That is kinda automatic disclaimer added to anything and especially these days, while very true that thing might eat your work and probably will, you have to remember I have been using experimental software from 1970's, while created some of my own devilishly buggy junk code, cutting edge should never be dull
It's fine to use it. But just don't use it primarily, in other words don't save over your 2.79 files because then you won't be able to go back. And I guess my point is that if you spend too much time on a 2.8 save it might go to waste.
True, I think 2.46 or something of Blender was such that taught to make each save new file. Then again that was something already needed in Max 2.5 or something. Not sure if there is way in Blender to have save by keyboard shortcut to apply +1 to number at end of filename, but that actually is good practice with anything as you might want to go back at some point. So usually have a folder for each file, then make new saves a lots, so ending up easily with hundreds of files, but that is really useful when you want to go back from some reason.
Yea I do the same thing lol. Altho it's a declining habbit as my newer projects usually end up with only around 10 saves. I guess it's because I became more secure with my edits.
I read a lot about .dae exporters being poor in Maya, Max and also in Blender, not sure what better those better exporters like Open Collada will do, but for experimenting purposes I stumbled upon better Collada exporter for Blender: https://godotengine.org/article/importing-3d-assets-blender-gamedevtv Supposedly it should be more standard Collada, but then again I don't know if that is good or bad for T3D, however that is fun with experimenting, finding out something new
I just found out that one side of my car is ever so slightly different to the other. Clearly someone forgot that their edits were not being mirrored (or worse still even eyeballed it)... So I am now manually copy and pasting vertices coordinates from one side of the car to the other for affected sections. I was such an idiot when I first started designing this model xD This would also explain why the UV maps for either side came out different. Can't wait to finish this product so I can put more work into one that is less fundamentally flawed. But I guess that is always true no matter what is being worked on
With any action, learning is bound to be happen, so best is just to make stuff, thing I suck at I guess you could delete faulty half complete, re-mirror it and it migh actually be faster than copy pasting coordinates? Cut, copy, mirror and remove doubles might also work? Don't really know, haven't got much experience, but there might be some handy ways more experienced are using daily basis. Another thing I stumbled upon, Level Buddy, sorry no link but you can find it easily, it is Quake map builder kinda of thing, which might be useful for completely other purposes, haven't actually tested, but what I saw there made me download it.
I would have deleted half and re-mirrored, but other sections of the mesh are asymmetrical. Had I have know what I was doing when I started developing the model 3 years ago, the mesh would have been separated into more objects, meaning it would be one symmetrical object with a separate object for the asymmetry. But hey ho I guess, just got to accept it for what it is and move on, in the hopes it will be finished some day. As well as hoping that the finished product is well received when "done"
Now why that sounds somewhat familiar, so often I find I should of started completely different, then it becomes incredible difficult to return and finish the thing when there is this idea of better way to do it in mind. I guess there is no addon to help with that though, only experience would help me or better thought patterns of not wanting the absolute best --- Post updated --- Oh yes, free textures I stumbled upon, good resolutions there: https://texturehaven.com/textures/