Oh I see, thanks for pointing that out. It would be nice to have a less convoluted way to do it though, something more direct like opening an image resource. Plus this still leaves the issue of not having an organisable and static collection of brushes without properly setting up the startup file. I dunno, maybe ill get used to and like the idea of keeping a startup file rather than having the data stored as a preference in the program?
Here’s my startup file I use. The first 3 panels are ones I’ve refined over time to suit my needs, and the other two i’m only starting to get accustomed to.
Game Dev Startup R2.blend (515 KB)
Default 3D View - Used for most modelling work. Instead of the default where the outliner and properties sit in one column, i gave them two separate columns to greatly reduce the amount of scrolling I need to do, as well as being able to see lots of objects and options at once. The width of the Properties panel is wide enough to accommodate all property tabs/category buttons. Although the 3D view can potentially be considered small, depending on the screen size and resolution used, if I need more space to model or use the space in detail, I will normally use Shift+Space to maximise the panel to focus on what i’m working on.
Reference View - Used for detailed modelling, where i have a secondary, smaller view setup to give me a different angle of my work. Particularly for sculpting, it helps me evaluate my model at different angles at the same time. The UV/Image Editor is for any reference imagery i may need to work with. A smaller properties panel has been added so I still get access to modifiers and other object visualisation tools.
UV Unwrap - What the title says, the space is divided almost in half for both the UV/Image Editor. The properties panel i recently added on this layout mainly for tagging and selecting materials on an unwrap, as when i export to UE4, i can treat different Material IDs with different textures.
Compositing - I’ve only recently touched upon this kind of work, but it still seems useful. Its a near identical layout to the Default 3D View where the Properties and Outliner panel are given large amounts of space, but the main area is divided between the node editor and 3D view.
Storyboard - Recently added as i’ve been sketching animations using the new Grease Pencil tools. It simply features a large 3D view area, with both a Timeline and Dope Sheet editor underneath it. I use the Timeline for large scale panning and the Dope Sheet for small scale panning and editing of the Grease Pencil animation.