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/3/ - 3DCG


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626660 No.626660 [Reply] [Original]

What are you working on?
What do you need help with?
What are you looking forward to most in 2.8?
What are your favorite addons?

>> No.626662

>>626660
>What are you working on?
Procedurally generated planets.
>What do you need help with?
Nothing at the moment.
>What are you looking forward to most in 2.8?
Probably Eevee, but honestly not much. Eevee just stands out. I'm fine with 2.79 as it is.
>What are your favorite addons?
HardOps has been pretty fun. Otherwise, I don't use many addons. Thinking I'll mess with Hair Tool soon.

>> No.626669

>>626660
>What are you working on?
JUst fooling around right now.
>What do you need help with?
Rigging that doesn't make me want to pull my hair out.
>What are you looking forward to most in 2.8?
Nothing really, unless they're willing to make an in-program NPR shader for Cycles.
>What are your favorite addons?
AutoRig Pro, but I hate how it uses the Pichipoy rigging method for the legs ala rigify.

>> No.626678
File: 855 KB, 1440x900, Screen Shot 2018-06-07 at 12.13.37.png [View same] [iqdb] [saucenao] [google]
626678

I'm attaching lewd parts to this model. It was originally all gray. I unwrapped it, and part of it follows the map, but part of it has stayed gray. What's going on? I've checked normals; reclaculating and flipping them manually doesn't do anything.

>> No.626682

>>626678
Could be different materials

>> No.626683

>>626682
The two meshes have been joined, so it only shows one material when I click on the mesh. Is it still possible that some of the faces have a different material, and if so, how would I check that?

>> No.626685

>>626678
Man, you better recover the quads before you go much farther.

>>626683
In the materials tab, you select one in edit mode, then click the select assigned button below, and you'll see the prims that have that material assigned.

If you select the material you want for everything, then select your whole mesh, and click assign, you'll assign just one. The other, now unassigned, material layer stays on the list; don't be confused by this.

>> No.626695
File: 357 KB, 1448x795, 2018-06-07 16_36_10-Blender_ [C__Users_udi_Desktop_3dnew2_ibanez artwood_ibanez artwood.blend].png [View same] [iqdb] [saucenao] [google]
626695

retopo my guitar model, im too stagnate/lazy to finish it

>> No.626698

>>626695
that is a pretty guitar

>> No.626700

Working on a fluid simulation. Why do people here only care about modeling? Literally the most boring part of 3dcg, for me.

>> No.626703

>>626700
I'm more attracted to FX than modeling, です~. But I am a noob in the latter. Hoping to change this soon.

I believe having a good knowledge of modeling before delving into sims is beneficial; required, even.

>> No.626704

>>626703
>latter
*former
[*needs more coffee*]

>> No.626705

>>626703
>I believe having a good knowledge of modeling before delving into sims is beneficial; required, even.
Not at all, lol. Why would you think that? The included geometries are all you need.

>> No.626713

>>626700
iv been interested in making stuff using dynamic brush(simulation), do you know any good resources?

>> No.626716

>>626713
nope sorry, am noob
youtube and the manual are always good..

>> No.626718

>>626685
This fixed it, the problem was different materials. Not sure how it happened but it's not solved now.

Also, this is a good a time to ask as any: why should I bother turning this to quads? I've been thinking of doing this, but if I'm honest, the only reason I have is that is looks pretty. I don't mind spending the time doing some retopo work, in fact I find it quite rewarding, but so far I've been seen a good reason to actually do it.

>> No.626728

>>626718
>a good reason to actually do it
If you are going to animate, deform, or subdivide, do it. Otherwise, yeah, you shouldn't probably bother.

>> No.626732

>>626728
How strict should I be? I can see a couple of trouble areas where it will take a long time to come up with a purely quad based solution. What metrics should I be using to decide when I'm done? I can't imagine a couple of a triangles here and there would hurt.

>> No.626737

in tracking I've clicked 'set as background' but when I go into 3d view and use the camera view it doesn't show up?

>> No.626749

when its ok to start learning how to model characters ? should i learn it in zbrush or start with blender ? so far i can model a bit of simple objects.

how dose even making characters generaly look like ? do people take just daz figures as base and then change propotions face etc ? or do they model whole body from scratch ?

>> No.626753

>>626749
>when its ok to start learning how to model characters ?

not right away, you should do polymodeling first before you sculpt, so you can get a better grip on how 3d space works.
characters are made from scratch, in zbrush. it takes ALOT of practice and you will probably need quite a few tutorials + anatomy books to get yourself up to start

>> No.626759
File: 3.97 MB, 3840x2160, aIqA2Co.jpg [View same] [iqdb] [saucenao] [google]
626759

>>626753
>characters are made from scratch, in zbrush

>2018
>not taking advantage of DAZ as a basemesh generator on which to sculpt your futa dicks
>mfw

>> No.626761

>>626759
not everyone are obsessed with making genitals in some antiquated 90's esque software

>> No.626785

>>626669
I'm trying to transition from Maya to Blender and the #1 thing that I'm struggling with is Blender's rigging system. AutoRig Pro is awesome until you need to customize the rig, then you're back to doing everything by hand.


>>626759
>>626753
>>626761
>>626749
Base meshes are fine and production artists use them. Though yeah if you want to seriously study character art and get good at anatomy then you can start from spheres.

>> No.626815

Would I be better served by the jeep and bolt action rifle tutorial from CG Masters, or one month of CG Cookie? I'm neet and can only afford one or the other.

>> No.626817

>>626815
wait another week until CGPeers/GFXPeers registrations open :)

>> No.626821

>>626759

Real 3d artists create their own stuff you asset flipper.

>> No.626864

>>626821
Real 3d artists create their own shaders you polygon flipper.

>> No.626910

Has anyone tried SpeedRetopo or RetopoMT? Are they viable alternatives to Retopoflow?

>> No.626911

>>626815
depends. the cgmasters one will surely make you a better modeler.
cgcookie will make you all around artist (they have far more subjects)

>> No.626913

>>626864

Shaders are a coding thing. Your argument is invalid.

>> No.626916
File: 936 KB, 522x438, simplescreenrecorder-2018-06-08_20.31.59.webm [View same] [iqdb] [saucenao] [google]
626916

>> No.626941

ive made a shape in photoshop and make it 3d. i clicked on 3d layer and exported as OBJ why dosent blender see it ?

>> No.626947

>>626678

Looks like you accidentally created a goatse

>> No.626953

>>626660

I'm trying to figure out if Blender can fully replace E-on Vue for creating landscape renders. Vue is garbage in so many ways that almost makes it unusable BUT it has some really nice dials to quickly create the kind of atmosphere and light that I'm looking for.

>> No.626957
File: 2.93 MB, 1280x720, render-2.4M.webm [View same] [iqdb] [saucenao] [google]
626957

>>626916
anon, just render it with opengl if you don't want to wait for cycles. it's right there on the render menu.
>>626765
>>626947
>accidentally

>> No.626993

Is there a way to combine 2 unwrapped and painted objects that have different materials in a way that doesn't result in the UV maps being a huge fucking mess? It doesn't cause any problems with the textures being displayed properly, but its such a fucking eyesore to look at. I've tried having multiple UVs but then only one of the materials displays at a time.

>> No.626997

>>626993
You can use multiple UV's without worrying about which one is active by adding an attribute node, entering the name of the UV and then using its' vector socket as if it were the UV socket on a texture location node

>> No.627095

How can I do single frame renders while keeping a video in the video editor? I am trying to use video reference, and right now for each test render I have to save, delete the video, render, save the render, then reload the file. Is there an option that just says "Ignore the video editor this time"?

>> No.627101
File: 232 KB, 1600x900, legobike_side.jpg [View same] [iqdb] [saucenao] [google]
627101

re-rendering an old lego model. The original render had way to much bloom/glow and dof. I often have to revisit things a couple days later to render them again as I overdo it with the effects. I am probably half blind to those things after working and seeing the model for a few hours or days. I imagine many have that problem though.

>> No.627109

>>627101
Why not copy product lighting from an actual motorbike ad? I feel like your render could turn into something nice but your lighting is way too bland and matter of fact.

>> No.627118
File: 19 KB, 490x161, jZsDz.png [View same] [iqdb] [saucenao] [google]
627118

>>627095
this option tells blender to, at render time, ignore any clips you have in the video sequencer panel.
you can also uncheck compositing to do the same to the compositor.

>> No.627121

>>627118
Just what I needed. Thanks anon.

>> No.627128

I like blender.

>> No.627152

Just started learning blender recently,running through this playlist of tutorials:
https://www.youtube.com/playlist?list=PLs2aOcA-EaLNX5j2yxVQhEBpFgD3zDR9P
they're pretty nice, just started the animating one.
looking forward to the future feelsgoodman

>> No.627165

for some reason whenever I apply wave modifier to anything in blender it won't work when I have the setting for exporting to unreal (the metric,0.01 and the 500m clipping). but works on default blender settings.

how can I fix this?

>> No.627166

>>627165
have you tried applying the modifier?

>> No.627178

Shoulders and hips/butt sucks to model. I'm currently following https://www.youtube.com/watch?v=jZekghp78x8, and while everything seems to work out smoothly in his video, trying to replicate is leads to faces being stretched, topology being wonky, and just general suckiness. https://imgur.com/a/ohqNYLh

>> No.627180

>>627178
its supposed to clip a little bit, but you should model in Tpose next time

>> No.627181

>>627178
I can't really understand your post too well but basically the tutorial you linked is the sort where it's pretty hard to "paint by numbers" (that is to say, perfectly replicate all their inputs) so you're going to get differences.
Your topology seems fine, you'd get a better result by using LoopTools (addon included with Blender) -> Relax and just redistributing the verts by hand to get a smoother shape.
Also it looks like you have subdiv set to 1? I'd set it to 2; if you think you want to do something with the model later on, you've got a lowpoly model you can bake high poly details and normals onto

>> No.627182
File: 454 KB, 1920x1080, plane.png [View same] [iqdb] [saucenao] [google]
627182

Im doing a cartoonish plane

>> No.627183

>>627166
offcourse, nothing changed

>> No.627186
File: 1003 KB, 1024x1024, Battle cruiser 005.png [View same] [iqdb] [saucenao] [google]
627186

What's a good approach for texturing objects with many extrusions/insets?

In specific I have been modeling spaceships for a game I'm making by myself and thus far I just assign materials to the faces that I think should share similar appearances and ignore uv's all together. But I know I am losing out on lots of possible detail.

I tried making my own seams once(picture included), and it turned out great, but it can take days with all the surfaces.
Also, a separate but related problem, because of gameplay reasons, it's important for all of my uv islands to be aligned in the same direction from front to back like they are on the model which makes it nearly impossible to both texture and pack it while properly orientated without resorting to like 4k images for enough space.

Any input on either of these would be lots of help.

>> No.627187
File: 1.47 MB, 1920x1018, meakrob47WIP.webm [View same] [iqdb] [saucenao] [google]
627187

What options do I have with blender if I want to keep a database of past models to pull into a scene at any given time?
Should they all be in .blends and use the merge feature. OBJ's? etc.
I have a ton of OBJ content I've collected over the years as well as textures and xnalara game rips.
Am I thinking about this the wrong way? That seems to be how poser/daz works. Iirc Maya also had "work" directories for storing frequently used things.

>> No.627191

>>627180
I'm going off the reference pics, but it's easy enough to rotate the arms into a T-pose shape. A-pose is better for clothing, right?

>>627181
Haven't tried out that tool yet, actually. The only one that's gotten any use is the "Circle" loop tool.

>> No.627192
File: 91 KB, 860x484, image-1213170-860_poster_16x9-qthw-1213170.jpg [View same] [iqdb] [saucenao] [google]
627192

>>627182
http://www.thedrive.com/news/21353/kitty-hawk-reveals-first-personal-flying-vehicle-that-you-dont-need-a-license-to-operate

>> No.627197

>>627187
complete noob here. you can append things. use one blend file to create a library import objs there. Clcik on file-data preview-batch generate to make icons visable.

then when u have some project click on append and select that blend library file and you will have list of objs it has.

im total 0 at 3d and i know this get rekt.

>> No.627200

>>627197
So I'd have one character rigged and ready to go in its own blend file then?

>> No.627201
File: 60 KB, 516x493, 1518736820362.jpg [View same] [iqdb] [saucenao] [google]
627201

>>627197
Wouldnt that single blend file end up being gargantuan

>> No.627202

>>627200
no you create a blend file that serves as LIBRARY. you can have more then one model in it.
>>627201
if it dose you can make another blend file like lbrary2. depends on your pc.

>> No.627203
File: 26 KB, 720x710, 10412454.jpg [View same] [iqdb] [saucenao] [google]
627203

>>627202
Thanks, I'll look into that. I've seen the function forever but ignored it.

>> No.627204
File: 988 KB, 1674x900, 24d02d08a272a059807f9c5b631cba72.png [View same] [iqdb] [saucenao] [google]
627204

>>627203
I've tried a workflow like this recently. (pic related)
Appending is easy, you just create a replicate of said .obj in the new files with all of its materials and modifiers.

Here I listed all .objs and gave each a group and a group instance on another layer. I then LINK the group instance to the next file.
That allows me to set the material individually but have all of the object and modifier information stored in the library file.

Especially useful for lego stuff and similar. I can have a scene with 200 instances of one object. If I spot a topology mistake or want to reduce polycount I can just edit the piece in the library and it affects all 200 instaces with seperate mateirla channels.

Maybe that inspires someone.

>> No.627211
File: 21 KB, 250x269, 33721637_2023817147868934_7334942760106983424_n.jpg [View same] [iqdb] [saucenao] [google]
627211

>>627197
>>627202
>>627204
append/link is exactly the sort of function I was looking for. Thanks!

>> No.627217

>>627187
Is this kind of movement done by hand or with some mocap? I'm trying to recreate this type of stuff and it's very labor-intensive the way I'm doing it; I'd appreciate a helping hand.

>> No.627239
File: 1.20 MB, 720x720, render-4M.webm [View same] [iqdb] [saucenao] [google]
627239

i've been editing FLIP fluids so that it works with blender 2.8. webm related was baked and rendered in just a few minutes.
i've put the 2.79 and 2.8 versions of the addon compiled for windows x64 here: https://mega.nz/#F!e2pnwSpb!Zi4JAR92zfzIyYXK7xmS1g

>> No.627240

>>627217
Not him but have you rigged your model properly with inverse kinematics? There's lots of tutorials on YouTube.

>> No.627249 [DELETED] 
File: 443 KB, 2560x1440, top-cover.png [View same] [iqdb] [saucenao] [google]
627249

>>627192
>>627182

Why bother with that when you can steal your sister's mario kart engine, make a couple of trips to The Home Depot and fly this thing right here?

* magical gear reduction box sold separately

>> No.627253
File: 175 KB, 960x540, render-2-perspec.png [View same] [iqdb] [saucenao] [google]
627253

>>627182
>>627192

That plane is for casuals!

>>627187
>meakrob47WIP.webm

OMG I'm a huge fan of your work. Will you autograph my Rift?

>> No.627310
File: 304 KB, 1920x1040, Untitled.jpg [View same] [iqdb] [saucenao] [google]
627310

How do I fix these faces? Can't loopcut, subdivide and apparently ewerything else. Got em after I knived the shape and then extruded inside.

>> No.627320

>>627310
*nvm, solved

>> No.627332
File: 214 KB, 1080x1857, sadfsdf.png [View same] [iqdb] [saucenao] [google]
627332

What did you Blender veterans do before the Cycles shadow catcher existed? I'm trying to composite an animation onto either a camera tracked video or a still HDRI in EEVEE but it doesn't have a shadow catcher yet.
It's only got these render passes available: Combined, Z, Mist, Normal, AO, Subsurface Direct/Color.

>> No.627347

>>627332
you need to use camera tracking features. adding an animation ontop of a video is not gonna cut it

>> No.627350

>>627347
Yeah I've used camera tracking before but it's specifically shadows that I'm running into a problem with. In Cycles I'd just use a shadow catcher but it's about 100 times faster to render with EEVEE.

>> No.627395

>>626953

Wait do companies still use Vue? Haven't even heard of that shit since like 2008

>> No.627396

>>627187

Hey bro your patreon got slapped with a temporary ban.

They've been doing this to a lot of adult content creators recently and a lot of people are confused what triggers it so in case you're confused, it's caused by having ANY of your adult content set to public. Previews, stream links, anything. If it's adult, it MUST be set to Patron Only.

>> No.627478

with BI, is there a way to get procedural textures to display in the viewport?

>> No.627503

>>627478
nope

>> No.627505
File: 59 KB, 634x420, [CAN'T WAKE UP].jpg [View same] [iqdb] [saucenao] [google]
627505

how the hell do i keep the mouse snapped to the grid while i'm using the knife tool?

manually aligning each vertex afterwards fucking sucks

>> No.627507

>>627505
i don't think you can snap your knife to the grid, but you can snap the knife to an axis, just press c after k

>> No.627520

>>627507
>>627505
alternatively click J to connect 2 points with a smooth line. also works with points that are far apart

>> No.627730

What's a good rendering engine for an AMD CPU/GPU? I'm looking at Radeon ProRender but I dont actually know much about rendering

>> No.627733

>>627505
You could also extrude and snap a vertex to use as the start point and then press K (knife) C (constrain to angle) Z (cut through) as usual.
>>627730
Prorender is a turd. Cycles if you want realism, EEVEE if you want speed but enjoy crashes, or BI if you're mentally deficient. Watch a donutboy or glob video about setting up Cycles properly though as the defaults are slow and overkill for a lot of use cases.

>> No.627735

>>627733
Yeah I just made it to the donut guy's render video which is why I was wondering. That Cycles is my best option is alittle disappointing. Even optimized the way he says, it's still super slow. I guess I cant really complain about getting faster renders in 3DSMax though

>> No.627741

>>627735
with evee you can just do viewport rendering, which takes a second.

>> No.627742

>>627735
Few ways to speed up Cycles: Make sure you have your GPU selected (duh). Have your tile size set correctly, the GPU sweet spot is typically around 256x256/512x512. Render with denoising on so you can have a lower sampling rate, but don't go too low or you can compromise your finer details or end up with splotchiness due to the denoiser having to handle too much noise.

>> No.627759

>>627730
>AMD CPU
Pixar's RenderMan, Arnold, Mantra.

>AMD GPU
>AMD
Nope.

>> No.627827

>>627741
I dont really enjoy crashes though. Saving regularly is a thing im still working on

>> No.627853

Has anybody used Manuel Bastioni lab before? I'm trying to find a way to use it without using GUI/launching the program. I know Blender can be accessed through the python console and they have a built in scripting function, but I cannot figure out a way to use the plugin. Can anybody give me a hand?

>> No.627854

>>627853
Huh? You're trying to use what amounts to a character creation program without the UI? You know what ManuelbastioniLAB does, right?

>> No.627855

>>627854
I'm pretty sure I know, perhaps I wasn't specific enough. I am mainly looking to use the measurement system(where you can import the JSON file to get a 3D models, or be able to start with a base model and alter certain dimensions.

>> No.627878

Trying to get the jiggle bones add on to work, but I can't find an option for the jiggle armature checkbox in the armature panel. I've checked the jiggle scene/jiggle bone, but it won't do anything because I can't find jiggle armature. Anybody know what's up?

>> No.627883

Currently working on some beginner tutorial stuff. I will be making a doughnut and a plate.

>> No.627884

>>627853
Python tooltips are enabled by default - just hover over a field or button and you'll get a tooltip showing you the python method name. If you're looking to use Blender and MBL purely for procedural asset generation, you can even compile Blender as a python module.

>> No.627885

>>627883
I've never heard of this tutorial before, can you tell us more?

>> No.627887

>>627885
It was in my recomemndations, it seemed ok.

>> No.627889

>>627887
I bet you'd like to see how many donuts you can get on Andrew's sweet dicc while he rims a wallaby.

>> No.627904
File: 94 KB, 1920x1080, Qnc2i7.png [View same] [iqdb] [saucenao] [google]
627904

>>626660
I've been trying my hardest to get a toon shader to work, but every time I try to use one of the modifiers to get custom normals, I keep getting artifacts. The artifacts are coming from raytraced shadows, but I have no idea how to fix them.

>> No.627909

>>627883
And thus another soul was lost.

>> No.627917
File: 1.56 MB, 911x722, interior 8.png [View same] [iqdb] [saucenao] [google]
627917

Just finished this architecture folio

>> No.627918
File: 2.95 MB, 957x1870, ISO 3.png [View same] [iqdb] [saucenao] [google]
627918

>>627917
Couldn't really be bothered rendering it to perfection but should be good for a credit

>> No.627921

>>627904
you need to turn it off. most of cycles shit needs to be turned off for toon.

>> No.627922

>>627904
why use a raytracer then?

>> No.627923

>>627921
>>627922
Just autism on my part. I want to see if I can get creative with lighting a scene with a character in it later on, but I can't really do that without shadows. Or can I? Legitimate question, because I still have no idea what I'm doing.

>> No.627924

-Working on her Ik rig
-I need help working on her Spine and the way it controls.

>> No.627925
File: 114 KB, 1065x648, SVGLpdj.jpg [View same] [iqdb] [saucenao] [google]
627925

>>627924
Forgot to upload the image.

>> No.627969
File: 92 KB, 1000x1000, 1527613870391.jpg [View same] [iqdb] [saucenao] [google]
627969

What's the best animation tutorial for Blender?

>> No.627976

>>627969
The recent courses added at CG Cookie.

>> No.627977

>>627976
Those shmucks still don't support paypal, do they?

>> No.627978
File: 629 KB, 1440x900, Screen Shot 2018-06-14 at 21.11.02.png [View same] [iqdb] [saucenao] [google]
627978

Trying to get dynamic breasts to save on animation time. Using a cloth simulation for this Honoka model I've been rigging/retopoing. I can't find a way to really get the whole cylinder pressed between the breasts in a convincing way. I can make them move around, sure, but I don't know how I can i) Stop them collapsing in on themselves, and ii) Get a realistic 'push together' kind of look?

>> No.627985

>>627977
cgpersia my dude

>> No.627995

>>627978
cloth simulation will collapse your mesh because its only meant to simulate planes.

you need soft body dynamics

this guy does it well with cloth (which is odd)

https://www.youtube.com/watch?v=boGA0Tn8-yY

>> No.628015
File: 50 KB, 325x490, legs.png [View same] [iqdb] [saucenao] [google]
628015

It's my first time doing a full model and I've learned a lot of things along the way. One of the things is how hard it is to pose legs without IK, so I looked up how to do it. For some reason, the legs only want to bend sideways. I've tried lots of things, including adjusting the bone roll, pole angle, and just moving the pole bone itself, but they just "fix" the problem by rotating the entire leg. I'm completely stumped on this one.

>> No.628020
File: 507 KB, 1070x601, 1514913885245.png [View same] [iqdb] [saucenao] [google]
628020

>taught myself a lot of programs over the years
>recently started learning C# and actually making good progress

>making a Playstation 1 model with separate objects rigged together as body parts and making a 256x256 UV map for the entire body is still as impossible as it was months ago

Ive been trying to do this for days now, for the love of fucking god I need something visual to show people that aren't sketches so they know I'm not being a useless retard.

>> No.628027

>>628015
you need to build controllers for the body/legs
also try to see if you accidentally locked the bone axis.

>> No.628029

>>628027
After hours of playing around with it, I finally figured out the problem: IK seem to automatically bend the joint whichever way it's already bending. The knees were a bit too far inward, so that's how it bent. I managed to fix it by making the knees bend a bit more by default.

>> No.628032

>>628029
That "works", but it's a hack. The proper method is to use pole targets for the knees and elbows.

>> No.628033

>>628032
so why bambozzle me? watch a proper tutorial next time

>> No.628035

>>627239
nice im jelly, waiting on that OSX version

>> No.628037

>>628033
I'm not the person you were talking to.

>> No.628046

>>627925
Damn, how many tries is that? That seems too dense in parts.

>> No.628051

>>628032
I was using pole targets. I even mentioned it in the question. For some inexplicable reason, they just insisted on bending to the side until I adjusted the bones. (strangely, I could still move the pole to rotate it)

>> No.628060
File: 50 KB, 404x477, SVGLpdj.jpg [View same] [iqdb] [saucenao] [google]
628060

>>628046
She has 218,938 Tris.

>> No.628064

>>628060
doesn't seem right, there is probably hidden mesh or duplicates

>> No.628065
File: 79 KB, 928x576, SVGLpdj.jpg [View same] [iqdb] [saucenao] [google]
628065

>>628064
(the choker and chain are hidden since they're not apart of her.)

>> No.628067

>>628064
>>628065
Hold up, I just relised it counts when I had the subsurf on.

>> No.628068
File: 76 KB, 369x863, SVGLpdj.jpg [View same] [iqdb] [saucenao] [google]
628068

>>628067
Here is the more correct count.

>> No.628069

>>628067
if subsurf is on then its more lightweight, just don't apply it

>> No.628070

>>628069
Its not exactly applied. its just ON. BUt when it is On it was counting towards the Count.
but, I dont plan on apply it.

>> No.628071

Anyone here have experience with making custom normals?

>> No.628080

>>628070
What you gonna be doing with this model, anon? I like.

>> No.628081

>>628080
Make an animation then Release to public for others to use.
But I'm working on the rig right now. and stuck on the spine.

>> No.628085

>>628081
As a fellow Peach enthusiast, I'm now hyped.

>> No.628092

>>628081
Help with what exactly?

Humane Rigging DVD has a section on torso/spine rig. He does it in a kinda complex way, but it allows you to shift the origin point of rotation, so you can get some kinda gymnastic type things going on. Not sure what else I can recommend without knowing what your issue is.

Peach looking fine, though. I've not been able to find a good Peach model and thought yours was fantastic the instant I saw it. Godspeed.

>> No.628094

>>628092
There isn't an issue. I just don't know what is the best way to go about the Spine, Everything I try seemed to had failed in most regards. I'll try that tutorial.

But while her face rig is done. I posed a few things in action editor for varies amount of facial expressions and gestures. I don't know how to make a controller.

~but thank yea. Glad you like it.

>> No.628095

>>627925
>exposed shoulders
Degenerates like you belong on a cross

>> No.628099

>>628094
keep us updated

>> No.628107

>>628099
Will do, Looking for a blender animator at the moment.

>> No.628113
File: 581 KB, 1440x900, Screen Shot 2018-06-15 at 20.44.25.png [View same] [iqdb] [saucenao] [google]
628113

What's going on with my model? I've had this before with parenting issues, but I can't see it being that; I've been doing some weight painting recently, so I thought it may be that, but if I go into weight paint mode, the verticies immediately snap back into position?

>> No.628114

>>628107
You interested in someone who's still learning?

>> No.628118

>>628113
Fixed it. The issue was that I'd hidden some verticies in edit mode so that I could weight paint inside the mouth properly. I hadn't unhidden them, so it seemed fine, but the problem just wasn't visible until I alt H'd everything, at which point it was a standard weight painting issue.

Now we know.

>> No.628132

>>628114
yea. I dont mind.

>> No.628177

>made a character in blender
>used cloth simulation and mesh deform to make breast physics
>linked her into a scene for animating
>breast physics don't link into the new scene

What the fuck? Why can't I link physics? How do I get around this?

>> No.628185

>>628177
because you have to link the animation cache as well (or just cache it again), perhaps its in the "data transfer" tool.

>> No.628186

>>628177
well i figured out the problem. It was just too much detail going on in the scene. I turned off the subsurf for some other objects and suddenly the physics came back.

However, another problem came up. The cloth physics work, but when I animate the character walking, the cloth simulation doesn't follow the character. it just stays in the same spot while she walks, causing her breasts to stretch from her body all the way to the cloth sim.

>> No.628187

>>628186
have you enabled collision for your character? and self collision as well

>> No.628189
File: 19 KB, 422x279, breastdeformer.jpg [View same] [iqdb] [saucenao] [google]
628189

>>628187
Here's what I did
>created a duplicate of the breasts and separated them from the body. They are parented to one of the spine bones
>used them as a mesh deform modifier for my character
>applied cloth physics to the breast deformer object to make it jiggle and used pinning to keep the entire object from falling.
>now the actual breasts follow everything the deformer does

now here's the problem
If I link the character into an empty file and make her walk forward, everything works fine. the character walks forward, and since the deformer is parented to the spine, the deformer moved forward as it should

But when I linked her into the file with my other characters so I can animate my video, when I have her walk forward, the body moves, but the deformer stays where it was. So now as she's walking the breasts will be stretched 10 feet behind her. and for some reason it's also grabbing a vertex on her leg. All of this only happens in my animation scene.

TL;DR
>linked character into scene
>she moves, breasts deformer doesn't follow and stretches her boobs

>> No.628190

>>628189
also, I'm animating her using NLA strips made in her original file

>> No.628191

>>628189
no.. no. why did you duplicate the mesh?
all that you need to do is create a new vertex group for the pinning
if you parent the boobs, it can just parent them to something static in animation (depending on what you did, it can go apeshit)

>> No.628192

>>628191
I was following this

https://www.youtube.com/watch?v=-nkhXESF0jI&has_verified=1

>> No.628193

>>628192
that's fucking awful.
he literally created a domain for the breasts lmao
did you not watch the video that i posted?

>> No.628194

>>628193
nope. I just found this thread and didn't read it. Didn't think someone else was having the same problem. I'm guessing it's this one? >>627995


Also she's wearing a tube top that also follows the mesh deformer. if I do it the other way, will I have problems with the breasts clipping through her top?

>> No.628195

>>628194
all the weight paint that you do is separate from the weight paint that you already have (its in a new vertex group)
it dosen't matter how many items there are, the only thing that matters is the new weight paint for the pinning

>> No.628197

>>628195
Ok. I'll try it out tomorrow and report back. It's almost 5am here. Thanks for all the help

>> No.628219

>>628132
Post contact details. I've been doing blender for a while now, learning all parts of the workflow. If you wanna collab with someone still in that learning process, I'd love to put a banana in your Peach.

>> No.628246

Just found out about opengl viewport rendering. Fucking Jesus Christ. I'd been doing low sampled 20% cycles renders, then doing 50% to get more detail, yada yada. This is a game changer.

>> No.628249

>>628246
>This is a game changer.
No. That's what happens when you don't read the manual.

>> No.628252

>>628249
I got your mom to read it to me while I fucked her face. Couldn't understand a word she said.

>> No.628253

>>628219
>Banana in your peach

Are you guys gonna make peach/Donkey Kong porn?

>> No.628257

>>628252
Honestly that just sounds like poor planning on your part.

>> No.628259

Can someone tell me how to disable the effects of an alpha channel in a TGA file in Cycles? My renders come out with dark areas, and the only way to fix I know of is resave the TGA without alpha, but i have a lot of textures and having to split everything up and relink is a huge pain.

>> No.628265

>>628259
maybe attach invert node to the image alpha?

>> No.628271
File: 45 KB, 1070x780, ss (2018-06-16 at 01.35.47).png [View same] [iqdb] [saucenao] [google]
628271

Is there a way to increase the amount of smoothing between control points without adding another handle? I've got the outside curve exactly how I want it but it's too faceted/chunky for my liking, and adding another handle would be a PITA to arrange. "resolution" under "shape" and "active spline" don't seem to do anything past wiggle the normals, so I'm unsure what they actually do.

>> No.628272

>>628271
You can add subdivision surface to curves, not sure if it'll get exactly what you want.

>> No.628275

>>628219
Akkoarcade on tumblr.

>> No.628277

>>628265

That doesn't work, nor does it solve the problem because the alpha in these tgas have specular mask which is useful when using to link as mask but i cannot get it to turn off when my texture is used as diffuse. Basically all areas in the alpha render black, and even if inverting will just have the same problem... inverted.

>> No.628284

>>628257
You think I planned to have a dumb slut come round holding a printed manual for blender? I told her I'd use the internet, but before I knew it my dick was in her mouth. I make all my blender porn using the videos your cuck dad took as reference.

>> No.628285

>>628284
>being this triggered over a simple suggestion to read the manual before going balls deep into Blender's donuts
Fucking manchildren, man.

>> No.628287

>>628285
>manchildren
She swallow them all. ALL of them, anon.

>> No.628289
File: 631 KB, 212x176, Just gonna get outta here.gif [View same] [iqdb] [saucenao] [google]
628289

>> No.628294

Blendlets, everybody.

>> No.628296

Does anyone know how to get rid of "Terminator Artifacts" without upping the face count?

>> No.628297

>>628296
Use a proper 3DCC.

>> No.628299

>>628297
he does it for free, everybody.

>> No.628304
File: 296 KB, 1920x1080, ShyFlawlessGermanshorthairedpointer.webm [View same] [iqdb] [saucenao] [google]
628304

Fixed my problem. Turns out I just had to do some shenanigans to fix my problem.

>> No.628305
File: 51 KB, 1129x632, DTcVfZGXUAEQ4gz.jpg [View same] [iqdb] [saucenao] [google]
628305

After a long time I want to sculpt a retopo her whole body.

>> No.628310

>>628296
Render-time adaptive subdivision. You have to enable experimental render features. Search for a video on procedural displacement for Cycles, it incidentally explains the method. The video is on YouTube.

Sorry for not being more precise, I'm on mobile.

>> No.628316

>>627239
Oh, thanks a lot for these compiles

>> No.628327
File: 1.22 MB, 1440x900, Screen Shot 2018-06-17 at 13.29.53.png [View same] [iqdb] [saucenao] [google]
628327

Where do these black streaks come from?

>> No.628328

>>628327
Looks to be poor normals. Check that your normals are smooth, recalculate them, turn off auto-smooth, remove doubles to make sure it's one whole part, etc.

>> No.628335
File: 426 KB, 1440x900, Screen Shot 2018-06-17 at 13.58.26.png [View same] [iqdb] [saucenao] [google]
628335

>>628328
I think they're alright? I've tried recalculating/smoothing options/removing doubles, but the issue is still here.

>> No.628337
File: 1.24 MB, 1440x900, Screen Shot 2018-06-17 at 14.11.37.png [View same] [iqdb] [saucenao] [google]
628337

>>628328
>>628335
If I remove the normal map in the node editor, this is the result. Does this mean I just have a fucked up normal map? Or that I'm not mapping it correctly?

>> No.628338

>>628337
>>628335
Oh. Post your normal mapping node setup then.

>> No.628346
File: 571 KB, 2271x1718, qweqw.png [View same] [iqdb] [saucenao] [google]
628346

>cute girls (male) will never be impressed by your procedural textures and tidy node trees regardless of how much you practice
/3/ suicide cult when?

>> No.628348
File: 1.17 MB, 4096x4096, body_torso_n.jpg [View same] [iqdb] [saucenao] [google]
628348

>>628338
The setup is just a texture -> normal map -> diffuse. Same thing I've used hundreds of times with no issues.

This is the image I was using for normal mapping. Is it this that's fucked up?

>> No.628349

>>628346
But anon, cute girls are impressed by the money we-

Oh nevermind.

>> No.628352

>>628346
those nodes are sure tidy but if you want it pristine use node groups

>> No.628353

>>628327
disable auto smooth in object data
in your texture node make sure to select "none color data" when its grayscale or normal

>> No.628354

>>628296
Apparently this won't get fixed in Cycles: https://developer.blender.org/T37814
BI and EEVEE don't have the problem if either of them are an option for you. You can lessen it in Cycles by adding more lights and/or increasing the size of the ones you have.
I added a 3-point lighting setup and a low res HDRI to my startup file and it's been a really useful timesaver.
>>628348
That normal map's no good, anon. They are generally purple/pink all over because the RGB values represent the XYZ direction of the normal. They should never have any black, white or gray. Bump/height/displacement maps are black and white so I wonder if you've somehow baked both onto the same image.

>> No.628355
File: 181 KB, 1643x649, Screenshot_518.png [View same] [iqdb] [saucenao] [google]
628355

>>628346
Not tidy enough. Turn on snap to grid and use node wrangler reroutes if you want to go god-tier tidiness. May become unreadable but fuck that. Nest node groups within node groups for ultra minimalist node setups.
>pic related

>> No.628356

>>628355
Oh, turn noodle curving to 0 in your themes too if you want to get straight lines. Switched back to the default theme for this screenshot. Also a very simple example because I couldn't remember which project file it was that had a fuckhuge procedural node setup with reroutes everywhere. Couldn't read it at all but damn it looked neat and tidy.

>> No.628358
File: 556 KB, 2271x1718, qweqw.png [View same] [iqdb] [saucenao] [google]
628358

>>628352
>>628355
>>628356
ah, i always forget about node groups and grid snapping and only ever use ctrl+t in node wrangler because i just never get around to learning the shortcuts for it.
thanks anons. i will try harder.
oh and i also realised that i made a mistake - i only wanted to animate the texture's z offset over time.

>> No.628360

I've unchecked the eye & camera icon on a mesh. I go to render, and it's still appearing. Wtf?

>> No.628365

>>628360
duplicate?

>> No.628376

>>628197
>>628195

so i followed the tutorial here >>627995 and I'm testing out her walk cycle with it. It's taking much longer to cache the physics causing a lot of lag. I'm assuming it's because even though I'm using pinning, it's still considering the entire body to be part of the cloth simulation. I don't know if I should separate the breasts from the body and just just add cloth to them without using a cage and mesh deformer

>> No.628379

>>628376
what is "much longer"?

>> No.628383

a couple minutes as opposed to maybe 20 seconds. and i still haven't tested it in my animation scene yet

>> No.628384

>>628383
but once it caches you can run it in realtime
i mean, does it even work?

>> No.628386

>>628384
when it's linked into the animation scene, her body doesn't move with the armature. basically the same problem as before, but now it's the whole body

>> No.628388
File: 1.58 MB, 960x1080, RecentProjects.png [View same] [iqdb] [saucenao] [google]
628388

>>626660
>What are you working on?
Long-term, I'm working on recreating the Wolfram & Hart office from Season 5 of Angel. Short-term, working on these two things.
>What do you need help with?
Ideas. I feel just creatively bankrupt lately, though I think it's mostly due to stress and life stuff. Also I'd love to know what I should learn to eventually make some money off this.
>What are you looking forward to most in 2.8?
Eevee! Unfortunately my laptop doesn't handle it well at all.
>What are your favorite addons?
NodeWrangler. Honestly I don't really use much in the way of add-ons, any good recommendations?

>> No.628389

>>628386
i think i know what the problem is
when you link the scene, the armature breaks into a separate part from the mesh. its essentially de-parented from it.
if the weight paint is still there, parenting it back would be easy
not sure if this is the problem, but iv seen this problem a few times

>> No.628390

>work on multiple objects without saving for a bit
>switch to materials tab
>blender crashes
>no worries, I'll just reload the last save, I didn't do much after that
>reload last manual save
>all my objects are now scattered around because I forgot to remove the last keyframe that moves them elsewhere but still doesn't make any fucking sense as to why they were moved
Jesus fucking christ, I understand a simple crash, but fucking messing up the save file?

>> No.628392

>>628389
It's still parented, but after the cloth physics caches, the armature moves without her and she just stays there

>> No.628393

>file
>recover auto-save
It might be too late now though if you've had the original file open again for a while

>> No.628394

>>628388
Nice scenes, but the single most glaring issue I see is that the wineglass has no shadow. I assume you left it out because of caustics/bad refractions?

>> No.628395

>>628393
The auto-save suffered the same thing unfortunately.

>> No.628398
File: 38 KB, 702x318, blenderashit.jpg [View same] [iqdb] [saucenao] [google]
628398

I can't understand why the hell the background is always black and refuses to change. If I were to change the color, the scene would tint to that color but the background would still be black.

>> No.628399

>>628398
Nvm I'm a retard, forgot to add the background node between them.

>> No.628417
File: 2.29 MB, 960x800, render-2M.webm [View same] [iqdb] [saucenao] [google]
628417

i've spent all day on this. i'm not really sure what it's meant to be or where i'm going with it. any ideas?

>> No.628421

>>628390
2.8 is just a beta, you retard. Save all the time.

>> No.628428

>>628421
Not even a beta, it's an alpha. Not for use in production.

>> No.628432

I feel like a retard but can someone help me explan the difference between "detail size" in dynamic topoogy (where a lower value means more detail) in older versions of blender "resolution" in 2.79 where a higher value means higher detail. I'm following the Mastering Sculpting tutorial and he uses 2% detail for finer editing. What is that in resolution numbers?

>> No.628435

>>628432

By the way, I realized it is still called "detail size" when using relative detail, but in the tutorial he's using constant detail and it is also called detail size (in the old blender version).

>> No.628439

>>628435
use constant, relative is a mindfuck

>> No.628441

>>628439

I use constant detail. I'm just trying to figure what 2% detail translates to in resolution.

>> No.628443
File: 180 KB, 870x1380, Screenshot-2018-6-18 Adaptive Sculpting — Blender Manual.png [View same] [iqdb] [saucenao] [google]
628443

>>628441

>> No.628455
File: 1.46 MB, 4096x4096, Baton_Nmap.png [View same] [iqdb] [saucenao] [google]
628455

I'm getting this weird artifacting on my normal map, it's very noticeable in rendering. Anything obvious I'm doing wrong?

>> No.628463

>>628392
>>628389
I decided to try making a completely new scene and linking all my characters and props into that and it seems to be working so far. something must have been fucked up with the other scene I was working in

>> No.628468

>>628455
Looks like a combination of pinching in your hi-poly, bad normals in your low poly and poorly unwrapped UVs in that area.
Or... it could just be that the offset of your cage could probably do with being a little tighter.
Not using a cage? Make one.
Don't want to make one? Use Marmoset to do your baking and adjust the offset and skew of the auto-cage.

Quick way to fix hi-poly if you've got Zbrush is just to import the model and Dynamesh it at a nice high resolution.
Make sure everything on your low-poly is on one smoothing group.
In the UV map just relax that island a little more.

Also you could probably benefit from baking at 16bit as opposed to 8, it might help ease a lot of the banding I'm seeing in there.

Good luck.

>> No.628469

>>628468
oh shit, i just saw that this is a blender thread. i've never used blender so I have no idea how useful any of that information is....

>> No.628474

Why is it a meme to hate on blender on this board?

>> No.628476

>>628474
because it's free, and for some people that means it must be bad, i think. i've never used it. i have absolutely no opinion on it and i've only ever posted in a thread about blender once before and that was by mistake.
i'm sure you can make decent stuff with it, but i learned on Max so i have no need to find out.
People only tend to talk about software when they can't actually make art.

I just ignore it, to be honest.

>> No.628477

>>628474
Blender sucks ass when you have a scene with a fuckton of objects and materials and lighting. It is prone to crash from literally anything you may do.

>> No.628479

>>628421
I'm using 2.79b you idiot. Why the fuck would I complain about crashing if I were to use the unstable build?

>> No.628485

>>628477
its probably something to do with the way people manage their projects, they don't bake their animations and textures then wonder why their scene is slow.
iv seen a guy that made a fight scene with 5 characters and he ran it in opengl at over 100 fps

>> No.628486

>>628474
It is my suspicion that it doesn't have much to do with the actual program. Its more about Blender fanboys.
Blender fanboys are the worst kind of fanboys.
They are delusional, incredible stupid (i mean actually lacking education) , but they think they know it all, instead they all suffer from Dunning Kruger effect to the max, they are incredible annoying and childish and to top it off they are on a fucking mission. Like missionaries. This is where it gets really creepy, they (some) actually try to recruit you into their cult.
The cult of using ONLY open source software. You can recognize them by their incredible low quality work.

These kind of people kinda provoke an equally strong counter-reaction, which is the Blender-hater.
Now some of those are the mirror image of the fanboy and equally annoying, but that's the way it is.
Every force in the universe is balanced.

t.Blender/Maya/C4d user who is not in the cult

>> No.628509

>>628486
>complains about elitism
>becomes elitist while trying to show example

Are you stupid or dumb enough to not see the irony?

>> No.628510

those anti-blender guys are pure smog

>> No.628515

>>628509
What's elitist in that Anon's post, where they are just stating facts?

>> No.628518

>>628515
blender is a community, not a cult. that's a fact
he is spoofing facts to fit his narrative/worldview, the extreme worldview where blender is trying to conquer the hearts and minds of unassuming artists.

i think he just hates that blender is growing and blossoming. he hates the fact that the old order is dying and a new breed of artists emerge

>> No.628521

>>628518
>he hates the fact that the old order is dying and a new breed of artists emerge
Spoken like a true cultist would.

>> No.628522

>>628521
Your'e a Jew.

>> No.628525

>>626695
thats good enough

>> No.628526

>>627239
slurping on an similar looking ice rn. yum

>> No.628527

>>627917
>>627925
fix ur fireflies
>>627978
calm ur tits
>>628289
same

>> No.628534

>>628518
Are you retarded?
I spoke excursively about fanboys not normal Blender user and not at all about the program itself. And i am actually a Blender user myself, did you miss that?
Which makes the rest of your comment extra retarded.
>the old order is dying
is it?
>he just hates that blender is growing and blossoming.
Yeah, that's why i use it, among other programs, makes totally sense.
>a new breed of artists emerge
No just no. You are not a new breed of artist, you are an fucking idiot who can't even read an text and grasp the content correctly.

>> No.628536

>>627884
Sorry If I'm asking some newbie questions, but there isn't much documentation for MBL methods. Is there anyway to find the parameters that a method requires? I'm trying to import files but I think the issue is how I'm trying to include the file path. I'm trying the import measurements function.
bpy.ops.mbast.import_measures() if that helps

>> No.628538
File: 228 KB, 1257x690, bake1.jpg [View same] [iqdb] [saucenao] [google]
628538

Need some help with replicating something in cycles that can be done in blender render:

On the left i'm baking an"Object Space" normal with blender render. Because i have a normal map applied as well that blends in nicley. Now on the right is the same thing I attempted in Cycles but it will only render out the main Object Space and will not blend in the normal map i applied.

Second question is why is it when i have an imported piece of geometry with my materials set up i cannot bake it in blender render (circular reference), but when I delete the material and remake it in the exact same setup and then bake it works? I dont understand because the setup is identical but the former keeps giving me bake errors.

>> No.628540

>>626678
your topology makes my eyes bleed

>> No.628542

>>628536
CTRL + space is the default keybind for autocomplete in the built-in python console. So context.method name followed by an open bracket then CTRL + space will list the parameters. You could probably just add some quick-and-dirty print()s to the MBL python file and then use it as normal to see exactly how the methods are called from the menu. No doubt there's a better way but my experience with python is limited to say the least.

>> No.628544

>>626660

Maya user here. Fucking tired of all the bugs, can't even unwrap uvs properly without getting some shitty bugs forcing me to restart the software.

Wasn't a fan of blender until I tried 2.8. The new interface is so clean, pretty and easier to understand than before. I'll be waiting for the first stable release, probably won't use Maya ever again except for unreal ART toolkit.

>> No.628548

>>628544
Does Blender work with complex scenes? Or does it blow up once you go past 10M polys?

>> No.628552

>>628538
for one, what do you mean by "blending"?
do you want to apply the texture in cycles?

secondly, the reason that your first material is fucked is because you still use the cycles one in blender internal. i know you can switch a material but its basically a bug

>>628548
the number of polygons is less important. whats important is that you hide certain things before rendering (to ease the viewport) or using groups for objects, duplicates and materials. when you work efficiently 10M will work fine.

>> No.628554

Why can't I find anything in cycles that does alpha channel separation or a disable "use alpha" checkbox? as in blender render?

Literally all the search topics just bring up: "resave the image mask out". Which is stupid and time consuming because I dont want to break up a ton of images into their separate channels manually.

>>628552
>for one, what do you mean by "blending"?

by applying the regular normal map to the world space normal map as you can see in the left. Im using this as a paint base for shadows for a stylized painted version.

>> No.628557

>>628548

I don't know, I model objects individually and export them to unreal to create my scenes. 2.7 didn't handle large poly counts well but 2.8 is MUCH better in that regard. Saw a big difference when sculpting.

>> No.628558

>>628554
>Im using this as a paint base for shadows for a stylized painted version.

why not use an AO map?
far as i know, world space and tangent are not blended together, they serve completely different purposes

for your second question, go to output and change from RGBA to RGB, that if you want to render something

>> No.628561

>>628558
>why not use an AO map?

AO only gives small gap, and hole shadows, Object Space gives a nice even above lighting to use

>> No.628562

>>628561
*From one of the channels to get a lighting/shadow base

>> No.628563

>>628561
i don't understand "blend" still
maybe put both normal map and world space map into a mixrgb node?

>> No.628567

>>628563

I tried RGBmixnode but the results were not good even with different blend modes. Nothing could match what I got out of blender render.

>i don't understand "blend" still

Here in this pic i show what i mean. On the left is the tangent & object alone look like and on the right is what they should look like combined/blended. I got the one on the right by simply having an empty material with the tangent normal map and then used "bake object space" it was fast and it worked. In cycles i cannot replicate this. I only get the blank object space from bake like top left.

>> No.628568
File: 192 KB, 900x878, combent.jpg [View same] [iqdb] [saucenao] [google]
628568

>>628567

forgot pic here:

>> No.628577

>>628479
Because you're lying?
2.79b literally cannot corrupt your saves. You must have been using Maya.

>> No.628584

>>628577
Ah yes, sorry I didn't realized that maya now uses the blender icon. I don't know man, blender does have a lot of bugs, this one was the weirdest that I've encountered.

>> No.628585

>>628358(YOU)
i will never understand how you people get the hang of those node things. Modeling, that makes sense to me but those nodes man how the fuck anyone can understand making something out of them.

>> No.628586

>>628584
>blender does have a lot of bugs
Name one?
I've used Blender for many years and never had a single bug (unless I was using a plugin).

>> No.628588

>>628586
Anon there's no such thing as a bugfree program, especially one as complex as blender. In had one a few months ago where the viewport progressively became more and more black, covering everything.

>> No.628589

>>628567
i think its because cycles can't bake world space.
>>628584
iv used blender for years and the only time where shit got fucked is when i recovered last session

>> No.628591

>>628588
I don't believe you at all.
Sure, technically no program can ever be 100% bugfree, but at the same time a lot of programs are so perfect that you won't ever realistically be able to encounter any bugs in them. Blender is one of the most fundamentally solid programs that exist. If you encountered a real bug, I'm 99% percent sure it had to do with a third party plugin you have loaded.

>> No.628594

>>628585
A journey of a thousand miles starts with one single step.
You have it backwards.
You are looking at the end result without the experience of the journey.
Its all a matter of perspective.

>> No.628595
File: 91 KB, 1258x1137, Screenshot-2018-6-19 ⚓ Query Open Tasks.png [View same] [iqdb] [saucenao] [google]
628595

>>628586
>>blender does have a lot of bugs
>Name one?
>>628591
>Blender is one of the most fundamentally solid programs that exist. If you encountered a real bug, I'm 99% percent sure it had to do with a third party plugin you have loaded.

Gee, I don't know Anon, Blender devs seem to think otherwise.

>> No.628596

>>628595
Those bug reports are why Blender is almost completley bugfree, Anon... They're mostly from beta builds, and are patched out before release.
Unlike in Maya, where everything is just barely held together with tape and prayers.

>> No.628600
File: 155 KB, 1565x2031, Screenshot-2018-6-19 ⚓ T55452 Crash on saving with visible particle system.png [View same] [iqdb] [saucenao] [google]
628600

>>628596
Are you baiting? You really think that fixing past bugs protects against all new bugs? If so, then you don't really have a clue how software development works.

Be my guest, have a look at the list of fixed bugs, or the commit history. There's no shortage of real bugs (i.e., not caused by the user) in the stable branch.

>> No.628752
File: 159 KB, 1343x672, Capture.jpg [View same] [iqdb] [saucenao] [google]
628752

Absolute beginner at UVs and making my own textures in blender. How would one go to make it so that the textures on the box aren't stretched like the grid?

>> No.628754

>>628752
Scale the unwrapped UV map you have (on the right) - looks like the area that's facing towards the camera (B6/7/8) is square instead of rectangular. If you're using Smart Unwrap, try to learn to use regular unwrapping as soon as possible since Smart Unwrap usually doesn't get the result you want (like distortion and weird angles).

>> No.628761
File: 207 KB, 1374x710, 2018-06-19 22_30_19-Blender.png [View same] [iqdb] [saucenao] [google]
628761

>>628752
firstly your textures are overlapping eachother
secondly for a cube object like this you mark a few seams like this.

1.click ctrl+a apply rotation and scale
2. mark seams as so
3. click unwrap
4.scale islands until you get 2 blocks that are similar in size and use all of the texture res given to you
5. avoid overlap, make small spaces between the islands

>> No.628762
File: 19 KB, 628x530, 2018-06-19 22_32_28-Blender.png [View same] [iqdb] [saucenao] [google]
628762

>>628761
another pic of the seams, think of it as like a U shape

>> No.628775

>>628754
>>628761
Thanks for the help, guys! I should start watching tutorials on uv unwrapping instead of asking for help.

>> No.628777

>>628548
I use Blender on a laptop. Once I hit 400k polys the whole thing becomes seriously unstable.

>>628394
Thank you! I was trying a new way of faking caustics, it looked great in the viewport but in the render it didn't work at all. Oh well lol.

>>628577
Blender once crashed while saving for me. It corrupted the save file and the auto-save (something about DNA missing or something) and lost the whole project.

>> No.628778

Do any blend friends know how to bake a blender render voronoi texture into a bump map?

>> No.628781

>>628778
i don't think you can extract procedurals
but you can display voronoi as bump on cycles

>> No.628787

Is there a way to get the old style of layout into 2.8? I especially liked the trays on the left portion of the screen with Tools, Create, etc.

>> No.628833

Does anyone have a good Ik rig for Male Genitalia?

>> No.628836

I'm looking for a way to make models touch while moving without having to manually edit too much. Is there a way I can automate part of this? For example, I want a character to grab the arm of another as they walk somewhere. If it was a simple linear movement, it would be no problem, but as the movement gets more complex, I'm having to make a load of tiny edits with rotations and displacements all over the place. I know a lot of this is polish work that'll be necessary to get it looking really good, but is there at least something I can do to get part way there? Kind of like a snap to modifier or something? I'd want the arm to be grabbed in the same place for the entire movement, and even when I manually edit, it's very easy to get it slightly off so it looks like it's sliding. Am I just shit out of luck here?

>> No.628839

>>628836
IN pose mode, Select the Hand, Go to the modifyer tab, click "Child OF" and select the arm.
Click 'Set inverse".

Yea done.

>> No.628865

>>628839
Oh wow, that's actually really useful. So much simpler than I was expecting, and I can easily animate tweaks on top. Thanks anon. That's gonna save me a lot of time.

>> No.628881

I'm trying to rig a tentacle. I'm using a spline ik constraint with hooks. I can animate it fine moving around each hook individually, but I'd like to have something akin to ik functionality, but without having to switch to ik and stop using the hooks, as I still want to have finer control. How do I do this?

>> No.628903
File: 170 KB, 1440x900, Screen Shot 2018-06-20 at 16.13.51.png [View same] [iqdb] [saucenao] [google]
628903

I have this kind of setup, with a bone that's following a path, and generating spheres with a bezier curve. The curve has a hook at the tip which I've parented to the bone, so that as the bone goes further away or comes back in, it will increase/decrease the spheres as needed. I want the spheres to follow the path too, not just take the shortest path. I know I could do this if I made the whole mesh and then used a bone chain, but that wouldn't let me increases/decrease the length without deformations, so how do I achieve this?

>> No.628908

>>628903
i usually do this with array+curve modifier
not sure what ur trying to do

>> No.628913

>>628527
there is only 32 samples for preview sake.

>> No.628914
File: 55 KB, 902x600, Capture.jpg [View same] [iqdb] [saucenao] [google]
628914

Even though I'm satisfied with the rigging.

IS there any other methods for doing back pack straps.

>> No.628916

>>628908
You can see the spheres in the pictures aren't following the curve. The start of the curve is the end closest to the cursor. I want the spheres to be aligned along the curve up until the point on the curve where you can see the bone.

>> No.628917

>>628914
i don't think so
what are you trying to do?

>> No.628918

>>628916
>You can see the spheres in the pictures aren't following the curve

maybe align it closer first?
its not supposed to guess from where it starts

>> No.628921
File: 59 KB, 695x648, Capture.jpg [View same] [iqdb] [saucenao] [google]
628921

>>628917
Well. I'm just making models so others can use.
All while trying to make it accessible and easy to use but all while being diverse.

So right now, the current rig does its job. BUt I kept thinking.

Maybe more bones, but have an Spline IK of some sorts.
OR
Using a Lattice and or Mesh deform.

BUT both of these I dont know the full process of doing that way(s).

Hell there could be more and better ideas.

>> No.628924

>>628918
It's not a matter of aligning them closer. There's nothing there telling them how to follow the curve, because that's what I don't know how to do.

If it wasn't clear, there are two splines here. One is the path I want the object to follow; this is the path I've put in the follow path constraint on the bone. The second spline is the one I used to generate the spheres as its length increases. This second spline has only two points, and I'm using the first point with a hook parented to the bone, so the first part of the sphere-generating spline will follow the path spline, but the second part won't. If I use the same technique on the second part of the spline, they will both follow the path, but then sphere-generating spline won't increase in length.

I don't know if that's made my goal any clearer?

>> No.628928
File: 35 KB, 894x687, 2018-06-20 21_14_48-Blender.png [View same] [iqdb] [saucenao] [google]
628928

>>628924
why not do it this way and then rig it?
i think the follow path thing follows a very strict method
either way, open a thread on blender stack exchange

>> No.629047

>>626660
How to change the focal length of the camera??

>> No.629048

>>629047
Read the manual, it explains how to do it.

>> No.629057

>>628417
That's pretty cool, anon.

>> No.629060

>>628417
The Fountain of LIfe, tainted by Satan to start producing microdrones with the power to end all life on Earth.

All hail Satan.

>> No.629071

>>629047
click the camera and go to camera settings (should be on the right)

>> No.629085

>>628455

This is the reason why I left blender. I got shit like this even with proper normals, smoothing, cage and whatnot. I even get problems with Xnormal when using blender models.

In Maya, Max and MODO I never had a SINGLE issue. Only blender gave me crap like that.

But blendaaah is the best and I just suck I guess. Maybe Blender should stop sucking and allow us to bake proper normals.

>> No.629098

>>628455
bake in xnormal, its free

>> No.629099

>>629085
there is a way to fix those kind of issues, but i rather bake in sp2 either way

>> No.629124
File: 369 KB, 2212x2160, HighWaifu.jpg [View same] [iqdb] [saucenao] [google]
629124

>What are you working on?
Dozens of unfinished scenes
>What do you need help with?
Man'ing up and just doing it. Stopping being distracted by the quick and easy "results" from daz.
>What are you looking forward to most in 2.8?
Eevee
>What are your favorite addons?
Blender source tools and XNALara plugin

>> No.629134

>>629124
>XNALara plugin
Your help is needed here:
>>628767
>>629097
>>629121

>> No.629136

>>629134
That lara interface image is my reply. Just offered my suggestion now too.

>> No.629176
File: 21 KB, 449x548, 3d.png [View same] [iqdb] [saucenao] [google]
629176

I just started learning modeling, it's pretty fun so far. Mostly just following youtube tutorials.

>> No.629177

>>629176
Keep at it fampai. Your arms will need more segments if you want them to bend.

>> No.629214

Any thoughts on Armory3D?

>> No.629223

>>629176
find better tutorials, if thats the result you get from following

>> No.629390

>>629214
It looks pretty cool. GamesFromScratch and Jayanam have done quite a few videos about it.
Who's hyped for Everything Nodes in 2.8? https://youtu.be/HQi2BqlQtnI

>> No.629405

>>629390
I don't do hype.
But i'll love it as soon as i have it, (not before).

>> No.629408

>>629390
does it mean i can model with nodes?

>> No.629409

>>629408
You actually already can with Sverchok Nodes https://github.com/nortikin/sverchok
I guess Everything Nodes will hopefully be something between Sverchok Nodes and Animation nodes but compiled right into Blender for speed.

>> No.629410

>>629409
yes, thats the plan

>> No.629413

>>629390
Fuck yes, soon Blender will replace Houdini too!

>> No.629415

whats the best place to learn blender these days? been out the loop for years, forgot most the shortcuts

>> No.629417

>>629415
borncg

>> No.629419

>>629413
>soon(TM)

I hate to shatter your dreams Anon, but this will never happen in your lifetime.

>> No.629424

>>629419
Have you seen the video in the post I quoted before?

>> No.629426
File: 576 KB, 1440x900, Screen Shot 2018-06-24 at 02.22.40.png [View same] [iqdb] [saucenao] [google]
629426

When I rotate my model, the top part of her vagina sticks out. Why is this? It's happened on two separate rigs, exactly the same problem, so while I initially thought it was bad weight painting, it seems unlikely that both I and a different guy got the exact same issue from weight painting. Could it be the topology somehow? I'm at a loss.

>> No.629427

>>629424
Yes i have and i am a Blender user myself, i just don't believe in delusional ideas.
SideFX has very talented devs, a shitton of money, they are a private owned company (unlike Autodesk) and Hollywood has their back.
Autodesk might fail and loose market-share, Houdini won't.
Everything nodes will be awesome, but i won't take Houdini's place in the industry.

>> No.629428

>>629426
another bone probably influencing it some

>> No.629434

>>629428
If that is the case, is there a way I can highlight the affected verticies and see which bones could possibly move it? The rig has a fuckload of bones, I don't wanna be clicking through every single one to check the weights.

>> No.629439

>>629434
Ctrl-Tab and select a vertex group

>> No.629440

>>626678
damn i've never realised before how much girls would be improved if they had a second vaginator instead of a butthole

>> No.629446

>>629440
But then you wouldn't be able to stick it in the butt and make them cry. Also beef curtains would probably hold onto more poo than a butthole so it might be quite smelly and unhygienic.
The best girls have no vagina at all, just a tight butthole and a 3 foot meat truncheon.

>> No.629455
File: 74 KB, 468x526, Screenshot from 2018-06-24 17-12-51.png [View same] [iqdb] [saucenao] [google]
629455

>>629176
I've been binging tutorials all weekend. Here's another try. Still kind of crappy but I'm enjoying it so far and I think I'm getting a bit better.

>>629177
thanks

>>629223
Regardless of the quality of the tutorial, these aren't going to turn out very well until I've sunken more time into it.

>> No.629461

>>629455
You're definitely improving. As an absolute beginner, check this out: https://youtu.be/RsTgzgkwZBU
I think the first ever Blender tutorial I did was his newer mecha one and it turned out pretty well. His techniques are not always the best but he takes his time and explains everything in great detail. CGCookie tutorials are technically much better but they usually assume at least a basic level of modelling experience.

>> No.629467

>>629057
thanks. i wish i'd have thrown some more samples at it and used a higher resolution now.
>>629060
i like!
>>628585
i guess it helps to have a little bit of programming under your belt - it's basically just a logic system. start simple and play with it until you get an effect that you like. good cycles nodes tutorials are few and far between but there are a lot of great animation nodes tutorials around if you want to play with something a bit different: https://www.youtube.com/playlist?list=PLJSCK4DjIWhk-JIGOIJKLUB1bGXfDBgzZ

>> No.629476

>>629060

Shut up Jew

>> No.629483

>>629439
So it's not this. I scrolled through every vertex group there was. It only has weights on a single one, and if I remove the weight there, it still moves like that. Wtf?

>> No.629488

>>629483
Post your blend and I'll fix it for $495.95

>> No.629572

>>628417
The flying things look like camera tracking markers from After Effects

>> No.629573

>>628477
Not sure what you mean. I regularly handle scenes with thousands of objects, hundreds of materials and two- or three-digit millions of triangles without issue.

>> No.629609

Is there a way to dump a list of shapekeys in text format? I could just cap the tab in blender, but it's a pain capping and typing out that many shapes.

>> No.629620

>>628600
The difference here is that these get fixed.
Have you ever tried Maya? Just fiddle around with a box in Maya for 10 minutes and try to avoid a crash to desktop.

>> No.629662

>>629609
Yes. Not at my PC right now but shape keys are an object property so you can get to them in python. Probably something along the lines of (with your object active in the viewport):
print([s.name for s in C.active.shape_keys])
Or just hover over their names and ctrl-c, ctrl-v into notepad.

>> No.629664
File: 27 KB, 981x610, Screenshot from 2018-06-25 18-34-57.png [View same] [iqdb] [saucenao] [google]
629664

>>629455
I think I'm starting to get somewhere

>>629461
Thanks for the video. I've gone through it a bit but I'll watch the whole thing soon. I still don't understand a lot of the basics so these kinds of videos are really helpful.

>> No.629667

>>629664
Good going senpai. We all have to start somewhere, and you show an ability to learn and adapt and shit. If you keep doing things you will get really good.

>> No.629669

>>629662
>Yes. Not at my PC right now but shape keys are an object property so you can get to them in python. Probably something along the lines of (with your object active in the viewport):
print([s.name for s in C.active.shape_keys])
That sounds extremely useful for me. It said script failed, though.

>Or just hover over their names and ctrl-c, ctrl-v into notepad.
That's what I've been doing, but it's very tedious when you have so many shapes.

>> No.629678

>>629669
Run it in the python console rather than as a script from the text editor. I can check it in a couple of hours once I'm home if there's an error with it.

>> No.629687
File: 170 KB, 1005x557, Screenshot from 2018-06-25 22-02-00.png [View same] [iqdb] [saucenao] [google]
629687

>>629667
Thanks. It helps that I already know how to draw, so I have an ok-ish grasp of anatomy. I think I might start getting into texturing soon which will be interesting.

No idea how to do boobs, though.

>> No.629719

>>629669
>>629678
OK this will work from the console:
print([k.name for k in C.active_object.data.shape_keys.key_blocks])
if you want to output a plain list of shapekey names rather than a text array, use this instead:
for k in C.active_object.data.shape_keys.key_blocks:
print(k.name)

If you want to open it in the text editor and run it as a script, you need to add these lines first:
import bpy
C = bpy.context

>> No.629721

>>629719
Fucking Hiroshimoot and his >muh 4chan tags are different on all boards
Spacing matters so I've put it here instead: https://pastebin.com/8VZujG3w

>> No.629734

>>629719
>>629721
Thanks a ton, that'll save me a lot of time. I'll see if I can use some of that saved time to learn python to keep the ball rolling.

>> No.629779
File: 1009 KB, 1440x900, Screen Shot 2018-06-25 at 21.07.10.png [View same] [iqdb] [saucenao] [google]
629779

So I got like half an hour into my first sculpt attempt. I realised I have absolutely no idea how to do teeth. There's a few things I'm wondering.
1) Ultimately, if I wanted this to be rigged, how would I go about doing it? It seems to me if I just close them right next to each other that I'm gonna have to resculpt it for rigging anyway.
2) How do I actually make something pointed like that? I've experimented with the pinch tool, which doesn't really give what I want, and I've tried just taking parts on the side away with clay strips, but that doesn't give it either.
3) Kinda related to the first point, but would it be better to sculpt a closed or open mouth here? Or does it not matter?

>> No.629780

Is there a way I can make use of the collision modifier to move a set of vertices to a given maximum, and then not jitter around? Long story short I want to automate penetration, and using simple collision + cloth modifier, I can make a cylinder fuck a torus. Beautiful. But immediately, despite the initial displacement being exactly what I want, the continued jittering makes it unusuable. Now, I know I could use what I have for initial penetration, but then I wouldn't be able to have swelling, gripping pussies, etc. If there were just some way to tell the physics sim to calm the fuck down, I'd be sorted. Damping doesn't have any effect.

>> No.629856

Know what I love most about 2.8? The complete inability to import .obj or .fbx files. Thanks Blender

>> No.629858

>>629856
You could use multiple installs as a workaround.

>> No.629859

>>629858
Yeah, and I'm just gonna go ahead and run my hundreds of .OBJs through 2.79 so that they'll work with 2.8. That sounds riveting and completely warranted.

>> No.629861

>>629856
>>629859

I'm sure it's just a temporary mistake. Something they overlooked. I'm sure the ability to import .fbx and .obj will return soon.
amd even if it doesn't i'm sure somebody will make a plugin faster than you can say "render"

>> No.629862

>>629861
Well I hope they fix it soon. Googling shows people have had this problem since 2017 builds, so I doubt it'll happen tomorrow. I want to have access to the newest features but if I can't work with .objs properly, the program is useless to me.

>> No.629920

what the fuck. I downloaded some fbx and tried to use it in my scene. i duplicated it bunch of times. when i click render it kind of deletes all my fbx bushes and places one in some place it wants.

!!?!?!

>> No.629921

>>629856
>>629859
>>629862
are you seriously crying about the fact that bf aren't wasting time updating add-ons for their pre-alpha software until it has a stable api?
it's like complaining that your house walls aren't painted in the colour you like when somebody is in the process of knocking down and rebuilding them.
if that's too complicated for you to get your head around then you should really stay away from all prerelease software.

>> No.629922

>>629921
Missing .obj functionality is such a fucking huge thing, anon. Don't misconstrue my sentiment so you can feel warranted in acting like a smartass.

>> No.629925

>>629922
it literally isn't though.
obj and fbx import/export is just a python addon which basically wraps around blender's core api. why on earth would bf do anything with the addon, knowing that the api is changing week-on-week?
10/10 if you're baiting me.

>> No.629975
File: 519 KB, 719x699, 1469589737906.png [View same] [iqdb] [saucenao] [google]
629975

>>629856
>not making your own models from scratch

>> No.629983

>>629925
I don't give a fu*k about your rationalization. They're developers. Figure it out. Not having compatibility for two of the most common model extensions in the world is unacceptable. Look at this fucking retard making excuses like it's a completely impossible problem to fix. Autism is real.

>> No.629984

>>629975
I do, but now all the models I've exported from 2.89 (hundreds) are incompatible, and that's some bullshit.

>> No.629985

>>629983
who said it was impossible? what i said was that it's a waste of valuable developer time to keep updating the addons until they have a stable api.
going back to the house analogy, you are saying that people should repaint the house walls every week during construction rather than waiting until the house is actually built.
i guess that level of retardation would help to explain why you think it's a good idea to use unstable prerelease software for a production workload.
>>629984
>prerelease software is not production-ready and it's everyone's fault but my own

>> No.629986

>>629985
All the other importers seem to work, it's just .obj and .fbx that are broken, so obviously it's not an impossibility, is it, genius?

>prerelease software is not production-ready and it's everyone's fault but my own
You're implying it's my fault the software isn't production ready? Maybe think for a split second before you post something, nimrod.

>> No.629987

>>629986
holy fucking shit, anon! do you wear a padded helmet by any chance?
>All the other importers seem to work, it's just .obj and .fbx that are broken, so obviously it's not an impossibility, is it, genius?
yet again, it's not an impossibility. it would be a waste of valuable developer time
>You're implying it's my fault the software isn't production ready? Maybe think for a split second before you post something, nimrod.
i'm implying that it's your fault for choosing to use software which it not production ready and then complaining about the fact that it isn't production ready
consider the rope.

>> No.629989

>>629987
Hey NUMBSKULL, is it a waste of valuable developer time to make all the other importers work, but not .obj and .fbx? They just decided to forgo TWO OF THE MOST COMMON file extensions to save time, but made sure all the others worked? Hey, consider not talking, because every time you do, I get second hand embarrassment. Nothing worse than some chump that think because he has a modicum of technical knowledge he can speak confidently on every subject under the sun. Hey SLAGHEAD, explain why all the other importers work, but the two I listed don't. Is is intentional? Or is it incompetence? Riddle me that you fucking jamoke.

>> No.629992

>>629989
the other addons work because they don't touch parts of the api which have changed. the edit history is publicly available here: https://git.blender.org/gitweb/gitweb.cgi/blender-addons.git/tree
>NUMBSKULL SLAGHEAD chump jamjoke
wow mr, were you on the debate team at college?

>> No.629993

>>629992
Well just do whatever makes those addons independent of that part of the api, and slap it onto the other importers. It's as simple as that you fucking buster.

>> No.629994

Friends, I really need your help.
I've got a bunch of fbx character files with textures(specs, diffs, normals), armature, bones already connected to the body etc. However I've got a bunch of material files with different hairstyles, accessories and clothes.

How do I "merge" the hairstyles, accessories and clothes to the character so a person can simply use a dropdown menu to change what they want? Also the items already belong to the character it's just that they're separated. Loading the FBX applies everything but the "optional" items.

>> No.629998

>>629993
but that would mean that somebody would have to write and maintain an abstraction layer and that all existing addons would need to be edited to work with it. it would also mean that addons would only ever be able to access a limited subset of blender's functionality and that they would not have access to new features.
porting 2.79 addons to 2.8 is basically donkey work and you could probably do it yourself if you put as much energy into it as you do with your persistent complaining.
https://www.learnpython.org/
https://docs.blender.org/api/2.79/info_quickstart.html
>inb4 you start crying that prerelease software under active development does not have updated documentation yet

>> No.630000

>>629998
I ain't gonna do shit, and I don't care about the technicalities. Those are just excuses. Just release software that works, it's that simple. Hey bozo? Hey nerd? All that rationalizing you're doing? Semantics. Just release software that's functional. It's that simple, nerd. Go write my code you fu*king dork.

>> No.630002

>>630000
>Just release software that works
here you go, my dude: https://www.blender.org/download/Blender2.79/blender-2.79b-windows64.msi/

>> No.630054

The whole point of free software is that you can break things for other people and they can fork your shit without repercussion if they don't like it

I bet you two don't even make donuts using cycles, fucking casuals in my blender thread. Bet you're still in the bagel phase.

>> No.630065

why is spot ligh lamp so fucking werid. i point it on some object ramp it to 20k str and shit its light is bearly affecting shit. i was expecting a cone of strong light. fuck u blender.

>> No.630069

>>630065
Hey jankhole, increase the intensity even more?

>> No.630144

>>630054
>I bet you two don't even make donuts using cycles
I don't know what this means but I assume it's useful. Googling cycles just gives me stuff about the renderer but I assume you're talking about some kind of technique.

>> No.630157

>>630144
When people want to shit on Blender they say it's only good at making donuts. It's an old, unfunny joke.

>> No.630162

>>630065
Either fix your scaling (you're are waifu isn't actually 20 meters tall), bring the lamp closer, or add another zero to the brightness.
>>630144
Andrew Price is wholly responsible for the donut meme. I'd be mad as fuck if I didn't want to suck his upside-down dick while he shills his Rock Essentials© asset pack.

>> No.630257
File: 245 KB, 1382x708, Capture.png [View same] [iqdb] [saucenao] [google]
630257

Hi /3/ I'm a modder and I'm trying to bake lighting into maps since my game doesn't support lighting at all. I baked shadows into the object on the left and I'm wondering how I can apply that to the object on the right so that they both appear at the same time. I know the textures are shitty its just something I made real quick to show my point

>> No.630258

>>630257
multiply

>> No.630261

>>630258
I'm new to blender, what does that mean?

>> No.630284

>>630261
Use a MixRGB node to combine both image maps, and set the node's blend style to multiply.

It's like using layers in Photoshop.

>> No.630333

how do i easily add the textures that comes with downloaded objs or fbx ? the thing is always pink.

>> No.632594

>>630333
Go into edit mode, CTRL + A to select everything, drag and drop texture onto object in viewport.

>> No.632965

How do you open ASCII FBX files on Blender?
I'm getting tired of finding neat models and getting this fucking message that it is not supported

>> No.632990

>>632965
There's an easy workaround but I'm not going to tell you what it is as you'd have easily found it if you'd used a search engine.