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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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>> No.695645 [View]

>>695631
How does he keep fucking getting away with it bros
Pokemon man is legit gonna go down in history as the man who changed 3d forever

>> No.695648 [View]

>>695644
retopoflow is a quite complex retopo tool that is actually really damn good.
https://blendermarket.com/products/retopoflow
the only problem is that it is so complex that they take way too much time to get it running on 2.80 while others are already working on their own retopo solutions. it's 86 bucks so if they don't get it ready soon they will lose fucktons of money.

>>695645
that pablomon is a fucking force of nature

>> No.695652 [View]

>>695631
It's much worse than that, honestly. Zbrush remesher (best in the business) is coming to Blender.
https://exoside.com/quadremesher/

>> No.695653 [View]

>>695614
That was mine and I accidentally responded to my post

>> No.695659 [View]

>>695652
Also Quadrflow will be integrated soon, Pablo did this to start testing it
https://pastebin.com/DJVyCQ8u

>> No.695661 [View]

>>695539
>>695553
This place is jampacked with incomptence. Don't listen to that other guy. Here's what you need to do:
https://www.youtube.com/watch?v=9airvjDaVh4

>> No.695662 [View]
File: 341 KB, 213x199, 1518675231730.gif [View same] [iqdb] [saucenao] [google]
695662

>>695631
I wish he would stop wasting time on silly nonsense like that and develop some proper texturing tools.

>> No.695669 [View]
File: 672 KB, 3024x1744, 01.jpg [View same] [iqdb] [saucenao] [google]
695669

This is the most recent character i created for my upcoming game. Feel free to rate it, it's still lacking rig so it's a WIP.

Left is Marmoset and Right Blender Eevee render. Can someone help me to set up this god forsaken shaders inside blender? Mostly everything except the emissive map are pretty poorly setup and honestly i have no clue to at least make it look something close to the left one.

>> No.695672 [View]

>>695648
>retopoflow is a quite complex retopo tool that is actually really damn good.
>https://blendermarket.com/products/retopoflow
>the only problem is that it is so complex that they take way too much time to get it running on 2.80 while others are already working on their own retopo solutions. it's 86 bucks so if they don't get it ready soon they will lose fucktons of money.
..what?
Nigger, have you tried to read your own posts and ask yourself - yeah, his gets point across to some random reader.
go fuck yourself with a rusty fork, really

>> No.695673 [View]

>>695669
How did you do her from the start?

>> No.695674 [View]

>>695673
Mostly i just connected the SBP textures to the Principled BSDF shader

>> No.695675 [View]

>>695674
I'm talking about whole thing. Sculpting?

>> No.695678 [View]

>>695675
Yeah i did everything in her. From sculpting to concept, retopo and textures

>> No.695679 [View]

>>695675

Mostly i just go to zbrush and sculpt the highpoly, bake inside SBP and set it up on blender for rigging and final render later on.

>> No.695680 [View]

>>695678
>>695679
r u artfag?

>> No.695681 [View]

>>695648
Honestly what's their fucking excuse for not having it working in 2.8 yet?


Without a doubt they had early 2.8 beta access being a popular add-on creator. Did they think people just wouldn't move over or what?

It's actually pretty rediculous.

>> No.695689 [View]

>>695662
>silly nonsense
That's a basic retopology feature in major DCCs, it needs to be in Blender too.

>> No.695695 [View]

>>695669
Are you using global illumination? If so, add real lights (probably a 3 point lighting system) and turn global illumination to black; if you want a transparent background go to Render -> Film -> Transparent; if you want to substitute your own color then add a Light Properties -> Is Camera? -> Mix Shader -> World1 / World2 node setup

Maybe show us your node setup for the material as well? Also is your specularity baked because Blender uses Gloss (or maybe it uses Rough? I forget which) so you might need to use an Invert node to swap (as in transpose) the black and white channels

>> No.695730 [View]
File: 684 KB, 813x647, 1563276997038.png [View same] [iqdb] [saucenao] [google]
695730

How can I make it affect the boob so it wont clip but deform a bit?

>> No.695736 [View]

>>695672
Have you tried visiting /3/ without being high as a kite?

>> No.695737 [View]
File: 10 KB, 305x301, 1541539863226.jpg [View same] [iqdb] [saucenao] [google]
695737

>>695644
>>695672
what the fuck are you even doing on this board if you literally don't know anything

>> No.695738 [View]

>>695681
>Honestly what's their fucking excuse for not having it working in 2.8 yet?
They waited for the feature freeze.
Then they waited for the 2.80 API freeze.
All this while they realized that getting it over to 2.80 needs tons of rework and now shit gets a bit hectic because everyone jumped on 2.80 but have to go back to 2.79 for retopo if they got used to Retopoflow.

>> No.695739 [View]
File: 35 KB, 351x351, 1543789348225.jpg [View same] [iqdb] [saucenao] [google]
695739

>>695652
WATTAFAAAAAAAAAAAAAAAAAAACCCKKKKKKKKKKKKKKKKKKKKK

Ridiculously neat and the thought of having text insta-quad'd almost made me cum.

>> No.695742 [View]

>>695737
>what the fuck are you even doing on this board if you literally don't know anything
Perhaps to learn the aforementioned "anything"

>> No.695765 [View]
File: 154 KB, 280x253, 1484251347460.png [View same] [iqdb] [saucenao] [google]
695765

>>695652

>$110 for a single purpose Blender addon

>> No.695780 [View]

>>694026
bump for this

>> No.695781 [View]

>>695350
failing is giving up fren

>> No.695796 [View]
File: 2.12 MB, 1146x1327, Capturar.png [View same] [iqdb] [saucenao] [google]
695796

>>695695
After some tweaking i got a better result, but somehow there is 2 problems over here. The hair texture looks awful (Can't blame actualy. I just got the alpha texture but still) and there is a weird shadowing over the ears that honestly i don't know what the actual fuck it is like that. Any suggestions?

>> No.695800 [View]

>>695669
Is this Drakengard 4?

>> No.695802 [View]

>>695796
Use hashed blending instead of alpha blending for the hair.

>> No.695805 [View]

>>695689
Just looks like Maya's Quad Draw. It's okay, but I still just use Blender for retopo every time. Don't see the purpose at all.

>> No.695811 [View]

>>695802
It alredy is with hash blending for both shadow and blend mode

>>695800
I'm trying to create a cyberpunk hack and slash game. NieR, Drakengard and DMC are my main references for the combat style

>> No.695813 [View]
File: 2.81 MB, 3152x1683, Capturar.png [View same] [iqdb] [saucenao] [google]
695813

>>695802
Please take a look at the shader. Idk how i can improve it though.

>> No.695830 [View]

>>695813
>>695796
show pucci

>> No.695833 [View]
File: 142 KB, 271x531, file.png [View same] [iqdb] [saucenao] [google]
695833

How does my rig look so far? Are the bones positioned correctly? This is so confusing.

It's my first attempt rigging a model.

>> No.695841 [View]

>>695833
Are the hand-prongs intended to be bendy? If not you'd be better off just tying each prong to one bone each.

>> No.695843 [View]
File: 112 KB, 332x367, file.png [View same] [iqdb] [saucenao] [google]
695843

>>695841
How would I do that,
Is there a way I can bend bones?

>> No.695844 [View]

>>695843
Oh and one more question,

Do my Bones HAVE to be Inside the model?

It gets quite tedious trying to keep all the bones from poking out

>> No.695848 [View]

>>695843
No need to bend them if the entire hand-prong is a rigid piece, it'll copy the open-closing rotation of a single bone just fine. Bones should outline how the model rotates, not necessarily its exact shape. If it's not a joint or some other locus of deformation, the bones don't need to form a joint there either. Not the person you were having the conversation with at first, just to avoid confusion.

>> No.695849 [View]

>>695844
>Do my Bones HAVE to be Inside the model?
No
You can use stick visuals to make them smaller

>> No.695850 [View]
File: 1.77 MB, 2561x1441, intersect.png [View same] [iqdb] [saucenao] [google]
695850

hey blendlets, I have this mutated self-intersecting mass and I want to rectify it into a single mesh with interior and exterior faces, for 3d printing.
I've been trying to use the face intersect (knife) tool, but it still doesn't seem to create a boundary between the two parts, so I can extract the interior guts.
Any help? Or is it likely I've got faces that are so coplanar, it farts out on me?
Thanks in advance.

>> No.695863 [View]

>>695850
Use the remesher in the sculpt branch

>> No.695880 [View]

WHY THE FUCK is the edit mode so slow in 2.8? What the hell?

>> No.695903 [View]

>>695880

Your wood pc might not handle, try closing the porn also.

>> No.695905 [View]

new thread: >>695901

>> No.695915 [View]

>>695880
What do you mean by slow it’s the same speed

>> No.695988 [View]

>>695053
AutoRig Pro is worth the money.

>> No.696304 [View]

>>695903
Okay done but it still runs like shit, that didn't happen in 2.79.
>>695915
Low fps when moving anything, like 3 or 5.

>> No.696478 [View]
File: 88 KB, 1024x584, lawnmowerman_avatar-1024x584.jpg [View same] [iqdb] [saucenao] [google]
696478

>>693423
What tutorials do I pirate to get good at sculpting in blender? Because from what I tried sculpting in blender looks like cancer.

>> No.696909 [View]
File: 90 KB, 305x269, lip.png [View same] [iqdb] [saucenao] [google]
696909

Tried making lips for once