Labels And Stickers
https://gumroad.com/kharactar#

How To Texture
https://gumroad.com/tvidotto#

Reference Images
https://gumroad.com/prorefs#

Other Freebies
https://gumroad.com/tonikoro#

I’m sure there’s many many more missing here I could be listing but those were the ones I liked and was most grateful for. Feel free to make a donation and support them. They are all free so there’s no reason to not download them all!

edit: i forgot to add myself! I got some freebies too!

https://gumroad.com/masterxeon1001

EDIT: Moar freebies!

https://gumroad.com/claudiosetti#

https://gumroad.com/l/3d-female-posed-free#

https://gumroad.com/l/josieHead#

https://gumroad.com/l/cnupb

https://gumroad.com/jeffreyianwilson#