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/3/ - 3DCG


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File: 198 KB, 600x860, 2b3c720bb4ebe07d73b16060c7cd5d797a33aa55.jpg [View same] [iqdb] [saucenao] [google]
653430 No.653430 [Reply] [Original]

last one hit the bump limit >>650439
got a question? ask us
got a cool render you just made? show us

>> No.653431

When should I model in zbrush over blender? In trying to make simple character meshes and both approaches seem like a pain in the ass.

>> No.653433

What're the best resources for learning 3D animation in blender? Anything from books to YouTube videos will do.

>> No.653435

>>653431
depends on how complex the characters are. character creation is always a pain in the ass, there is no way around it.

>>653433
there is this video for the basics
https://www.youtube.com/watch?v=HyVvi-TjHlM

and if you want better stuff get cgcookie subscription or get the videos from cgpeers instead

>> No.653440
File: 326 KB, 1138x894, IMG_20181105_045757.png [View same] [iqdb] [saucenao] [google]
653440

>>653435
This detailed

>> No.653441

>>653440
blender should be enough to create this.
you just have to be more economic with polygons in blender.

>> No.653450

>>653435
>cgpeers
Isn't cgpeers invite only? There's gfxpeers as well but I don't want to sign up or anything. Why aren't there public torrents for this?

>> No.653453

>>653450
>Why aren't there public torrents for this?
because lack of seeders.

>> No.653458

>>653453
Is it safe to use private trackers without a proxy, I've never used one before? How's gfxpeers?

>> No.653461

>>653458
its safe, i have no idea about gfxpeers.

>> No.653462

>>653458
you have less expensive tutorials like blender101. cgcookie is pretty expensive

>> No.653565
File: 246 KB, 1366x768, Sin título.jpg [View same] [iqdb] [saucenao] [google]
653565

N00b af here. How do i unfuck this?

>> No.653567
File: 171 KB, 1311x869, blender_2018-12-03_01-31-40.jpg [View same] [iqdb] [saucenao] [google]
653567

I finally figured out a way to blend the normals of two objects together to make them appear as if they were boolean'd together. Full disclosure, I was in search of this in order to seamlessly blend a pp into a model without destructive modeling, but I can see this being useful in many ways.

>> No.653568

>>653567

Pressing g twice makes you slide vertices without changing the shape too much. Try that to smooth the topology.

Selecting two vertex and pressing j, joins them. Like the knife tool but faster.

Not everything has to be one solid piece. Check your reference. The nose, which is giving you the most problems, can be made as a different object.

>> No.653569

>>653568
Sorry this was for
>>653565

>> No.653570 [DELETED] 

>>653565
what exactly is your problem, mario?

>> No.653586

>>653567
Can you tell more about what you did and what you achieved here anon, I am a noob.

>> No.653587

>>653568
>Pressing g twice makes you slide vertices

TIL

>> No.653600

>>653565
like that dude said, slide by pressing GG
or use knife tool 'K'
bridge vertex 'J'
merge with alt+m

>> No.653612

>>653586

1. Create a vertex group, let's call this norm

2. Go into edit mode, assign all the vertex in the mesh to the group

3. As in the picture, I create a VertexWeightProximity modifier, select the mesh I want to mix normals with, then select the norm vert group. Set the distance to geometry And the Highest to 0 and the Lowest to 1. What all this essentially does is give you a nice weight gradient along the intersection between the meshes.

4. Set up the Data Transfer Modifier as in the picture. Select the target mesh, enable Face Corner Data, set to nearest face interpolated, then hit the Custom Normals Button.

5. You should be all done, make sure you enable Auto Smooth in the Object Data Tab or else you wont see any changes. It works better with more geometry, and you may need to adjust the lowest and highest setting on the vertweight proximity modifier.

>> No.653613

Can Blender Internal get on SFM level of graphix?
I know Eevee would rape the shit out of SFM, but I'm not sure about the old guy.

>> No.653618

Asking again. What're the best FREE resources for learning animation in Blender?

>> No.653620

>>653430
Guys seriously, when you make a new thread, please link to it in the old one so people can move on.

>> No.653621

>>653618
There's already an answer, early on this thread. "Free": CGCookie paths for animation, on CGPeers.

>> No.653625

Just pagin' witchdevanon from the previous thread since I got no idea how else to reach him:
Tried out your publicly available demo from itch.io, the 0-2-2 version. It's pretty decent, really like the modelling of the characters but everything else needs a lot more work. I see you're working alone though, so it's understandable. Any other places to follow you, like a discord or something, or do you just exist on Patreon and /3/? (I'd guess /adgd/ maybe, but I don't go there)
Also, can't wait to see the work on that hand rig thing. Was the one that asked it in the first place, haha.

Guess I'll respond to some other posts too so my post isn't so bloggy and out-of-the-blue.

>>653565
Don't slide vertices around so much. Create / cut additional (support) loops and extract the details you need from there.
Like another anon said, break it up into parts too. Model things like the nose, cockpit, wings and tail separately then bring them together once you're done.
Also, get references with front & top views next time. Side views don't really help that much on their own.

>>653587
You can use it for edges too. It's the hotkey for edge/vertex sliding.

>>653567
>>653612
Very nicely done. Though I'm pretty sure with the subdiv + bevel + boolean modifiers set up right, you can still achieve this and have proper control over bevel widths & subdiv topology (none of that weird crinkly-ness along the cylinders).

>>653613
Maybe with the AO cranked up high enough. Both are incredibly rudimentary renderers at this point though, good to see BI being deprecated. Hope it's SFM's time soon.

>> No.653648

>>653621
Cgpeers is invite only now.

>> No.653654
File: 516 KB, 1280x720, witch-auto-hand-grip.webm [View same] [iqdb] [saucenao] [google]
653654

>>653625
Thanks, the 0-1-x and 0-2-x demos are actually completly independent, the 0-1-x has some "gameplay" as in walking around but it's pretty dated by now (and will have to be redone completly at some point anyway). I'm just on patreon and sometimes on /aco//weg/ I used to post in /agdg/ but not recently.
The hand rig is working, it's a bit fiddly and can freak out a bit easier than I'd like it to. I will try some creating some animations with it and try improve it a bit more (the thumb is giving me an especially hard time since it tends to be almost parallel to the thing the hand is holding in a lot of cases which is much more difficult to solve), I will then upload it on my patreon with an explanation on how to use it. (It'll be in a public post it's just more convenient for me to upload it there. I do also upload my complete models for patrons, but the one that is uploaded currently is pretty old by now and a lot of it is bad, it's my first rig after all with the additional difficulty that it has to work in Unreal Engine as well, because I'd love to have an ingame animation editor at some point)

>>653440
Blender can handle sculpting to that level of detail, but that specific example is actually sub-d modelled and a pretty impressive example at that, you really have to understand how edge flow works with subdivisions to reproduce it. (And even then it's probably faster and certainly easier to sculpt it, sulpting would require different topology and a graphics-tablet, can't imagine sculpting with a mouse)

>> No.653656
File: 217 KB, 1600x900, witch_2018-11-14_4.jpg [View same] [iqdb] [saucenao] [google]
653656

>>653654
Oh and just in case someone is having trouble getting stuff from blender to UE4 I might be able to help, because since I set up my fbx export settings in blender I've never had any issues gettting my stuff into unreal (static meshes, skeletal with morph targets and animations).
I'm creating all my models in blender and textures (a lot of this isn't textured currently) in substance/photoshop.

>>653618
Do you want to know about rigging? Everything else isn't really blender specific and should be the same no matter what kind tool you use. The only thing I can recommend when it comes to animation is to try to use reference whenever possible it makes everything so much easier, for me it's pretty much impossible to figure out the correct timings without some sort reference.

>> No.653661

>>653656
I want to learn 3D animation from the basics to the relatively most advanced level, the only software I'll be using is blender.

>> No.653662
File: 618 KB, 628x539, Capture.png [View same] [iqdb] [saucenao] [google]
653662

>>653430
How would you go about making something like this? I'm thinking of a fluid simulation then doing proportional rotation or some shit.

>> No.653667

>>653648
Gfxpeers, then. I believe it's open to registration.

>> No.653670
File: 216 KB, 1280x720, witch-breast-morph-hand-grip-ik-1.webm [View same] [iqdb] [saucenao] [google]
653670

>>653661
If you are starting at the rigging process i can recommend humane rigging: https://www.youtube.com/playlist?list=PL3wFcRXImVPOQpi-wi7uriXBkykXVUntv
But if you already have a rigged model then I don't know you could even look into some 2D animation stuff ("the animator's survival kit" is pretty good though not free), to learn some of the basics, other than that it's probably just practice.

>> No.653675

>>653667
How is it different from cgpeers? What do I download on there and how? I mean what to do after registering?
>>653670
Thanks.

>> No.653676

Blender guru's tutorial is fucking garbage.

>> No.653679

>>653676
yep, i don't understand why so many still watch him

>> No.653682
File: 853 KB, 1920x1080, Sword.png [View same] [iqdb] [saucenao] [google]
653682

My first model after donuts

>> No.653694

>>653654
Big ups, witchdev. Just might have to throw some Patreon bucks your way soon. Oh, if possible, please throw in some instructions on how to set it up for other rigs too. Could be very useful for some current / future things I'm working on.

>> No.653695

>>653654
please do tutorial on the controllers you use so some of the fine folk here can animate their waifus too.
im not really into porn that much but id like to see 'more'

>> No.653711

>>653682
Anon please set to smooth shading

>> No.653728
File: 1.34 MB, 1920x1080, Sword.png [View same] [iqdb] [saucenao] [google]
653728

>>653711
Thank you anon <3

>> No.653823
File: 203 KB, 400x324, 1531401549517.png [View same] [iqdb] [saucenao] [google]
653823

>>653567

>> No.653830
File: 750 KB, 960x540, bizzonkers.png [View same] [iqdb] [saucenao] [google]
653830

I made this tonight, but how can I add better colors/textures (what would you do) to not make it so boring and only diffuse?

>> No.653834

Why should I model with rectangles over triangles? triangles seem so much more malleable.

>> No.653844

>>653834
Subdivision?

>> No.653847
File: 1023 KB, 1500x938, material.png [View same] [iqdb] [saucenao] [google]
653847

>>653830
I just stared messing around with blender so I'm not able to give a qualified answer, but I had plenty of fun with using voroni texture / noise texture nodes (using the position geometry as their respective inputs for example) and connecting them with the material displacement input.

Also connecting a diffuse shader with a glossy shader through a mix shader and playing around with the factors is really fun unto itself.
The principled BSDF (whatever that means) shader has a lots of parameters to play around with, so that's also a fun one. I have no idea what I'm doing at all but I guess it's okay to experiment.

I tried to create some icy lunar landscape. The material does not look remotely like I'd imagine a moon to look, which means I had to hide this hideousness in World Volume Scatter, but close enough.

>> No.653886

>>653830
Make your lighting much brighter. Vary it more too, add a lamp on the top or something.
Bump up the saturation of the colours of all your objects. It's very dull.
Give that weird pink thing some specular/glossiness, basically do something to it to make it stand out more. You can give it some bump, but for something as abstract as this I think making it shiny would do the trick.
Better randomly distribute the smaller objects by using basic rigid-body physics.
Lastly, go to your render tab, change that default 960x540 (or 1080p@50%) resolution to something else.

>>653834
Like the other anon said, for subdivisions. Splitting a rectangle into equal parts is much easier than splitting a triangle into equal parts.
But also for deformations (i.e. animation). Think of edges as creases. When you bend or stretch your model, they'll fold along those edges. Having quads means you just have neater, more predictable deformations.
>triangles seem so much more malleable.
And you're not wrong on this. Which is why sculpting is pretty much always done in tris, and requires retopology after the fact to make it all uniform quads.

>> No.653888

>>653847
i think light goes through ice so its possible to add subsurface but the performance toll might not be worth it.
either way your scene is pretty dark

>> No.653963

If my model has clothes, how should I retopologize it? If it's a man with a tight armor, should I ignore the parts that are under the armor and sort of consider his armor as part of his body? Or should I retopologize his entire body and then retopologize his clothing above his body?

What about a character in a robe, or a woman wearing a dress?

>> No.653965

Why should I use Maya? Does Maya have any advantage over Blender except being "muh industry standard"?

The UI doesn't count. I've been using Blender for two years so I know my way around the UI. I just learned that Maya has a free educational license.

>> No.653967

>>653965

Because Maya's tools are much more refined and polished. Better UV tools, better NURBS, better simulation, better retopo tools, better renderer (Arnold), better hair and fur, better animation, better workflow, better modelnig tools (target weld, amazing knife tool, interactive symmetry, the best bevel out of all apps), selection is faster and more intuitive, I could go on all day.

>> No.653968

>>653967
ignore this guy. everything he says is bullshit.

>> No.653969

>>653968
>Oh no! He's trying to take him away from our deluded donutsday cult!

I knew a delusional blendie would reply something like this. You just proved my point. You're all a bunch of ignorant fanboys who will never reach half the skill level required to need Maya's complex tools.


Maya has objectively much better UV tools. Even the TexTool addon doesn't bridge the gap. Blender's NURBS tools are broken and bare bones. Blender's retopo is outdated compared to Maya's powerful quad draw tool. cycles looks grainy as hell. Xgen shits on Blender's hair solution.

>> No.653971

>>653969
i agree what you said about arnold,nurbs and xgen but that's pretty much it.
there are 2 plugins here that were specifically added to maya and does not belong in the core program. you are really stretching it m8.

and with the UV meme. maybe you just say that because you haven't seen a good unwrap with blender. im willing to unwrap whatever you give me without addons.
btw i feel like you take alot of your impressions regarding blender from the shitty begginer renders on this site

>> No.653972

>>653971

UV tools are not just about unwrapping.

>> No.653974

>>653969
M8, Maya Nurbs crash the stupid bitch all the time.
I agree with you, Blender is a PoS, but don't bring Maya Nurbs forth as an argument in favor of (((her))), because it's probably the most unstable and frustrating part of the software.

Also a little note: if you want to, say groom a characters eyebrows so that they follow the mesh underneath correctly, Blender is a better choice.
I've seen it used JUST for this very specific purpose in an AAA studio I worked at.

>> No.653989

>>653974
>say groom a characters eyebrows so that they follow the mesh underneath correctly, Blender is a better choice.
How is this accomplished? Can you give some info or point to some tutorial?

>> No.653994

>>653989
I'm no groomer, but iirc, it was all because Blender's internal grooming tools handled collision checking between the hair guides and the polygon mesh much better than xgen's.

>> No.654019

>>653963

I'm also interested in that

>> No.654026

>>653963
depends on how much the user sees.
you can retopo just enough of the insides so it will look like a whole piece

>> No.654030
File: 429 KB, 866x912, retop2.png [View same] [iqdb] [saucenao] [google]
654030

Why is retopoflow 2.0 so based?

>> No.654031

A pretty rookie question: If I bake a simulation to disk and save the file under a new name, can I access the old baked files without having to rebake?

>> No.654033

>>654030

So based that it doesn't work correctly if you import a model that has more than 100k polygons, because of blender's crappy viewport performance.

But of course you wouldn't know about that since you're only retopologizing a head. Now try using retopoflow with a million polygon character from Zbrush.

In Maya not only are the retopo tools better (no need to switch between tools), but the viewport performance allows you to retopo anything, and if it's not enough you can also creape GPU caches.

tldr; Blender is a piece of crap and no addon will change that.

>> No.654035

>>654033
i worked on models that have 300k polygons more than once, never had any performance issues. what are you babbling about moron?

>> No.654036

>>654031
just bake your sim and create a new blend file.
im not sure you can even save a sim

>> No.654038

>>654036
Right, and when I do that I lose the baked data because it's in a folder matching the blend file name. I dunno how to fix it.

>> No.654039

>>654035
Ignore him, he's just a faggot that enjoys lurking in the Blender threads and being an asshole.

>> No.654047

>>653963
Don't retopo the stuff under unless you plan on showing it, ever, all that will do is clip and be a nuisance.

>> No.654062

>>654047
Now that makes me think: how do devs create armor and clothing behavior like on Dragon Age Origins?

For instance, if I strip my character of all his clothing he will appear naked. If I put a robe on him his robe will cover his body, and it won't clip.

What do they do? Do they have a "naked body" model that appears when I get naked, just like armor models and such, or do they somehow manage to join them all together?

>> No.654065

>>654062
Separate meshes for everything. Every piece of armour/clothing is its own mesh, with parts of a reference "nude" mesh visible on unclothed parts.

>> No.654083

>>654038
You may have come across one of the pipeline-unfriendly limitations of Blender regarding simulations. It's just dumb when it comes to caching sims.

>> No.654090

>>654083
Next time it happens I'm going to just rename the cache folder to the new blend file name. That should probably work but I thought that there would be something in the program itself so I wouldn't have to do that.

>> No.654110
File: 287 KB, 1737x489, fix.jpg [View same] [iqdb] [saucenao] [google]
654110

I'm having trouble with the hair clipping with the hat, how to fix this? Thanks!

>> No.654113

>>654110
If it was me, I'd make a temporary shape key and move it out the way with proportional editing.

>> No.654114

>>654113
how do you do it exactly? (sorry, I'm really new to blender)

>> No.654115

>>654114
Object you want to move > Object Data > Shape Keys.
Create a basis and a key 1 by clicking the + button twice.
Click on 'Key 1' and go into edit mode for the object.
Move the vertices around as you like. 'O' is the keyboard shortcut for proportional editing.
Exit edit mode and adjust the shape key's influence which can be set anywhere from 0.000 to 1.000.

There might be better ways to do it but that's how I would.

>> No.654122

>>654110
Create a cube and scale, rotate & position it over the parts of the hair you want hidden.
Add a boolean modifier to the hair and select the cube as the object. Set the boolean mode to Difference.
This will essentially create a mask, with the cuboid acting as a "culling zone" and hiding all the hair you don't want seen.
Don't apply the modifier if you don't want to destroy the hair. Just toggle the eye and camera buttons (viewport visibility/render visibility) where needed.

>> No.654132

>>654115
So it's like creating a "fake" hair with the top parts were all put inside the hat?

P/s: I did it, thank you so much!

>> No.654191
File: 5 KB, 192x410, hmmmmm.png [View same] [iqdb] [saucenao] [google]
654191

how can I make a joint where there the distance between points stay the same with compound rotations, like pic related?

>> No.654195

>>654191
probably using hooks and constraints

>> No.654196

>>654033
works fine on my 2.4M poly sculpt.

>> No.654220
File: 227 KB, 938x1132, Screenshot 2018-12-06_01-40-50.png [View same] [iqdb] [saucenao] [google]
654220

progress so far

>> No.654221

>>654220
same anon, the finished model will probably have smaller nipples. face is also still a big fuckup.

>> No.654234
File: 2.38 MB, 1920x1080, heaaa.png [View same] [iqdb] [saucenao] [google]
654234

>>654033
>million polygon character from Zbrush

The problem is that you have a million polygon character. Zbrush enables that bad behavior.

Also I decimated the sculpt before this.

>> No.654240

>>654234
>shits the bed with 100k polygon mesh
>nowadays main characters in videogames have that kind of polycount
>hurr durr 1 million poly zbrush bad
Yes, I agree, decimate your shit, but you're missing the bigger picture.

>> No.654250
File: 227 KB, 1366x768, Sin título.jpg [View same] [iqdb] [saucenao] [google]
654250

Alright fellas, thanks for your tips. I managed to correct my topology just a little but im still strugling with it. I have no idea of how should i fix the front part of the plane. Also i can't divide some faces that i did with the fill (F) command.

Any advice of what should i change on it overall? So it doesn't look like straight up shit.

>> No.654252
File: 225 KB, 1366x768, Sin título2.jpg [View same] [iqdb] [saucenao] [google]
654252

>>654250
Wings from below. Pure mess.

>> No.654253
File: 215 KB, 1366x768, Sin título4.jpg [View same] [iqdb] [saucenao] [google]
654253

>>654252
From above. I still doesn't fill that holes.

>> No.654254

>>654250
Looks like the normals on your wings are inverted. But first, sounds like you have duplicate vertices. Press W and select Remove Doubles. Might want to X > Limited Dissolve too. Then recalculate your normals in the Shading tab.
As for the nose of your plane, I'd recommend creating a UV sphere, cutting it in half, and rotating / scaling it until it matches. Alternatively, you can create a cylinder / circle (ngon-fill) and extrude / scale until the shape matches well enough.

Once you're done with this and you're a little more confident, I'd recommend looking into hard-surface modelling, so you can pick up the proper techniques to making nice and detailed planes and all that. Unless you want to keep to a low-poly style, which is still fine.

>> No.654262

I rendered out an image and worked on it with the compositor.
I then saved the image and now want to readjust some values in the compositor like depth of field which uses objects in the scene.
Can I do that without rendering the image again?

>> No.654311

>>654033
Imagine being this retarded just for a moment, I wonder what sort of bliss the day consists of.

>> No.654324

>>654240
>nowadays

Because Zbrush enables bad behavior.

>> No.654334

>>654253
You appear to have ngons in there desu sempai, make sure you have 4 vertices on each face.

>> No.654337
File: 877 KB, 1496x935, 2018-12-06 17_12_28-Blender1.png [View same] [iqdb] [saucenao] [google]
654337

>>654262
yes. you need to load up the image like this

when you done with the compositing, go to the UV window and in the image dropdown save the viewer node as image

>> No.654338

>>654337
i forgot to mention the 2 nodes are image and viewer

>> No.654355

>>654311
Imagine reading some criticism about Blender and being unable to prove it false, then resorting to personal attacks.

>> No.654360

>>654355
you were already proven wrong multiple times.
your whole argument consists of file formats and plugins. none with the core program.
if you have to talk about file formats as an artist it means your'e a bad artist to begin with. an artist job is to create art, file formats is the last thing you should be concerned about.

>> No.654374
File: 731 KB, 1788x904, help.png [View same] [iqdb] [saucenao] [google]
654374

i want to make her face more feminim but i have looked so long at this picture that i lost track of how a face is supposed to look like. pls help

>> No.654377

>>654360
Not him, but his argument is mainly that Blender's viewport has poor performance and thus can't deal with current production requirements. Was that proven to be false?

>> No.654378
File: 72 KB, 1373x890, vFIKSxa0Q-yFld86GKQmCg.jpg [View same] [iqdb] [saucenao] [google]
654378

admit it, I am a 3d GOD

>> No.654381
File: 82 KB, 654x525, 1475364859520.png [View same] [iqdb] [saucenao] [google]
654381

>>654377
it can handle anything you want my dude.
the idea is to simply use masking,hiding and layers when needed. if your scene is messy like a gorilla's nest then you deserve to lag.

and im sure this applies to every workflow, not just in blender. pros use masking much more than the average user. you can easily have 50M polygons if you know how to optimize your scene - you don't need every polygon to show up when you work on a landscape scene or a character

>> No.654425

Warning stablefags. I thought I would try 2.8 and wanted to see what all my previous shit would look like in Eevee but I didn't break my habit of hitting CTRL>S>ENTER after every other keystroke. Now all my softbody tits and cum simulations won't load in 2.79, and I can't use 2.8 for actual modelling because 2.8 brings a whole new meaning to the saying "Blender has bad UI". Now I have to append every asset back manually.

>> No.654426

>>654425
meh. i just don't use it

>> No.654441

>>654381
>you don't need every polygon to show up when you work on a landscape scene or a character
That's what proxy objects are for, but last time I checked Blender didn't have that functionality. I'd rather use software that deals with those issues for me instead of having to work around all the limitations of Blender.

>> No.654481

>>654441
you would never make a scene that involves so much shit anyways.
i guess someone had to break it for ya. sorry

>> No.654515

>>653430
someone teach me blender personally thanks post discord username

>> No.654516

how do i move the camera in blender it controls like shit

>> No.654530

>>654481
Projecting much, my dude?

>> No.654532

>>654516
shift+F for freeform type of camera (takes abit of practice)

or my favorite which is lock to cursor, this will pan around every point of your 3d cursor, its good for zooming in and out as well

>> No.654533

>>654515
post discord

>> No.654571

I have my character's hair physics rigged by lattice with a soft body applied to it.
The problem is the hair clips into her body which I'm not too proud about.
How do I add a collision detection to a lattice?

>> No.654582

>>654571
collision for both the hair and body

>> No.654590
File: 823 KB, 2396x1204, Screenshot 2018-12-08_03-05-25.png [View same] [iqdb] [saucenao] [google]
654590

made some progress

>> No.654611
File: 3.13 MB, 1920x1080, greencavefinal.png [View same] [iqdb] [saucenao] [google]
654611

Any thoughts?

>> No.654612

>>654590
Nice tiddies and all but that face reminds me of, uh, Conan O'Brien. If you're going off the top of your head, maybe find some pictures of a cute girl to reference?

>> No.654621

>>654590

Her face reminds me of Bran Stark.

>> No.654622
File: 78 KB, 950x534, gameofthrones.jpg [View same] [iqdb] [saucenao] [google]
654622

>>654590

>> No.654623

>>653441
>you just have to be more economic with polygons in blender

lolwut?

Blender is perfectly capable of that and more.

>> No.654624

>>654234

It's common for high quality game sculpts to have dozen of millions of polygons. One million if less than the barre minimum for the level of detail required for a quality up to today's standards.

Your sculpt just proves my point. You're doing low detail stuff so you don't need many polygons. But don't assume that's the case for everyone. Some people actually do some high quality stuff and need as much polygons as they can get for fine details (wrinkles, skin pores, muscles).

>>654324

How so? There is no bad behavior when it comes to sculpting. That's the point, it's pure artistic creativity, and Zbrush enables that thanks to it's amazing performance.

Dear god! I swear blendlets are retarded as hell. Or maybe just ignorant, it just hurts my brain to read stuff like that. No wonder why Cedric Lepiller (notorious french blendlet) can't stand blender users. It's almost embarassing to be part of that fanbase.

>> No.654642

>>654624
>How so? There is no bad behavior when it comes to sculpting

yes there is.
if you can have a cube with million polygons and 1 with 4 polygons you understand that there is bad behavior.
when making rough shapes you don't use 1024 dynamesh, when finishing the sculpt you don't subdivide 9 times.
if you can't make good busts with less than million polygons, then the problem is you.
unless you make super realistic portraits or AAA character there is no reason to munch down your cpu

>> No.654644
File: 65 KB, 1024x904, pepe-confused.jpg [View same] [iqdb] [saucenao] [google]
654644

Why do blenlets need their own thread, isn't the WIP thread good enough for you?

>> No.654648

>>654644
It helps keep the board organised and segregated. You don't get >muh blendlet overflow into the other generals, though I honestly agree that WIP stuff should still go into /wip/ and that these generals are best for Blender-specific questions/discussion.
Keeping it Blender-specific is good considering how different Blender can operate compared to the other software out there. You don't get a mix of answers meant for this other program that are completely incompatible for someone working with Blender. (and let's face it, at least half of this board uses Blender because we're all NEETs too lazy to pirate the big boy tools)

>> No.654650

>>654644
It's just a safe space, let it be.

>> No.654651

>>654611
>>654612
>>654621
yea faces are a bitch, but lemme tell ya its getting better with each try haha

>> No.654652

>>654644
its a contamination board in in itself

>> No.654654
File: 71 KB, 700x381, 201703110_1_IMG_FIX_700x700.jpg [View same] [iqdb] [saucenao] [google]
654654

>>654612
i wanna go for something like this

>> No.654657

>>654642

That's what I'm saying. Of course, making a bust with millions of polys is retarded. But I'm talking about full characters here with tons of details. Blender can't handle that yet, compared to other software (except Modo which also has bad performance). As long as blender doesn't address this issue it won't be a viable alternative to commercial software.

>> No.654669
File: 69 KB, 900x900, unnamed.jpg [View same] [iqdb] [saucenao] [google]
654669

>>654624
>No wonder why Cedric Lepiller (notorious french blendlet) can't stand blender users.
Do you have a source for that? I'm honestly curious.

>> No.654671

>>654669

http://www.3dvf.com/actualite-24938-maya-et-maya-lt-2018-5-disponibles.html

Use google translate and read the comments (Cedric is Pitiwazou).

He also made a video on his YT channel to tell blendlets they made their software look bad and childish with their maya hate.

>> No.654673

>>653430
WHERE IS OPENGL RENDER OPTION IN 2.8?

>> No.654674

>>654324
I meant 100k in REAL TIME you dunce.
High res meshes always had 7+ figures polycounts, ever since digital sculpting became a thing. That's how it's supposed to be done.
Reading comprehension: F-

>>654642
>you understand that there is bad behavior.
There actually is no such thing, only cretins.
That's why knowing how to draw is a requirement.
Because if you really know how to draw, you already know that the proper workflow consists of working from big to small, from rough to detailed. Because that's how art is done.
So you don't need anybody to come tell you that you're not supposed to pull the primary forms out of a 50M poly block of digital clay.
But this isn't bad behavior, it's bad artists thinking that they can skip steps just because they're playing with expensive electronics and pieces of software which they believe will do all the heavy hauling for them.

>> No.654676
File: 80 KB, 1156x533, index.jpg [View same] [iqdb] [saucenao] [google]
654676

I'm trying to make a child with the proportions of Hat Kid basically, is this decent enough or too pear shaped? I was thinking that since I'm going to dress her up, her silouette is going to end up more cartoony anyway at the end of the day.

Also, should I bother making a naked model for characters I plan to not let them have multiple outfits and just start modelling by directly modelling the clothes instead?

>> No.654678

>>654676
i would maker her body less curved since its a child

>> No.654679

Where can I find good tutorials for 2.8 (even though it's beta)? Free or paid will work for me.

>> No.654684
File: 26 KB, 698x672, 1475134760392.jpg [View same] [iqdb] [saucenao] [google]
654684

>>654674
because im referring to the blender troll.
he says blender can't hold big scenes and that's part of the reason why it isn't used in mainstream production.
i explained to him several times why that happens, its because he is transferring a dense mesh from 1 program to another and that's how hes 'testing' the viewport performance.

as for muh industry argument. the industry makes shit movies (most of the time). every blockbuster marvel hardly gets above average in terms of reviews.
these people don't understand art,storytelling,character development and how to sequence a scene. so why should we take anything from what 'the industry' does?
im not saying indie movies are better, they are garbage too. for some reason film and animation is full of retards that shouldn't be allowed near a camera

>> No.654687

>>654671
He's not wrong about Ton wanting to make short movies with only Blender and completely ignoring the reality of other software and the entire field of game development.

What people don't really realize how much it requires to make a software like Blender and how little the devs are rewarded for it. When you write software because of passion and ideology, you also get passion and ideology. That's just how it goes. If you don't want passion and ideology, you just pay through the nose for all the "industry standard" software.

>> No.654689
File: 79 KB, 1600x900, witch-skin-detail.jpg [View same] [iqdb] [saucenao] [google]
654689

>>654657 >>654684
Hmm how many polys do you actually need? Pic related is a full body sculpt at almost 10 million polys (and I know that blender handles meshes with over 20 million polygons without issues as well), i just quickly rubbed a detail texture over her face to see how much geometry detail that would give me and I don't know how much more detail one would need.
On the other hand I'll be using it in a game and won't be able to bake down that level of detail anyway (without going for a 4k-8k texture for the head alone at least) and will have to use additional tiling detail textures to get that level of detail.
Also I'm aware that ZBrush is better for sculpting but blender works well enough for me, blender's smooth brush could work better in my opinion (it doesn't smooth well around poles).

>>654590 >>654654
I don't think using anime for reference is smart, it's usually so perspectively incoherent that you have diverge very far from the reference or have to use some crazy hacks to get it to look right from different angles (custom normals, flattened eyes, inset mouths).

>>654676
>just start modelling by directly modelling the clothes instead?
That would probably be fine for something as stylized as that but, on the other hand it won't take much time to extrude a few simple limbs for that either.
Your silhoutte matches your reference pretty well you could make the hip a tiny bit narrower and make the chest a bit wider (but I think it will be pretty close once she has arms/shoulders)

>> No.654690

>>654689
>over 20 million polygons without issues
Could just be the fact that you have a good rig, witchdev-senpai. I know from my experience my viewport performance already drops by half when I exceed 1.5m polys and that's not even going into edit mode. Can't imagine what a 3m++ sculpt would be like on my shitty 6700HQ.
I "have" a copy of Zbrush, though it's been sitting on my hard drive for some months now. I should probably install it and see what it can really do for poor hardware.

>> No.654691

>>654690
Zbrush can handle about 100x Blender can.

>> No.654692

>>654691
your problem is comparing blender to zbrush when you should compare blender ot maya, which is a far more fair comparison.

>> No.654693

>>654690
Why the fuck would you ever need 1.5 million REAL poles?

>> No.654699
File: 120 KB, 1200x2160, witch-goblin.jpg [View same] [iqdb] [saucenao] [google]
654699

>>654690
Don't know how important the gpu is for blender sculpting, I think CPU and RAM are way more important and yes my i7-8700k and 32GB of fast ram is probably above average in that regard.

>>654691
Not that I've seen any 2 billion poly meshes in ZBrush but I would seriously hope that it can handle way more than blender and no one is denying that.

>> No.654702

where is opengl render option in 2.8 i need it and i cant find it kurwa.

>> No.654704

>>654702
I guess setting the renderer to workbench is the closest thing (couldn't get it to render the armature though).

>> No.654705

>>654699
What gpu are you rocking?

>> No.654706

>>654705
1070ti

>> No.654713
File: 16 KB, 462x568, 2018-12-08_223925.jpg [View same] [iqdb] [saucenao] [google]
654713

>>654678
>>654689
Thanks, I fixed her a little bit to make her more rectangular. Once I'm done with the overall silouette I'll probably tweak the body more since I kinda want a short character who can easily curl up into a ball like Mario in Odyssey.

>> No.654726

>>654533
post discord

>> No.654810

wtf no obj import in 2.8 yet?

>> No.654819
File: 110 KB, 351x185, DNOISE_FeaturedImage-351x185.png [View same] [iqdb] [saucenao] [google]
654819

So, Blender just got an artificial intellimeme neural meme denoiser

https://www.youtube.com/watch?v=HT6NBLv7w_Q

>> No.654836 [DELETED] 

>>654689
is this baked from a sculpt or painted with bump? looks nice.

>> No.654853

>>654691
Which is bad as it enables shitty design.

>> No.654854

>>654624
>level of detail required for a quality up to today's standards


Aka the overdesigned shit. Zbrush's powerful engine enables overdesigned character. Take overwatch. If you removed about 33% of all their details, those characters would be high quality.

>> No.654862

>>654853

Are you fucking dumb? It's good because it allows you to create as much detail as you need. And for high quality sculpts up to today's standards, you need a LOT of detail. I've never seen any "shitty design" in zbrush, just good and bad sculpts.

It's funny that you blendlets always blame other software and people's habits instead of admitting that your donut meme software limits artists because of his bad performance and bad compability with other software.

>> No.654867

>>654854

Overdesignated? You can't make a good realistic human/creature sculpt (full body) in blender with all the required detail. This is why all blender sculpts are either realistic busts (because it couldn't handle a full body with the same amount of detail) or pixar style simple characters.

>> No.654870

>>654862
>blendlets
why are you here? fuck off
this isn't your personal venting thread

>> No.654874

>>654870

Oh but you blendlets keep harrassing real software users on every website and youtube comment sections. I'm just giving you retards a taste of your own medicine.

https://forums.autodesk.com/t5/maya-forum/maya-2019/td-p/8156771/page/3

Have a good read, pros giving blendlets a reality check.

>> No.654888

>>654874
im not here to solve all the world's problems, just take a hike my man

>> No.654891

>>654888
>im not here to solve all the world's problems
But you, too, could help in solving the Blender problem.

>> No.654912

>>653662
using the simple deform modifier and some displaced mesh could work similarly.
I remember doing a render kind of similar to this a while back.

>> No.654914
File: 941 KB, 356x321, E53A57CB7834440E94FB9E1679092239.gif [View same] [iqdb] [saucenao] [google]
654914

>>654853
So I guess clay enables even worse design, since it holds detail down to the molecular level?

>> No.654925

>>654914
i just love to see enraged autocunt, feels good

>> No.654935

>>654925

Enraged blendlets are even funnier with their legendary inferiority complex and total retardation.

>> No.654957

>>654925
Nice counterargument, m8. BTW, I don't use Autocuck software except when I'm being well paid for the hassle.

>> No.654962

>>654957
then who cares if you pick 1 software over the other?
what if we had c4d general and everyone was just posting c4d related question. would we be called cinemalets? this is just dumb.

what i really think this board needs is more artwork, because the shortage of art here is awful. somewhere along the way the discussion here morphed into whos got the better brush or the better color scheme, literally no one gives a fuck.
look at /ic/ for example, they don't have these dumb software wars. and 2D tools are very complex as well.

>> No.654973

>>654962
>what if we had c4d general and everyone was just posting c4d related question. would we be called cinemalets?

No, because C4D users are not a bunch of retarded, fanatic and insecure little kids who hate on every other software because "hurrrr blender is better cuz muh shortcuts and nintendo eevee"

>> No.654979

>>654689
Can you please post the front and side views of your full model? I would like to use it as a reference for modelling my own character.
Cheers.

>> No.654998
File: 8 KB, 248x167, Capture.png [View same] [iqdb] [saucenao] [google]
654998

Why does Blender save 2 files with every blend file?
What's the second one used for? Or is this just me?

>> No.655000

>>654998
It's some kind of backup file, I believe. If you notice it's the same size as the previous time you saved that file. Not sure how to access it.

>> No.655022

>>655000
If nothing changed then I'm pretty sure it's just the old file with 1 added to the end of the extension.

>> No.655046
File: 105 KB, 2700x1080, witch-ortho-perspektive.jpg [View same] [iqdb] [saucenao] [google]
655046

>>654998
That's the file from before your last save (you can look at the files time stamps, whenever you save the blend1 will get the time stamp from the blend file before you hit save. Most likely blender renames your x.blend to x.blend1 and then creates a new x.blend file.)

>>654979
Sure.

>> No.655062

>>655000
Unfilter by file types.

>> No.655063
File: 1.19 MB, 1080x960, guardsman render.png [View same] [iqdb] [saucenao] [google]
655063

Got finally finished with the texturing, only rigging left.
Am really happy how it turned out.

>> No.655068

>>655063
That looks pretty cool anon

>> No.655091

https://www.youtube.com/watch?v=NiLHTRGny3s

Wow blender really turns people into retards.

>> No.655094
File: 549 KB, 1920x1080, helpls.png [View same] [iqdb] [saucenao] [google]
655094

Hello there !
I'm working on this project, and I was wondering if there would be any way to mirror the whole particle system so that it's flowing through both of the plastic tubes at the same time.
The particles are mballs (on which I can't apply a modifier) driven by a curve. I don't want to create another particle system as I want to keep the whole scene as simple as possible.
I tried to put a mirror modifier on the emiter itself, but it doesn't work in this situation ...

Please tell me if you have any idea on how to fix this !

Also what is a simple way to have a clean set up regarding particles system ? Is there a way to keep only the particles visible and hide the rest (particle objet, emiter, etc ...) in antoher layer ?

>> No.655099

>>655094
you can set vertex/group/object and assign it in the emitter.
if you use vertex, just assign the vertex from the different tube and its supposed to work.
not sure how you would 'mirror' the action. you can always hide particles and bake your simulation if you want to save performance

>> No.655100

>>655094
I don't use particle systems much so I could be wrong, but I think what you want is to use either group instancing or the particle instance modifier.

>> No.655108

>>655091
Is that satire?

>> No.655112

>>655108

No he's really a retard. This is what the blender cult does to you.

>> No.655122

>>653728
Where is the pommel?

>> No.655123

>>655094
Uhh... Mirror the curve?
No fucking idea how Blender particle engine thinks, but if you can instance the particle system, do it, else duplicate and add L_ and R_ prefixes.
>I don't want to create another particle system
Being anal about this is only gonna cost you more time than just making another particle system.

>> No.655136

>>655099
Hol up, do you hide your sim after you baked it?

>> No.655143

>>655136
particle systems create new modifiers on the objects they sit on. so you can hide them by clicking the 'eye' icon in the modifiers tab.
you can hide just about everything and save performance, also look into layers and group instances

>> No.655147

>>655143
I know about that stuff but didn't know hiding the particle system after baking it would help anything.

Also I have a question; I want to have a mesh xray through the other meshes in the scene, sort of like bone x-ray without transparancy, is this possible?

>> No.655149

>>655147
To clarify, as a render, wouldn't mind if it was in viewport too but that's not as important since I have wireframe display.

Alternatively is it possible to like put a circle over a mesh to see one layer down or something like an xray effect? I'm kindof lost about how to do this without transparancy.

>> No.655158

>>655147
it dosen't matter if you baked it or not. baking only helps when you intend to save the simulation instead of simulating it over and over.
hiding the particles actually save performance, especially if they are mesh or hair.
you could try group instancing with particles, should be good shit.

>> No.655192
File: 1.01 MB, 1920x1080, Sans titre.png [View same] [iqdb] [saucenao] [google]
655192

>>655149
If I understand what your asking, you can create that effect by using the light path node.
You just have to use "is transmission ray" as the factor for mixing your object original shader and a transparent shader. (see screenshot)
You can then add a transparent plane (here it's a plain white glass shader with 1 IOR so that it's not visible) and every ray that comes through the plane will display the transparent shader instead of your base material so that you'll be able to see through it.

>>655123
I guess you're right, I'l just duplicate the curve then and create another particles system ...

>> No.655207
File: 40 KB, 251x666, 2018-12-11 18_43_00-Blender.png [View same] [iqdb] [saucenao] [google]
655207

>>655147
>I want to have a mesh xray through the other meshes in the scene
possibly this

>> No.655209

>>655207
I'm pretty sure this is viewport related only

>> No.655225

>>655209
you do this with render layers, depending on what you want. but maybe >>655192 answer is sufficient

>> No.655226
File: 53 KB, 596x597, 1541793935601.jpg [View same] [iqdb] [saucenao] [google]
655226

super noob here

How do I set up where parts of a model rotates? Like pivot points or rotation points.
Like the wheels on a car, or the spinning barrels on a Gatling gun, or the turret on a tank.

I'm able to create minecraft-tier models, but I wanna get those models into unreal engine asap so I can start to play around.

>> No.655246
File: 25 KB, 346x425, 2018-12-11 21_26_58-Blender.png [View same] [iqdb] [saucenao] [google]
655246

>>655226
its called 'origin' your model will rotate around that point in 3 axis or all of them together (euler rotation or Quaternions).
you can easily set the origin point through the left menu.
i usually use origin to geometry because it always pins it around the center, but if i need more accuracy i use the 3d cursor to set origin or change the pivot point or transform orientation.
it will take you about few days to master. but it usually works with a click of a button.

>> No.655261

>>655226
>>655246
You can also go into edit mode and move your model around. The origin point will not move.

>> No.655275

>>655246
>>655226
>answers correctly
>misses UE4 part
Anon, for UE4 your pivot is always the origin of the world (0,0,0)
All individual pivots get overridden.

>> No.655284

>>655275
didn't get the UE4 reference.
so yeah, move your model to 0,0,0 world coordinates, especially before you rig and animate.

>> No.655288

It's going to be hard to get used to left click selection.

>> No.655300
File: 298 KB, 1024x1024, ex.jpg [View same] [iqdb] [saucenao] [google]
655300

>>655192
That's like an xray machine it's not what I want though I want the cube mesh in your example to be fully visible, and the mesh that's inside it to be visible through that cube mesh.

Pic is an example of what i mean, i cheated and pulled the heart outside the mesh here, but that would not be feasible during animation.

>> No.655301

>>653670
Where do they get the tape for pasties in Witch World? Magic?

>> No.655309
File: 55 KB, 600x1080, witch-face-3.jpg [View same] [iqdb] [saucenao] [google]
655309

>>655301
https://en.wikipedia.org/wiki/Rabbit-skin_glue

>> No.655326

Is there a good resource for grabbing good textures? I can make all secondary maps myself if need be. Sorry for a question that I'm sure has been asked a million times, I am just picking blender back up after a while

>> No.655336
File: 18 KB, 800x450, 8797896896.jpg [View same] [iqdb] [saucenao] [google]
655336

Why does sculpting lag so much in 2.8 yet object view is so smooth

>> No.655352

>>655326
from the internet?

well you can always download textures for free but getting the particular one you want can be a pain in the ass.
you have dedicated sites that sell textures for 3D artists and i think the monthly sub is worth it. especially if you plan on doing environments.

>> No.655354

>>655326
>>637415

>> No.655355 [DELETED] 
File: 447 KB, 620x950, vgtbhy.jpg [View same] [iqdb] [saucenao] [google]
655355

>> No.655357

>>653440
Triangles reeeeee

>> No.655360
File: 2.35 MB, 1080x1920, tr.png [View same] [iqdb] [saucenao] [google]
655360

>>653654
Hey witchdev, how in the world is the fingers following the curve on that nicely shaped object, what sort of sorcery is this?

>> No.655369
File: 1.59 MB, 512x512, ezgif-1-10d672c5a350.gif [View same] [iqdb] [saucenao] [google]
655369

>>655300
Then I guess >>655225 is the way to go. But it will involve a little bit of post processing afterward.
Using the render layer panel you can chose to render several image for each frame of your animation. Here I have the cube on the first layer, and the head on the second one. So I set one render layer to render only the cube and the other one for the head, you can then use the compositing nodes to mix the two using the alpha channel of the head as the factor.

Honestly just google it a little bit, I've never used render layer before and it took me 30 seconds to find how they work (https://docs.blender.org/manual/en/latest/render/post_process/layers.html))
It's important to really get what you're doing first instead of blindly following instruction. Once you get the basic you'll be able to come up with your own solution :)

>> No.655372

>>655336
Works fine on my machine. Are you working on 5 million vertices or something like that?

>> No.655409
File: 99 KB, 808x500, monkeys.jpg [View same] [iqdb] [saucenao] [google]
655409

>>655369
Thanks desu sempai I'll look into this tomorrow.

>> No.655438

>>655336
Dyntopo is always pretty laggy because you're actively creating new geometry. Give Multires a shot.

>> No.655439

>>655438
that's the exact opposite.
dynatopo creates the topology you need. and multires creates a huge chunks of geometry everywhere, like subdivision.

>> No.655443

>>655284
>>655275
>>655261
>>655246
Thanks!

>> No.655444

>>655439
But it does it once. You're not creating new geometry on the fly every frame with multires, you are, like subdiv, creating it once and then just pushing things around.

>> No.655453

>>655261
>>655284
So I have to use world (0,0,0) in blender to set pivot point for models in ue4?

Is rigging done in blender or unreal?

>> No.655454
File: 88 KB, 736x981, 1541795285436.jpg [View same] [iqdb] [saucenao] [google]
655454

>>655453
sorry forgot cat picture

>> No.655455

>>655453

Neither of those. Blender's rigging system is incompatible with Unreal unless you use Autorig Pro which has a custom .fbx format.

>> No.655459

>>655438
>>655439
>>655444
Just change Relative Detail to Constant Detail and you're good.

>> No.655460

>>655459
This does not affect lag in any way.

>> No.655462

>>655460
I don't use 2.8 so I'm not sure how bad the lag is. I was just responding to the posts saying how multires > dyntopo when you can make dyntopo do the exact same thing.
If the source of lag is the fact that it's creating/destroying geometry on the fly, you could always just click Detail Flood Fill, wait for it to process, and then all the sculpting you'll proceed with will just be pushing and pulling vertices around.

>> No.655464

>>655462
>I was just responding to the posts saying how multires > dyntopo when you can make dyntopo do the exact same thing.
But your suggestion doesn't do that.
>you could always just click Detail Flood Fill, wait for it to process, and then all the sculpting you'll proceed with will just be pushing and pulling vertices around.
Neither does this. geometry-modifying brushes (i.e. not Grab) will still change the topology if dyntopo is on, even if it's already the same level of detail.

>> No.655472

>>655464
Ah shit, you're right. My bad. Forgot how sculpting & multires worked for a minute there.

>> No.655483

>>655453
>>655455
Blender armatures work just fine in unreal.

>>655360
Shrinkwrap modifier on some helper bones, I'll try to publish the hand rig over the weekend, no promise though I've got more important stuff to do.

>> No.655486

>>655483
Cool, it could be cool for various tasks and would save hours on fine-tuning.

>> No.655526

>>655483
>Shrinkwrap modifier on some helper bones
fuck that actually makes a lot of sense
i checked the shrinkwrap modifier can even be keyframed so that that the animation can be separated
this is some top tip mang thanks. i am not planning to make a porn game but i had problems in the past having a characters properly grasp a sword

>> No.655527 [DELETED] 

I used to use CrazyBump a hell of a lot before they made it pay to use.
Are there many other free and easy to use alternatives?

>> No.655535
File: 406 KB, 872x480, 280.webm [View same] [iqdb] [saucenao] [google]
655535

>>655372
>>655438
Dynotopo is off and I'm not using any modifiers. Model has around 3M vertices. As you can see brushing is incredibly slow yet I can still rotate the viewport without any noticeable delay.

>> No.655537
File: 954 KB, 1020x720, 279.webm [View same] [iqdb] [saucenao] [google]
655537

>>655535
This is 2.79 in comparison using the same model. It's actually the opposite, slower viewport but brush doesn't lag at all.

>> No.655545

>>655535
you must be retarded for sculpting on that naked piece of mesh (that should be less than 80k anyway).
my character is half a mil and its basically completed with full gear.
you guys are so cringy its amazing, how do you manage to fuck up this bad

>> No.655547

>>655526
Is there a way to translate shrinkwrap into scale?

>> No.655549

until recently i thought the high poly had to have the same uvs as the low poly

i dont think im cut out for this

>> No.655556

>>655535
Jesus christ, anon, I was just joking about 5 million verts. There's absolutely no reason for you to go that high, especially with a basic mesh like that.

>> No.655566

>>655535
dont sweat anon, 28 is still beta and hasnt been optimzed for production

>> No.655573

>>655566
>and hasnt been optimzed for production

You mean like every versions before it?

>> No.655803
File: 163 KB, 1323x964, Annotation 2018-12-14 233517.jpg [View same] [iqdb] [saucenao] [google]
655803

How to make the bulge of cornea smooth, I spent 3 hours making 10 spheres trying everything. Any solution? And rule? Any trick?

>> No.655804
File: 44 KB, 521x446, 2018-12-14 20_10_02-Blender.png [View same] [iqdb] [saucenao] [google]
655804

>>655803
this comes with a plugin.. i forgot what its called, extra something maybe.

>> No.655806
File: 69 KB, 865x676, 2018-12-14 20_15_02-Blender.png [View same] [iqdb] [saucenao] [google]
655806

>>655803
i usually do em like this
you can inset this part too

>> No.655832
File: 65 KB, 500x900, witch-helping.jpg [View same] [iqdb] [saucenao] [google]
655832

>>655803
Create a UV sphere, set cursor to origin of the sphere, go into edit mode, add a few more rings where you want the cornea to be,, use "to sphere" (shift+alt+s), activate proportional editing and set the fall off to sphere, pull the cornea out. (There are triangles, but it doesn't matter really, just create it with enough subdivisions so that it looks round without a subdivision modifier.)

>> No.655836

>>654030
i started using it, it's fuckin crap, total fuckin crap,3D coat is way better.

>> No.655837

>>655836
>it's fuckin crap, total fuckin crap
Curious bystander here. Care to elaborate?

>> No.655840

>>655832
how did you get that wrinkling? Is it a blended normal map baked from a sculpt, or is your mesh just high enough resolution that it's capable of that? or is it a painted bump?

>> No.655847
File: 156 KB, 1600x900, witch-mesh-density.jpg [View same] [iqdb] [saucenao] [google]
655847

>>655840
LOD 0 is a very dense mesh (should be similar to what was used in uncharted 4) LOD 1 still holds up well enough though.

>> No.655848

>>655847
nice, did you make the expression via sculpted shapekeys, or do you have a fuckton of bones in those areas?

>> No.655850
File: 43 KB, 500x900, witch-shapes.jpg [View same] [iqdb] [saucenao] [google]
655850

>>655848
I tried rigging her face with a ton of bones before but was never happy with the result, now trying to do it with shape keys instead. It's a bit trial and error still but the results are much more promising. I showed an earlier test animation here: >>655696 I changed the topology from mouth to nostril since then to get a cleaner fold.

>> No.655853

Blender is a bit scary, i'm new to 3d

Is Blender Guru a solid start?

>> No.655862

>>655853
If you can tolerate that piece of shit, he's fine

>> No.655918
File: 191 KB, 810x1183, shape keys.png [View same] [iqdb] [saucenao] [google]
655918

>>655850
I use shape keys for all my models facial animations. Pic is an example. When I make a new model, the only bone I'll be adding is one for the chin that when it moves down, opens the mouth with it.
There's a lot of movement on a real persons face, but nothing moves very far. Shapes keys are perfect for controlling that.

>> No.655919
File: 763 KB, 300x160, tenor.gif [View same] [iqdb] [saucenao] [google]
655919

>>655918
>Suck
>butt open

>> No.655952

>>655918

Blenders dopesheet is so unorganized yikes. I wish theyd focus on that and some proper animation library in the next versions

>> No.655958

>>655952
what would you change about the dopesheet?

I gotta build a similar system for a game Im making and was just gonna copy the dopesheet system altogether.

I'd allow changing the order of bones on the left hand column but am interested in what else could be done.

>> No.655959

>>655850
Hey is this gonna be for a game? You suggested exporting shapekeys to unity one time instead of bone animations. Afaik, blender cant export shape keys to fbx unless you apply all modifiers before adding shape keys. Have you figured out a way around this?

>> No.655967

>>655952
Blender is hopeless and FUBAR. Just scrap the whole thing

>> No.655983

>>655958

I think a persistant coloring or marking system is needed. Like being able to change the background of the dopesheet to signalize major steps in the animation, or being able to change individual keyframe symbols to easily find important things.

Blender already has the ability to change a row or singular keyframes with another symbol (Its called "Keyframe Types" I believe), but its a bad implementation as changing the keyframe in any way will revert it to the original shape.

I think changing the order of bones like you propose is already a major improvement though. Maybe even a grouping system to hide/unhide primary/secondary/misc shapekeys?

>> No.655990

>>655983
You can sort of already create bone groups from the 3d view and properties panel but being able to do it from the dopesheet directly would be cool.

The background color indicators are a really really cool idea. Im gonna steal this

>> No.655993

>>655990
>>655958
Select the bone(s) you want to move up or down and press page up or page down depending on if you want it moved up or down.

>> No.655995

>>655993
Oh, cool I learend something

>> No.655998
File: 86 KB, 1352x777, 2018-12-15_202732.jpg [View same] [iqdb] [saucenao] [google]
655998

Do you think these proportions are alright for a "chibish" child?
I think I should give her bigger hands or something.

>> No.656000

>>655998
legs are too long for a chibi character, it's also anatomically retarded looking at the side view.

>> No.656003

>>655967
Why are you in a blender thread then? Retard

>> No.656004

>>656000
Could you elaborate on the side view? Is it how the legs are positioned? Too flat and stiff?

>> No.656006
File: 36 KB, 147x432, anatomyofthespine1.gif [View same] [iqdb] [saucenao] [google]
656006

>>656004
spines are curved, not straight. The neck comes off of the ribcage at an angle, and connects to the back of the head rather than the middle. When looking at a person standing straight from the side, you'll notice that if you drew a line right down the middle, it would run through the middle of their foot, whereas in yours it runs through the heel.

>> No.656007

>>655990
If you are gonna modify not only your game thing but also blender then make sure to publish it somewhere pl0x

>> No.656008

>>656006
Thank you, I'll try to fix that

>> No.656022

>>656003
For the cringe; it's cheap and abundant here.

>> No.656025

>>656022
Hey, I'm a hobbyist just getting into 3D for fun because it's something I realized I enjoy. What are the major distinguishing factors between Blender and other professional software such as Maya, Daz, 3DS Max, etc?

The only forum I've visited where blender is so heavily criticised is here. What is blender unable to handle / missing compared to botnet software used professionally?

>> No.656026

>>656025
Nothing at all.
the blender troll made a thread here with 100+ replies to bash blender, i asked him the same question and he pointed out it was missing a certain feature.
i proved him wrong and the thread is nowhere to be seen. instead of saying 'oh i see, thanks' or 'wow i was wrong' he never replied.
this is the behavior of a coward

>> No.656041

>>656026
>i asked him the same question and he pointed out it was missing a certain feature.
What feature was it?

>> No.656048

>>656006
Necks in chibis and bobble headed characters usually don't really have realistic necks because of their retardedly huge heads though, that thing is passable imo

>> No.656051
File: 135 KB, 1516x855, xxx.jpg [View same] [iqdb] [saucenao] [google]
656051

>>653430

>> No.656056

>blender's default scene is still out of alignment
you think they would have fixed it by now but clearly it's beyond ton's ability

>> No.656058

>>656025
>professional
>daz
Oh, sweetie...
I highly doubt Daz is used in any professional environment, as powerful as its base meshes can be and everything.

As for Blender's shortcomings, there are plenty, but they're all minutiae the average hobbyist wouldn't concern themselves over.
It's things like lack of proper UV tools, less-than-desirable sculpting performance, poor retopo tools, terrible texturing suite, etc. etc. that can mostly be fixed with addons (save for the part about sculpting). Blender out of the box is a shit product, but know your addons and it's perfectly competent for an amateur.
Of course, you have to learn to complement your workflow with additional products, things like Substance Painter, Marvelous Designer, etc. because as much as Blender wants to be a be-all-end-all it simply cannot be one. No software can. (except for maybe Houdini but even it's still got a ways to go)

>> No.656075
File: 342 KB, 1920x1080, witch-shape-keys.jpg [View same] [iqdb] [saucenao] [google]
656075

>>655918
Yeah, I came to that same realization eventually, I currently have reduced the face bones down to a few bones in the eyelids, used to open/close them and to displace the eyelids by the eyes cornea. Then a jaw bone because large rotations are difficult to create with shape keys and a few more bones in the lips so that I can nudge them around a bit to make them fit precisely around whatever they are sucking on.

>>655959
The only modifier other than the armature on my mesh is a triangulate (which i turn on only occasionally because it slows down blender a lot) and the triangulation can be applied in edit mode before export, just remember to not save that triangulated mesh.

>>655919
I believe most models have shapes like that.

>>655983
>signalize major steps in the animation
You can add markers to your animation (toggle "show pose markers" so that they are bound to your current action).

I guess you can't set a color for shape keys but then I'm not going to animate them directly anyway. I'll use a rig to control the facial expressions and bones can be colored nicely.

>> No.656076

>>656075
Whoops! Can't show that in a christian board!

>> No.656077
File: 57 KB, 1600x900, witch-sfw.jpg [View same] [iqdb] [saucenao] [google]
656077

>>656076
But there is nothing visible.

>> No.656078
File: 12 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
656078

>>656075
>and to displace the eyelids by the eyes cornea.
how does that work?

Do you use a panel like pic related to manage your shapekeys or do you do it all in the blender UI?

>> No.656088
File: 196 KB, 500x900, witch-eyes.webm [View same] [iqdb] [saucenao] [google]
656088

>>656078
I'm displacing the bones depending on the eyes rotation.
For the shapes I want to try putting the controls on her face. I'm currently still building my shape keys, so I haven't made the controls yet.

>> No.656089

>>656041
instancing
>>656058
wow the propaganda horn is blowin hard today, how many shekels did you get paid to write this piece

>> No.656092

How do I animate fire alighting all the way around starting and ending at the top of a circle?

>> No.656093

>>656089
Which part of that post came across as propaganda, and propaganda for what?

>> No.656094

>>656089
Blender can do instancing? As in working with many copies of an object without loading everything in memory?

>> No.656095
File: 3.87 MB, 580x844, Webp.net-gifmaker (38).gif [View same] [iqdb] [saucenao] [google]
656095

rigged the face

>> No.656096

>>656092
maybe a particle system with density bound to an animated mask?

>> No.656098

>>656094
https://www.youtube.com/watch?v=oEAPtX6-bjc
>>656093
whatever you insert brand names on a thread that is dedicated to free software

>> No.656099

>>656098
Wow, typical blendlet. If you really dislike the fact that I just named a few other software that complement Blender incredibly well, you're really close-minded. Look, I'm all for free stuff, but you eventually have to realise that it's worth paying sometimes. Plus, you know you can get them for free pretty easily.
And I'm not trying to deny Blender's capabilities here, it's very strong in respect to poly-modelling and I use Cycles as my main renderer. But if you're trying to tell me Texture Paint is on the level of SP, and I can make clothing in Blender as painlessly and seamlessly (heh) as in MD, you're a goddamn joke and a liar.
Seriously, you want to argue for the thing you love? Know its weak points, know when to concede, and you can build a convincing argument off that.

>> No.656102

>>656099
i agree with the stuff you said but there are few things you are missing.

1.not everyone like to work in these programs
2.not everyone needs top of the line tools to do certain things.
3.some people work faster in a certain environment.

>> No.656105

>>656102
And that's fine. Read my initial post where I say that Blender is
>perfectly competent for an amateur.
It's a wonderful program to use, especially when you're not doing >muh realism and you just want to do all your low-poly/NPR shenanigans. There's just a certain line you won't be able to cross in Blender's current state, and you just have to be aware of that.
And just for the future, please don't use "not everyone like to work in these programs" as a reason. It's really weak.
>hey why don't you use [x]?
>oh i don't like it
>why don't you like it?
>i just don't
is what using a reason like that comes across as. You've been on the other side of the argument, you know you want that person to tell you what's wrong.

>> No.656106

>>656105
yes, you don't need a lamborghini aventador to get from a to b. what there is not the understand?
that is literally your logic. you need a tool designed for hollywood just to texture the butthole of your waifu.

>There's just a certain line you won't be able to cross in Blender's current state
and you sure know about that

>> No.656108

>>656106
>what there is not the understand?
Jeez, should have known I was dealing with an ESL.
You're glossing over a lot of the different facets of my posts and just condensing it into the fact that I don't think Blender's capable of anything. Which is just not the case.
Reread >>656105 where I explicitly state that there are different use cases for everything. To use your analogy, yes, I prefer the Aventador if I'm gonna go for some high-speed rides across the countryside, but I don't mind taking a quaint little sedan down to the local market to pick up some groceries.
>you need a tool designed for hollywood just to texture the butthole of your waifu.
And now you're just putting words in my mouth. Where have I ever said that you _need_ a tool outside of Blender? Different use cases, like you've always said. And look, you want to continue using the butthole thing? Sure. Let's say I'm trying to do a Photorealistic Anus, obviously Blender wouldn't be the tool for that. But if I'm just doing some simple texture for my waifu, I'd just handpaint it in Blender. It's what its Texture Paint mode is best at.
>and you sure know about that
And you clearly don't.

You're misunderstanding me. Pretty damn badly. And I don't want to treat you like a child and dumb down my language, so just go over my posts again, sit down and process what they mean.

>> No.656109

>>654240
>>654033
Blender has no problem with millions of polygons, what are you even talking about?
Maya, on the other hand, has massive problems with memory leaks, which makes Quad draw slow as fuck randomly. No heavy topology needed.

>> No.656110

>>656108
yes i did read your posts my man. but let me teach you how to construct arguments properly.

>As for Blender's shortcomings, there are plenty, but they're all minutiae the average hobbyist wouldn't concern themselves over.
It's things like lack of proper UV tools, less-than-desirable sculpting performance, poor retopo tools, terrible texturing suite

what you said there was an opinion. TRUE AS IT MAY BE. you still need conviction.
and to do that you need evidence,facts etc. so lets say i agree with you, but you need to explain why, otherwise its just an opinion.

i can also say that zbrush sucks donkey balls, but its just an opinion, and not one is obligated to take my word for it.

>> No.656112

>>656110
Now this is just... new. The fact that you can't differentiate fact from opinion is bewildering.
Let's break down your statement before I assert my points.
>i can also say that zbrush sucks donkey balls, but its just an opinion, and not one is obligated to take my word for it.
It's true that that's an opinion. But if you said "Zbrush has poor viewport performance", that's no longer an opinion. That's you trying to assert a fact at that point. It doesn't matter if it's a wrong statement, it's still you trying to put forth knowledge about the matter.

Fact = establishing your knowledge about something
Opinion = stating what you feel about something

>I feel Blender's UV tools are incomplete
That's an opinion.
>Blender's UV tools are incomplete
That's fact.

Now that we've clarified the differences between fact and opinion...
I'm not going to go over _every single thing_ lacking, because that's gonna take forever.

>lack of proper UV tools
Maya's Optimize UV tool. Blender does have a Relax UVs brush, but it doesn't compensate for overlaps.

>less-than-desirable sculpting performance
I'll start off by saying it's an unfair comparison since I'll be using Zbrush and Zbrush is just _unique_, but if you can handle a 10M sculpt as smoothly in Blender as in Zbrush, well, I want to borrow your rig. Plus, the whole current optimisation issues with 2.8 as you can see in >>655535.

>poor retopo tools
No autoretopo functionality; the fact that you need Retopoflow (i.e. addons) to get a comfortable and fast retopo experience should be enough.

>terrible texturing suite
>>654944. Accomplish something like that with Blender's texturing tools in a humanly-sensible span of time and I'll commend you. It's possible, I'm not saying that it's not, but it's going to take forever. Also, pretty sure the weaponanon in the rest of that thread was using Substance too.

Happy now?

>> No.656113

>>656112
>I feel Blender's UV tools are incomplete
okay why do you feel this way?
>Blender's UV tools are incomplete
but why?
>it is missing the function of _____. the UV cutting tool is not working well like in _____. where you just select things in 1 click.
fair enough.

>poor retopo tools
okay, is this a feeling or a fact?
>fact
okay, but why?
>because there is no auto-retopo function
have you tried using decimate?
>no
then what do you mean by auto-retopo?
>laying out stripes of mesh based on the camera angle, depending on where you select
okay, have you tried ctrl extrude?
>no.
okay i agree.

>> No.656114

>>656075
>>656077
>>656088
Senpai, can you teach me how to make models like you? It's so good.

>> No.656116

>>656112
>but it doesn't compensate for overlaps.
then you select the overlap, cut and replace. it takes roughly 5 seconds.
>No autoretopo functionality
no one uses autoretopo. and even if you did used autoretopo for static objects. manual retopo would still be better. and yes i have tried to bake auto-retopo. sometimes its either too dense or too simple. and the guidance tools won't repair that.

>Accomplish something like that with Blender's texturing tools in a humanly-sensible span of time and I'll commend you.
you mean the lack of smart material that use world space? yes i agree. but we all know blender doesn't have that. so does maya, big fucking whoop.
>less-than-desirable sculpting performance
of course it does, im not denying that.

>> No.656122
File: 864 KB, 304x228, optimiseuv.gif [View same] [iqdb] [saucenao] [google]
656122

>>656113
Can't tell what your drivel is going on about here, maybe you're trying to break down the thought process for me?

Anyway:
>have you tried using decimate?
Not a valid retopo method. Goal is to have quads and sensible edge flow around.
>okay, have you tried ctrl extrude?
Inefficient compared to dedicated methods like Maya's Quad Draw & Max's Freeform. Sure, you can try to approximate those by going through the loops; setting up shrinkwrap modifiers and enabling F2 from the addons menu, but it still doesn't give you the same level of flexibility. Additionally, F2's an addon disabled by default, i.e. not an out-of-the-box functionality.

>>656116
>then you select the overlap, cut and replace. it takes roughly 5 seconds.
Yeah, no, it's not as simple as that. Sure, it ultimately lies on the artist to not be such a fuckup in the first place, but sometimes you get shit like that and you just want to solve it without any hassle. Plus, why take 5 when it can take just 1? That time difference adds up. Pic related, the Optimize UV tool I referenced. And yes, I already checked, Blender's UV Sculpting tools can't do anything like that.
>no one uses autoretopo.
Tools like Instant Meshes, Zbrush's Zremesher and many many more addons for various programs (including Blender) means there's a demand for them. But fair enough, manual human-guided topology is still better than the current methods at the time. Furthermore, Max and Maya don't have autoretopo tools of their own, so sure, give this section a pass.
>but we all know blender doesn't have that. so does maya, big fucking whoop.
Hey now, don't move the goalposts! Maya doesn't have that, and that's fine. Because texturing isn't part of what Maya can do. But Blender? A texturing suite is part of Blender's core functionalities, so it's open to all criticism.

>> No.656123

>>656122
>And yes, I already checked, Blender's UV Sculpting tools can't do anything like that.
Small correction, Relax brush set to HC solves overlaps to some degree. Still, its UV relaxing algorithms are pretty damn poor compared to other offerings and even basic UV relaxation functionality is lacking. (e.g. Max offers UV relaxation through face angles, edge angles, centres, etc. Blender's is just "Minimize stretch")

Anyway, congrats for making me sound like I'm anti-Blender. I'm really just trying to point out that no, while it is still a good software, it can't do everything.
I'm sure there's a whole novel on how Blender's rigging pales in comparison to Maya's, but too bad I don't do rigging and thus don't have the knowledge to dispute that. I'd be confident that some anon has that all prepped somewhere though.

>> No.656125

>>656122
>Goal is to have quads and sensible edge flow around.
then do retopo like everyone else does. i haven't seen 1 industry person that uses zrememsher. and i watched quite alot of timelapses.
>Inefficient compared to dedicated methods like Maya's Quad Draw & Max's Freeform.
i just looked up quad draw. the only benefit i see is akin to shrinkwrap. and even if there was a benefit i don't think its that big of a deal.
auto merging is much more important than this, when it comes to speed.
>Sure, it ultimately lies on the artist to not be such a fuckup in the first place
good unwrap's rely on angles, once you figure out how angles work then you won't have problems such as this. this is why you can't unwrap a whole ear without cutting it in half.
>Because texturing isn't part of what Maya can do.
maya is a direct competitor to blender, or vice versa.
>>656123
by the way when it comes to relaxing meshes. it works better if you haven't subdivided your UV's when you unwrapped your model. because that creates the density to begin it. especially when unwrapping big chunks of organic models

>> No.656126

>>656125
oh and by the way, if there was no option to automerge in either blender or maya, i would completely move away from whatever program lacks this features. because the process of merge and apply takes a long time when dealing with a character

>> No.656127

>>656125
>maya is a direct competitor to blender, or vice versa.
You have to factor the fact that Blender's trying to be a direct competitor to _everyone_, hence why it gets faced with hostility so often. And it's the only reason why people bother bringing up all these other programs to compare it to. Hell, you could probably go on a tirade about how Blender's video editing sucks compared to Premier or Vegas but that's just bullying the scrawny kid at school at that point.

>> No.656128

>>656126
cont.
and btw i agree that rigify and retopofolow is massive when it comes to making art (even auto-rig).
and in the end, i think maya has an edge over blender. but its not tremendous like people make it out to be, if you can work with c4d you can also work with blender. there is no need to be extra meticulous

>> No.656129

>>656127
pay not attention to the fanboys and little kids.
everything that was written for blender was made to give an alternative. (including evee and cycles).
when people cheer for blender and they write stupid shit that involves alot of hyperbole is because they feel good they can create art for free.
the reason why the compositor and the video editor were built is because there was no alternative other than 'openshot'.
when people say evee is better than octane or UE4 i want to punch them in the face, because it hurts real artists and its fucking false.

>> No.656132
File: 32 KB, 460x460, catnip.jpg [View same] [iqdb] [saucenao] [google]
656132

>>656129
Imagine being this fucking butthurt that a superior program is available for free when he has bought some shit that's out of date.

>> No.656134

>>656098
>https://www.youtube.com/watch?v=oEAPtX6-bjc
Is there a way to do that without showing the full geometry for each instance? Say, showing just a bounding box. Otherwise it will load the viewport too much as the number of instances increases.

>> No.656138
File: 20 KB, 272x301, 2018-12-16 14_27_41-Blender.png [View same] [iqdb] [saucenao] [google]
656138

>>656134
i assume you go to object settings, and click draw type, bounds.
also the extra object comes as empty, so who knows if those are real verticies.

>> No.656140
File: 1.71 MB, 3573x2754, IMG_20181124_201908_534.jpg [View same] [iqdb] [saucenao] [google]
656140

>>653682
Fuller should not end before the guard

>> No.656143

>>656138
That's neat, thanks.

>so who knows if those are real verticies.
If you see them, the GPU is calculating them. Instances lessen the impact on VRAM, but they still have to be shown, that's why using simpler geometry in their place is often necessary.

>> No.656144
File: 2.67 MB, 1600x900, witch-sculpt.webm [View same] [iqdb] [saucenao] [google]
656144

>>656114
I don't know, I haven't been doing this 3d stuff for that long (around 2 years since I started to do more than simple programmer art which I needed to test my engine development). I have a shit ton of drawing/painting experience though.
If you want tips about what to learn I can only emphasize that you should stick to realistic stuff, from an artistic standpoint it's a dead end (with 3D scanning and motion capture becoming more and more prevalent). But it's the easiest kind of artwork to criticise with stylized stuff there is always the question whether what you did was intentional or not. Also use references as much as you can (a mirror is still an invaluable tool) and if you are german "gottfried bammes die gestalt des menschen" is still the best anatomy book I've read (admittedly it's very difficult to read).

>>656112
>10M sculpt as smoothly in Blender
15M poly / 30M tris work just fine for me in Blender.

>>656122
>Pic related, the Optimize UV tool I referenced.
The way i would solve that in blender is to pin all uv vertices, unpin the fucked up ones and then unwrap that part again, that gives certainly a cleaner result and is faster than sculpting around like shown in your gif.

>>656122
>Maya's Quad Draw & Max's Freeform
Unless I'm missing something you get the same result by extruding edges with "snap to surface" turned on, no shrinkwrap needed.

>> No.656157

>>656144
>15M poly / 30M tris work just fine for me in Blender.

Can you post a webm of you sculpting a 15m poly mesh in blender?

>> No.656158

>>656144
>15M poly / 30M tris work just fine for me in Blender.
So I looked into this and it turns out Dyntopo's the real culprit. My decrepit old system can handle sculpting on a 7-8M poly model before the lag hits, but Dyntopo on even just a primitive causes everything to screech to a halt.
>Unless I'm missing something you get the same result by extruding edges with "snap to surface" turned on, no shrinkwrap needed.
The big boy tools are slightly more advanced and flexible than just that. Like said already, you can achieve an approximation of that with F2, snap to surface and shrinkwrap (the modifier's really more for good measure than anything) but it's ever so slightly behind the dot-based system Quad Draw functions on and nothing like Freeform's PolyDraw in Max. Ctrl+clicking to extrude edges almost gives you PolyDraw-esque functionality, but you can't even do the stroke stuff that it does without any addons.

Once again, not trying to shill for the "competitors", just trying to enlighten you guys on what Blender can and can't do.

>> No.656159

>>656157
My dude... check the webm attached to his post again.

>> No.656161

>>656159

keke my bad, I'm a bit retarded.

>> No.656167

>>656158
it only allows you to draw out 'sleeves' on stuff. but its not a big deal since you can't do that on the areas that matter like the face and hands.
you save speed on something that was easy to do anyway

>> No.656173
File: 111 KB, 944x632, ui.jpg [View same] [iqdb] [saucenao] [google]
656173

>>656007
Its just gonna be for my game. I dont know how to change blender source code


>>656144
What kind of ghardware? Mine lags like crazy at only 5 million on an intel 2500K+ 1060GTX + 8GB 1366 ram

>> No.656179

>>656088
Talentless SFM scum here. You mentioned FACS in the wip thread. I spent a couple of days looking at different ways to use shapes for facial control. The best information on FACS I've found is the source for Half-Life models.
The main problem seems to be not just defining high-level controls using AU's, but also how the high-level controls interact.
For example, this is from a model compile file:

%right_open = smile + right_part * (1 - smile) + right_puckerer + right_funneler + right_upper_raiser * 0.5 + lower_lip * 0.5
%right_lip_suppressor = (1 / %right_open) * (1 - presser) * (1 - bite)
%AU10R = right_upper_raiser * (right_upper_raiser * 0.5 * %right_lip_suppressor)

Here, smile, right_part, smile, right_puckerer, right_funneler, right_upper_raiser, lower_lip, presser and bite are high-level facial controls (presented as sliders for the user in SFM).
The last line defines AU10R, the upper lip raiser - the actual shape key that acts on the model. The other %'s are local variables.

It seems more trouble than it's worth.

>> No.656182

>>656173
shes so damn sexy, i just want to lick her tummy

>> No.656183

>>656075

Are those drivers/bones to control the shapekeys? If yes, do you think it helped your animating process alot?

Ive tried looking into that multiple times but i felt like my time spent better doing other stuff.

>> No.656193
File: 538 KB, 2160x3840, 1.jpg [View same] [iqdb] [saucenao] [google]
656193

I downloaded this program yesterday, made a donut and now I'm posing animes

>> No.656202

In Blender 2.8 how do you duplicate a composite object? I thought to put it in collection and duplicate the collection but that doesn't seem to work.

>> No.656204
File: 1.82 MB, 250x364, Webp.net-gifmaker (40).gif [View same] [iqdb] [saucenao] [google]
656204

test animation

>> No.656208

>>656204

organic aux port?

>> No.656212
File: 507 KB, 3840x2160, lamps.jpg [View same] [iqdb] [saucenao] [google]
656212

>>656193
Made some lamps

>> No.656213
File: 27 KB, 500x900, witch-bones-for-everything.jpg [View same] [iqdb] [saucenao] [google]
656213

>>656193
Nice! But does it have the really important features for anime, like my model does?

>>656158
>The big boy tools are slightly more advanced and flexible than just that.
But i don't know what I'm missing out on unless you explain me what they do that blender can't. The few videos I watched about that looked like exactly the same thing I get by extruding edges with snap to surface.

>>656173
8700k, 1070ti, 32GB 3200, 960 Evo 500GB. I think sculpting in blender is mostly CPU single core performance.

>>656179
Yeah, but i like nice controls that I can place on top of the face so that I can pull them around more intuitively instead pushing sliders or directly manipulating the values of the shape keys.

>>656183
Yes, the whole body is animated by manipulating 20 bones everything else is procedurally driven, I never touch any of those shape keys. For example the elbow keys turn on as soon as I start to bend her arms.
Then I have around 50 bones more to control her fingers, vagina, penis/strap-on, butt hole etc.
I guess my approach to animation is like that because I'm a computer scientist and want to automate as much as possible.

>>656204
Is that automated? Physics simulation? Faked with cloth sim? We need more details.

>> No.656222

>>656208
yes

>> No.656224
File: 144 KB, 460x558, Screenshot 2018-12-16_23-20-17.png [View same] [iqdb] [saucenao] [google]
656224

>>656213
i just used some bones and positioned them how they are supposed to change

>> No.656229
File: 353 KB, 3840x2160, 2.jpg [View same] [iqdb] [saucenao] [google]
656229

>> No.656233

>>656213
>But i don't know what I'm missing out on unless you explain me what they do that blender can't.
I highly doubt I need to spoonfeed you videos, here's the relevant manual page for PolyDraw:
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-9FDF41F1-C576-4888-B183-78706E5EAEC0-htm.html
>The few videos I watched about that looked like exactly the same thing I get by extruding edges with snap to surface.
You could say that about every retopology method out there, couldn't you? It's about the convenience. Being able to lay down foundations just with a few mouse drags here and there is far more efficient than extruding every edge, even if it's time savings of a few seconds.
Once more, really not trying to come into here and shit things up. It's past bump limit anyways. Same functionality can be added to Blender with an addon like Retopoflow. Even the built-in addon BSurfaces can do something similar.

Anyway, nice dick, witch dev. Really like your artstyle. Keep it up.

>> No.656236

Anyway, here you boys go:
>>656235
>>656235
Thought the /blender/ usually had an anon that'd keep the lights on, but hey, just another general to take care of.
Keep the rest of this "what blender can / can't do" talk in this thread, please.

>> No.656269

>>656208
Bandwidth: in the megabuckets/s.

>> No.656299
File: 221 KB, 540x540, untitled.png [View same] [iqdb] [saucenao] [google]
656299

>>656144
I realized when modelling the eye that my goal of making 3d porn might be over ambitious. I feel like I need classes for getting basics right. I had no clue of how texturing works - bump maps, mask maps, normal maps - i was thinking of giving up because I don't get a lot of time but I decided to take deal with it and work on it step by step.
I am not German and the book is 400+ pages but I do need a book or guide to learn the modelling and the workflow like which maps does what, when to use what map, how to make the model efficient, etc.
Tell me some online video course if you know.

>> No.656418 [DELETED] 
File: 12 KB, 319x202, openglrender.png [View same] [iqdb] [saucenao] [google]
656418

>>654673

>> No.656465

>>656299
>I do need a book or guide to learn the modelling and the workflow like which maps does what, when to use what map, how to make the model efficient
Thankfully it's mostly PBR everywhere now which means things are pretty similar in different programs, the polycount wiki is probably a good start to learn about it: http://wiki.polycount.com/wiki/PBR
Making a model efficient depends on many things (renderer? realtime? target hardware? etc.)
I haven't read any books about those things as I'm coming from a comp science background and was reading the papers as PBR was introduced for the first time and started to get implemented in different engines, I even wrote my own PBR shaders back then.

>> No.656632
File: 81 KB, 600x400, ZS_vio.jpg [View same] [iqdb] [saucenao] [google]
656632

just a quick question; how would you go on to make a low poly model of picrelated?

>> No.656642

>>655535
What's your viewport quality at? Does lowering it change the perfs?

>> No.656650

>>656632
Make an UV sphere and use proportional editing to pull the top and scale down the middle section.

>> No.656651

>>655566
Optimizing 2.8 would mean to revert back to 2.79, so no, that's not gonna happen.

>> No.656653

Just a reminder there is already a new blender thread:
>>656235
>>656235
>>656235

>> No.657678
File: 340 KB, 1737x1152, cormackcgatb.jpg [View same] [iqdb] [saucenao] [google]
657678

>>655832
I swear that face reminds me of John Cormack for some reason.

>> No.659901
File: 1.08 MB, 1250x1250, render 04.png [View same] [iqdb] [saucenao] [google]
659901

>>653430

Modeled with blender sculpt and some array and nurbs modifiers only. basic nodes materials. Feedback appreciated, trying to spice this up a bit, especially want to fill the backround in. Wont probably keep this camera angle either. Just making some nice artsy stuff to show off

>> No.659902
File: 886 KB, 1131x1225, render 04 2.png [View same] [iqdb] [saucenao] [google]
659902

>>659901
Unrendered