Hello, i’m Wilman from Indonesia. here is my suggestion for Sculpting workspace i always use in Blender. i always need outliner for select multiple object if in viewport become so slooow. and then modifier tab to use mirror modifier often to make eyes. and 2 uv editor for two reference image. and that beautiful matcap as default with cavity checked.
I used to work as a compositor for ten years in different studios. We used mainly node based softwares as Shake, Fusion and Nuke. Since I met Blender a lot of time I use it for compositing purposes only and the workspace I prefer is the attached one with a huge window for the nodes, a timeline at the bottom plus the render settings on the right side as I’ve got use to it in Fusion. Regular compositing softwares have a preview window as well but Blender backdrop option is a unique and awesome feature which offers you a huge node editor window and a 100% image size preview in one frame. Gorgeous! I use this settings in my 3D projects as well because it simple and handy. The current compositing workspace contains a 3D window also but usually you don’t have to modificate your 3D stuff during the post production process and after all you need the 3D viewport the use of the default workspace is more convenient.
The main 3D view is a set to LookDev shading with scene lights enabled. The focal length is set to 30 mm.
The bottom left 3D view has hidden tool panel (T), Wireframe enabled at 1.00, Shading color set to Random, X-Ray enabled at 0.10. It has Top Ortho view as default and focal lenght is also set to 30 mm.
Tho material editor has hidden N panel.
I have been using similar layout with Blender for last few years daily and in combination with Toggle Maximize Area it is fast and effective for 90% of archiviz work.
The bottom right 3D View changed to Movie Clip Editor
Is more useful for making rotoscoping, which is more usual into a compositing workflow rather than using the 3D View
A little compositor was added in the upper right corner.
You can also see this in Sean Kennedy’s workflow. The idea behind this is having always at hand the end of the compositing tree. Then, you can always set the Viewer node without navigating through the main node editor, just Ctrl Shift Click to the end point.
Thus, when the auto offset is active, it must be set as left by default.
If not, the nodes in the mini node editor described above will move away.
Very nice! One thing that I would think about removing is the Outliner (If you want to switch object I think using the 3D View is fine). If you make the properties panel taller you can also see more of the modifier stack.
Don’t stray too far from default layout, for clarity reasons
Know this is something targeted for new users
Scale well up to 21:9
Addons:
Bone Selection Sets
I use this add-on rather heavily, and have keys bound to its functions. I made a example layout of how I set up my sets to try and further show the usefulness.
Now I find most animators will eventually tear off a window for camera on their second monitor. Or stretch their blender across both (as multi window can be annoying when mouse over doesn’t activate said window).
I wanted to set up a workspace that will lead new animtors to a similar setup. Keep the windows up top and the editors down below. The camera window is a little large, but I forsee space for character pickers or reference videos.
Specifics & reasoning
Two huge 3D views with accompanying Dope and Graph editors respectively.
scales well to multiple monitors (or 21:9)
I find I often use both the action editor and graph editor (more on that below)
each window has something to easily grab and scrub
hid as much as I could in camera window
Re-arranged the Sidebar menu
Properties is right below the Transforms, collapsed the rest
Swapped Outliner and Properties windows
This is to place the bone selection sets window in a more reasonable place
not convinced this was a good idea, as it’s a little disorienting from the default layout
Shrank the timeline
Just a tiny bit… Shooting for extra 3D view space
Other things to note:
I left on the main header, I would personally hide it for more workspace but I feel that should be up to each user. I would also hide the main 3D view header, if the pivot points weren’t located there
I also turned on audio scrubbing (is this workspace specific?)
The idea of the graph / dope sheet toggle key is also really enticing. It would save a lot of screen space and would change my layout suggestion.
I like how he split the outliner and properties vertically. Could be a nice solution as well-- but it does stray from the default a bit more than my goal.
I sometimes also load up a VSE to see the waveform, but IDEALLY this will be an option for the graph editor or timeline at some point rather than take up my previous 3D view space.
I would like to work in a workspace for a couple weeks to really find what I like/dislike. I assume the spring team will have some good setups and input.
Hope to hear feed back!
edit I think outliner and properties windows should be swapped, after working in this format for a bit I found I used collection visibility toggles more often than the bone groups.