Update Ver0.8.5 Oct/23/2019
Linked mesh selection shortcut has been added. Just like double-clicking, faces are quickly selected twice (Button A for Rift, down side of the touchpad for Vive) then linked meshes are selected.
In the View panel, model texture and vertex color display can be switched on / off.
In addition, the edge display, face display, texture display, and vertex color display of the reference object can be switched on / off in the View panel. You can also switch the "Hidden wireframe" on and off. When turned on, Edges of the faces facing away is hidden.
The target (vertex, edge, face) to be snapped can now be selected in the tool configuration of the knife tool. You can limit unnecessary snaps.
The four corner pixels of the texture are now always painted with white areas. This ensures that the texture color of vertices with a UV value of (0,0) will be white. Previously, when "Unwrap & Bake" was performed, texture colors with a UV value of (0,0) often became transparent, so all the primitives added after that became transparent.
When performing "Unwrap & Bake", the space between UV islands must be 2 texels. This prevents UV bleeding. Since the size of the texel depends on the texture resolution, if you resize the texture size to a small size after "Unwrap & Bake", the space may be insufficient and bleeding may occur.
Many other serious bugs have been fixed.
In this update, Thanks to numerous bug reports by MarkMironov, he have contributed to a significant improvement in Artstage quality. Also I express my gratitude with other Artstage users! Thank you!
Features
-Linked mesh selection shortcut has been added. If you quickly select a face twice like double-clicking, the linked mesh will be selected. #64
-The texture of the model and the vertex color display can be switched on and off in the View panel.
-The reference panel edge display, face display, texture display, and vertex color display can be switched on / off in the View panel. You can also switch the "Hidden wireframe" on and off.When turned on, Edges of the faces facing away is hidden.
-The target (vertex, edge, face) to be snapped can now be selected in the tool config of the knife tool. You can limit unnecessary snaps. #40
Improvements
-The four corners of the texture are now always painted with white areas. This ensures that the texture color of vertices with a UV value of (0,0) will be white. Previously, when "Unwrap & Bake" was performed, texture colors with a UV value of (0,0) often became transparent, so all the primitives added after that became transparent. #58
-In "Add Primitive Tool", the unfolded UV values were set to the vertices that only for the sphere, but now (0,0) is allotted. As a result, vertices added by "Create Face Tool" and "Add Primitive Tool" are unified with UV value (0,0) until do "Unwrap & Bake". #58
-When performing "Unwrap & Bake", the space between UV islands must be vacated by 2 texels. This prevents UV bleeding. Since the size of the texel depends on the texture resolution, if you resize the texture size to a small size after "Unwrap & Bake", the space may be insufficient and bleeding may occur.
-Speed up the Eyedropper process when painting textures.
Fixes
-An error occurs when opening an FBX file without vertex colors
-When the vertices are splitted, the subsurf is not displayed correctly. #75
-Error occurs when performing vertex collapse etc. with OpenSubdiv on. #74
-Some normals turn out when using a knife. #72
-If we paint the model, and then click "bake", dark stripes will appear on the texture at the seams. #70
-When the texture paint cursor is showing in the model, "Unwrap & Bake" causes the paint cursor to be baked into the texture. #58
-Unwrap & Bake makes hidden objects texture transparent. #58
-When OpenSubdiv is on, there may be some faces and vertices that are difficult to select.
-In view settings, On / off of faces display is not reflected on objects locked.
note: Features of early access are not stable. These may be changed or abolished.