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/3/ - 3DCG


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File: 2.66 MB, 2000x3295, 2ba40dce9daba341222b4930059c8513954c052a.jpg [View same] [iqdb] [saucenao] [google]
695901 No.695901 [Reply] [Original]

Previous thread: >>693423

>> No.695902
File: 116 KB, 576x422, 2019-08-25-1566684131_576x422_.png [View same] [iqdb] [saucenao] [google]
695902

updates on the polybuid tool
https://twitter.com/pablodp606/status/1164953947628539906

>> No.695907

>>695902
Stop it, Pablo. We need you to work on the texturing tools, not make fucking Quad Draw 2.0.

>> No.695908

>>695907
It really feels a bit like he gets himself into WAY too many projects at once but we'll see how this will turn out.
Maybe he just has several projects so that he doesn't get too frustrated when it doesn't flow well on one and then you work on some other project to clear your mind a bit. At least that's what I do in art projects and it works well if you don't get overboard with the amount of shit you start and actually finish them too.

>> No.695970

>>695907
armorpaint.org

>> No.695972

Noob question. I was just putting in some keyframes and suddenly my rig will move but the mesh won't move with it. What gives? I could move it when the bone locations were yellow but I can't move them when they're green and I'm not sure why.

>> No.695979

Could someone help me in getting a better shader for Eevee? Mine sucks.

>> No.695980

>>695907
Whats the point? Everyone and their grandma uses substance for texturing anyway, and once you get a taste there's no going back to photoshop or w/e.

I'd rather have some new modeling features that's actually useful..

>> No.695982

>>695970
the dev of it forces some format bullshit on you that only his program uses, so fuck him

>> No.695983

>>695980
The point is that Blender tries to be a complete package that has everything you need and even they admit that their painting are is insufficient compared to the alternatives.
Pablo is doing a great job and delivered so far so I have no doubt that he will eventually get there after the sculpting branch got merged with the master. He seems to be a bit annoyed by the current viewport of Blender so I'd bet he is also really trying together with all the others to get that fixed too because more and more people seem to complain about the slow edit mode performance.

>> No.695984

>>695983
*their painting mode

>> No.695991

>>695907
Why? It makes more sense to make blender even more up to standard (or ahead of) for modeling and sculpting than it does texturing, as literally every software textures in substance anyway

>> No.695992
File: 397 KB, 607x499, 280dark_281blue.gif [View same] [iqdb] [saucenao] [google]
695992

>this performance at 393k faces

oof oh oof

>> No.695993
File: 2.81 MB, 3152x1683, 1566647144841.png [View same] [iqdb] [saucenao] [google]
695993

>>695979

Image didn't uploaded, sorry.

>> No.695994

>>695992
HEY that's at least 2fps better than 2.80!

>> No.695997

>>695982
It export maps just like any other texturing software..

>> No.695998

>>695992
Do people really work on 400k poly meshes in edit mode? It works fine in sculpt mode with multi-res.

>> No.695999

>>695998
Oh, and to be clear, I'm not defending this, just genuinely curious.

>> No.696000

>>695998
Well there are quite a few sculpters who add geometry on their sculpting mesh. For example quick sculpts where the clothing is part of the same mesh.
Then again it is in any case smarter to have things separate. But I have to say things get choppy wayyyy before 400k are reached, at least on my PC.

>> No.696002

>>696000
Time shouldn't be diverted away from actual useful things to appease meme quicksculpts

>> No.696003
File: 295 KB, 743x526, 502.png [View same] [iqdb] [saucenao] [google]
696003

>>695998
>what is photogrammetry
>what are models from 2019

>> No.696010

>>695970
>>695997
Not that guy, but he's right.
Armorpaint is just auseless little hobby project by a retard who resfuses to use Blender's own system. Which means there are NO MATERIALS. You ahve to make ALL materials from scratch, with his own proprietary node system.

>> No.696011

>>696003
That's subdivided you fucking retard. You should know this simply by taking a quick glance at it.

>> No.696013

>>696011
It's a joke you fucking retard.

>> No.696015

>>696013
Oh, so you were "merely pretending to be retarded"? Got it.

>> No.696016

>>696015
The game shaders might very well be tessellating the ass for animation and that might just be a rip of the vertex buffer.

If you don't understand the humor I feel bad for you.

>> No.696017

>>696016
Your "humor" is garbage and so are you.
And no, the game doesn't tesselate the characters, faggot.

>> No.696018

>>696017
I take it back, I don't feel sorry for you. You are just an autistic asshole.

>> No.696024

>>696017
People like you are killing this community.

>> No.696025
File: 737 KB, 1341x770, problem.png [View same] [iqdb] [saucenao] [google]
696025

Is there an easy way to get this manifold for 3D printing? I've used the boolean modifier to cut out a hole

>> No.696029
File: 597 KB, 750x950, A16C7CE3-CEEF-48DE-A736-FE9EF684A47A.jpg [View same] [iqdb] [saucenao] [google]
696029

>>696017
So what’s it like being a cunt with extra chromosomes

>> No.696030

>>695998
If you use subdivision you get there quickly. 5k cage + 2 subdiv = 80k polys. This is what makes Blender currently unusable for subdivision modeling.

>> No.696040

>>696024
Back to rebbit, newfriend.
There is no "community" here.

>> No.696042

>>696040
Whatever you call it, it would be a lot better if you left.

>> No.696049

>>696042
But I won't. Maybe you'd have a better time if you went back to your own kind?
A post like that would probably net you a bunch of upboats there.

>> No.696050

>>696049
Well, I look forward to seeing your next contribution to the thread.

>> No.696051

>>696050
Here (you) are

>> No.696053

>>696025
>easy way
Blender has some 3D sculpting tools that has a one-click manifold solution but I'd also just triangulate it beforehand

>> No.696066

>>696053
Thanks, I did it manually this time but I'll investigate and give it a try for next time.

>> No.696075

>>696025
VDB remesh

>> No.696080
File: 38 KB, 904x779, macs.jpg [View same] [iqdb] [saucenao] [google]
696080

>>695901
>Be 3D generalist, do rigging jobs for quick easy money
>Guy wants rig done; send fbx file
>"BTW" he says, "I'll need a Blend file back"
>WTF i think and say "Mate i don't use blender, as you sent an fbx i assume you don't already have a character setup with controls to need a blend file vs the fbx"
>He says "Ohh, nvm then ty anyway"
>unfriends me on discord.

Are all Blender users ***** *******?

>> No.696086

>>696080
yes and so are you, retard.
> customer asks for X in a plastic bag
> b-but i only sell X and not plastic bags
> lose potential customer because you are to dumb to put it in a $0.02 bag.

you could have downloaded blender, imported your rigged fbx, saved the project and sent him the file.
5 minutes of work to get the job and cash.

>> No.696106

>>696080
>***** *******?
What did he mean by this?

>> No.696115

>>696086
You think moving a rig between software is that easy?

>> No.696116

>>696115
With Blender™, everything is easy.

>> No.696118

>>696080
Did you send him the shit before getting paid?

>> No.696122

>>696116
*except having a stable income

>> No.696123

>>696086
I see you don't know shit about rigging.
And he is an Blender-user.
Why am i not suprised?

>> No.696126

>>696080
>>696086
Am I missing something? My understanding is that "rigging" means not just building a skeleton and binding the skin, but also building a full set of control surfaces for it. The joints and binding can be transferred in an FBX, but the controls probably can't be unless they're limited to very simple parent constraints. A sufficiently complicated rig gets DCC-specific very quickly (set driven keys, custom attributes).

So what exactly do you mean by "quick rigging jobs"? Skeleton only? Am I completely out of touch... maybe moving full rigs between packages is commonplace now?

>> No.696132

>>696080
>using discord
lmao

>> No.696144

>>696080
>Sending the file before getting paid
I don't even feel bad for you.

>> No.696146
File: 343 KB, 1563x969, blender_2019-08-25_16-31-16.png [View same] [iqdb] [saucenao] [google]
696146

did a tutorial but i'm to stupid to figure out how to add colors to this shit

>> No.696153

>>695972
Please help me. And actually it's the transform of the bone that turns from green to yellow, not the location.

>> No.696154

>>696080
You should post it here so now everybody has it and its not special to him anymore

>> No.696157

>>696146
Materials > Add > *node and settings will appear* > Base Color
By default you will have Principled BSDF, you can type it in google and look how to tweak settings to have certain looks and materials

>> No.696159

>>696157
I'm doing cross sections right now
When I add a bsdf it just becomes a solid object which isn't what I'm going for

>> No.696161

>>696159
Can you explain what exactly you want to achieve?
As I understand, you want to intersected part of your geometry to be colorized while rest remains transparent?
I'm just learning few months so all I could suggest is basic material, if you want some advanced stuff it will involve node tweaking which I'm incapable of right now but could bounce suggestions so you can have an idea what to type in google

>> No.696172

I have a multires on one of my assets with the lowest polycount being 1k and the highest being a 2m sculpt. If I wanted to rig this for non-realtime animation what would be the best method?
To my knowledge there are a few different ways of handling this, but I'm unsure of which would be best.

>> No.696184
File: 342 KB, 570x484, file.png [View same] [iqdb] [saucenao] [google]
696184

gonna break the mold here by asking a question-
is it wrong/are there any downsides to selecting certain areas and subdividing them when sculpting? Im working on these lips and it's becoming frustrating trying to get them the right shape when i have so little vertices to work with
would selecting just the mouth area in edit more and subdividing lead to any problems later on?

>> No.696190

>>696184
Seeing as how you're going to retopo that thing later, no.

>> No.696210

>>696122
if you are an artist who can’t put the work in to make money, then no amount of paid software will change it. It’s not the tools but the end result that earns money with art, I have my doubts that the people talking shit about blender users is anything but jealousy, you had to pay for your tools and they didn’t.
Unless you pirate your software, in that case you’re no better than the “poor” people you hate on. If you actually had fuck you money, you wouldn’t waste your time on imageboards being salty.

>> No.696221

Is Flip Fluids worth it or is it just a faster version of the built in fluid sim?

>> No.696233

>>696210
I am not him, but I'll take your arguments apart.
>It’s not the tools but the end result that earns money
Then try to render an huge Micheal Bay style explosion with Blender instead of using Houdini or Max +FumeFX and see how far you'll get (nowhere near realism).
It's the ability of the artist AND the ability of the tool. Tools are NOT equal. Neither are Artist.
>I have my doubts that the people talking shit about blender users is anything but jealousy, you had to pay for your tools and they didn’t.
Nah man, if you are earning money, the tools pay for them self and if you work for somebody else you don't pay for your tools, they do.
Also tax offsets are a thing.
And why should people be jealous?
>Unless you pirate your software, in that case you’re no better than the “poor” people you hate on.
Its not about being poor, its about having access to the best tools for the job so you don't have to waste precious lifetime. Use better tools and do more in the time or reach a higher level of quality.
You can sculpt a piece of cloth for days or sim it in Marvelous Designer in 10 minutes and it will look as good or better.

>> No.696234

>>696221
No, its a complete separate fluid solver.
The build in sim tools are shit.

>> No.696244

Please tell me Blender has preserve UVs tool. And please don't tell me that shitty magic UV addon is the only option.

>> No.696274

>>696244

Uninstall blengarbage and use good software

>> No.696282

>>696274
I don't have trouble with switching between them and I guess I'll have to use Maya for a while now because I'll be needing this feature a lot atm. But as long as I can do everything I need in Blender, I stick to it because it's comfy af to me, idgaf.

>> No.696289

>>696274
>go into thread about software you don't like
>proceed to shitpost about software you don't like
kys

>> No.696298

>>696244
>Please tell me Blender has preserve UVs tool.
It appears to have it for the slide operation only: https://blender.stackexchange.com/questions/27980/preserve-uvs-when-modifying-topology

>> No.696302

>>696298
Yeah, but that's not enough. With Max and Maya it's very easy it and it just works, but apparently Blender doesn't have anything like that. But I could swear I've seen a Gleb Alexandrov's video once where he showed how to do it. Actually I'll have to try to find it now. But otherwise, there's a Magic UV addon you can add in preferences, and it has a "lock" option which is supposed to function like Preserve UVs, but the problem is it is very buggy and if you start moving vertices too far away at some point the texture gets fucked and errors start appearing.

>> No.696312
File: 149 KB, 1554x1565, broadsword_tip.jpg [View same] [iqdb] [saucenao] [google]
696312

Need some help with the topology of the tip of this broadsword, not sure how to end it without weird normals?

>> No.696317
File: 237 KB, 1554x1565, swörd.jpg [View same] [iqdb] [saucenao] [google]
696317

>>696312
If you're doing a single smoothing group for whatever reason do something like pic related. For A low poly sword I'd use different groups tho.

>> No.696322
File: 132 KB, 1117x1509, Capture.jpg [View same] [iqdb] [saucenao] [google]
696322

>>696317
I think I'm going to have to practice making smooth edges

>> No.696324

>>696302
Can you just duplicate the object and transfer the UVs when your done?

>> No.696329
File: 112 KB, 328x361, file.png [View same] [iqdb] [saucenao] [google]
696329

how important is it to avoid tri's in mesh modeling?
going through a cgcookie tutorial series and he stresses how you should only ever use tri's instead of quads when they have a specific purpose
but after looking through some models online, plenty of people use tri's at points where they arent serving any purpose other than allowing for more quads, but the models still look great

>> No.696344

>>696329
If your model doesn't deform, it doesn't matter if you use quads or tris, outside the ease of modeling.

>> No.696350

>>696344
by deform do you mean rigging or anything that moves the model's individual parts at all?
and if the model does deform, does that mean you should avoid tris?

>> No.696365

>>696344
Even if it doesn't deform, it matters if one is going to subdivide it, especially for hard-surface models. Subdivided tris = shading artifacts.

>> No.696366
File: 3 KB, 169x177, 1566657239767.png [View same] [iqdb] [saucenao] [google]
696366

They can't even make a proper shortcut.

>> No.696381

>>696366

It's been how many years already and they still don't have smoothing groups

>> No.696454

>>696381
why?

>> No.696456

>>696381
Why would i need smoothing groups?
Neither Maya or Cinema 4d has them, and i can get any edge sharp or smooth, so why do we should even want them?
Care to explain, is there a functionality i don't know of?

>> No.696479
File: 23 KB, 720x709, 1548685858468.jpg [View same] [iqdb] [saucenao] [google]
696479

How do you do anything when undo is so slow? Its 5 seconds of delay and another delay and another delay cycling through my selections to get to the part I want to undo. I keep everything on an SSD, I tried linking files, no improvement. How does the foundation make movies when every single file has so much undo delay? Does using a really powerful machine speed it up? Does only using ultra low poly scenes speed it up? It all seems so hopeless.

>> No.696481

Can someone with a cgpeers account help me seed the blender mammoth series?

>> No.696482
File: 396 KB, 1893x1045, dodgey dodge.jpg [View same] [iqdb] [saucenao] [google]
696482

Second time attempting to model a car. As a scrub, is this salvagable? Is it worth salvaging? Or would it be better for the learning process to just simply start over?

>> No.696484

>>696482
You're doing something very wrong with your topology, starting over won't fix it unless you learn why it ended up that way. Show the wireframe.

>> No.696486

>>696479
>How does the foundation make movies when every single file has so much undo delay?
They don't have such a problem. First, they block everything in Maya. And then, once they know what they need to do, they reproduce everything on Blender. This is how they find what needs to be improved on the software. And they don't need to undo anything, ever.

>> No.696491

>>696482
The absolute FUCK are you doing?
Dude, watch some tutorials first, it will make things so much easier for you in the long run.

>> No.696495
File: 150 KB, 824x570, SplinePatch_Jaguar7.jpg [View same] [iqdb] [saucenao] [google]
696495

>>696482
For cars there is no better way than using Spline/NURBS patches. After all, the later is still a standard in the automotive industry.

>> No.696498
File: 1.83 MB, 334x320, 1431.gif [View same] [iqdb] [saucenao] [google]
696498

>>696495
OOOOOOOOOOOOOOOOOOOOOOOOOOOFF

>> No.696501
File: 526 KB, 794x616, strange pink glow.png [View same] [iqdb] [saucenao] [google]
696501

Light passing through a glass material has this wrong pink glow to it. I got the material off the internet, so I get the feeling Im missing some simple step here. Googling is saying its an error for trying to reflect a missing texture but Im not sure how to fix that for a point light.

>> No.696502
File: 48 KB, 560x560, 2cfbbcbcfc8393fa52d6897e918e8013--large-black-ants-insects.jpg [View same] [iqdb] [saucenao] [google]
696502

>>695972
>>696153
Alright /3/ I'm done playing nice respond to my FUCKIGN post or me and the boys are sacking your fucking fridge

>> No.696503

hey blendlets, am I missing something?
I like the Alt+RM Nudge command to get to the cardinal orthographic views, but is there another command of mouse shortcut that will orient it on the local axes of the object I'm working on in edit mode?

>> No.696526
File: 367 KB, 1907x1027, dodge.jpg [View same] [iqdb] [saucenao] [google]
696526

>>696484
>>696491
>>696495
Basically a severe case of incompetence, obscenely retarded topology and piss-poor planning of extrusions.

>> No.696588
File: 156 KB, 700x805, f0a322aa7a3af52bbd97298f3298bdbaecc1e65e.jpg [View same] [iqdb] [saucenao] [google]
696588

>why yes, I was created in blender, how could you tell?

>> No.696589
File: 68 KB, 812x926, 79e6c2039006bb7aedba582da76d12c5bb80e576.jpg [View same] [iqdb] [saucenao] [google]
696589

>>696588
lol

>> No.696592

>>696502
Sadly I have no experience in animation

>> No.696598
File: 170 KB, 1080x1080, 2981C07B-F42F-4B69-8C63-FA7168A11233.jpg [View same] [iqdb] [saucenao] [google]
696598

>>696588
Eyes like paper cuts

>> No.696600

>>696598
almost nothing to complain about (even motherfucking peachfur on the cheeks) but what's up with the eyebrow reflection?

>> No.696613

>>696598
post pucci

>> No.696620

>>696526
show wireframe

>> No.696621

>>696598
im a noob when it comes to caracter art
how do people get skin materials like this?
take pictures of escorts or what

>> No.696623

>>696621
textures.xyz

https://www.twitter.com/Yokohara_h/status/1163842326126460929

>> No.696630

>>696588
What a waste of technology

>> No.696631

>>696526
Silence kiddo
NURBS or go fuckyourself

>> No.696642

>>696630
this

>> No.696819
File: 602 KB, 2508x1617, artifacts.png [View same] [iqdb] [saucenao] [google]
696819

Anons I just downloaded 3DS Max. I'm trying to import this character from Blender but I keep getting all these shitty artifacts. Whats up with that?

>> No.696825

what's the cheapest laptop I can get to do lowpoly modeling in blender? I already have a beefy desktop that can do any big rendering I need but I need a laptop that can do some 3D/gamedev work

>> No.696827

>>696819

That's are bounding boxes, not artifacts.

>> No.696828

>>696825
If you don't need to sculpt or render, you should be fine with basically anything. I would be more concerned about input. Do you plan to use an external mouse?

>> No.696832

>>696828
I don't normally sculpt but I was thinking of getting a 2in1 for the possibility, but generally yeah I'm planning to use an external mouse

>> No.696838

>>696819
Bounding boxes

>> No.696853

>>696827
>>696838
I see. Yeah I just noticed that they seem to have my bones in the center. What purpose do they serve, if any? What can I do to minimize them? Never seen those before working exclusively with Blender...

>> No.696855
File: 8 KB, 251x256, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
696855

>>696853
>What is a bounding box
Really anon?

Also every 3D package has some ability to display bounding boxes, either as selection or as object replacement when a certain vert/poly limit in the viewport is reached.

>> No.696858

>>696819
3ds calls these Selection Brackets. You can turn them off in the viewport configuration.

>> No.696862
File: 3.70 MB, 1940x2048, Capturar.png [View same] [iqdb] [saucenao] [google]
696862

Hello everyone
Finaly getting somewhere with the shaders. I think it just need some tweaking, C&C please.
Shader config and lightning improves your project so much holy fuck.

No rig ATM

>> No.696881

>>696862
Node setup?

>> No.696892
File: 1.34 MB, 709x661, mkbfe60395711.png [View same] [iqdb] [saucenao] [google]
696892

>>696862
Nude setup?

>> No.696916
File: 90 KB, 305x269, lip.png [View same] [iqdb] [saucenao] [google]
696916

haha lip

>> No.696917

>>696916
haha nice

>> No.696938

>>696862
Hair is waaaay too glossy. Looks like plastic.
Everything else looks alright enough though material wise.

>> No.696939

>>696862
gimme nodey

>> No.696947

>>696862

There seems to be a light coming from below her (reflection on her left leg) and that seems really weird?

Try using paramount lighting and giving the light some surfaces to bounce off around her.

>> No.696951

>>696916
it's just a buttcrack of someone who sat on a air vent grill for 4 hours

>> No.696952

>>696951
is there something you wanna tell us anon?

>> No.696960

how do u have hidden vertex by overlapping meshes to show up?

>> No.696986
File: 391 KB, 2345x1582, Capturar.png [View same] [iqdb] [saucenao] [google]
696986

Real simple stuff on the nodes, for those asking for it. And yes, i can't get the fucking hair right somehow. Idk man it looks flatty and wrong.

>> No.697019
File: 46 KB, 1103x678, wings to be smoothed.png [View same] [iqdb] [saucenao] [google]
697019

What would be the easiest way to smooth out the cross section of these wings? I could just use a ton of loop cuts and then manually adjust the vertexes but that might be time consuming. I tried the smooth vertex command but that messes up the fuselage

>> No.697023

>>697019
Read up on topology or watch some tutorials before continuing modelling.
One look at the model and i know that you are just wasting your time trying to find this out by yourself, nor will you get enough answers here without wasting time, nor will this thing ever look like a proper plane.
Go straight to the core of the problem which is you don't know shit about topology and you can easily change that fact in 30 minutes.
I don't have some recommendations, sorry, but you'll find plenty on youtube or ask google.
TL;DR
This model is fucked, cursed and un-salvageable for somebody like you, learn some basics and try again from scratch.

>> No.697114
File: 3.21 MB, 800x800, Kirby.gif [View same] [iqdb] [saucenao] [google]
697114

>>695901
Guys I don't know how to really work the compositor so hot, other than scale in compositor and film pixel width I didnt change much, how can I get it to look more stylized/pixelated

>> No.697115
File: 3.07 MB, 800x800, Pixel Kirby.gif [View same] [iqdb] [saucenao] [google]
697115

>>697114
this is what I got

>> No.697116

>>697019
Do what the other anon said, you can do this shit and get good in 200 years, or actually study about modelling techniques and get good in a week

>> No.697119

>>697019
>>697023

Topology basics are these:

Always aim for quads (4 vertices per face), and avoid tris (3 vertices per face). Try to keep each face as regular as you can (so close to a square, but it doesn't HAVE to be exactly a square of course).

When you have the low poly of your model completed, subdivide it twice to bring it up.

But really, do read up on proper topology. Also, follow along with some tutorials. There are some amazing ones on youtube (donuts!)

>> No.697135
File: 208 KB, 329x445, picard_2.png [View same] [iqdb] [saucenao] [google]
697135

>>697116
>get good in a week
yeah I know that kind of "good", that's usually Pajeet-tier modelling.

>> No.697137

>>697119
Unless your renderer sucks ass or you need deformation your quad autism is wasted

>> No.697182

>>697137
>Imagine being this unironically daft

If your low-poly model doesn't retain its shape when you subdivide it, you're doing shit wrong.

>> No.697200
File: 371 KB, 680x595, you're ngmi.png [View same] [iqdb] [saucenao] [google]
697200

>>697135

is "pajeet-tier" better than you? Yes? Then what's the problem? Is your inferiority complex so bad you're worried that you'll be satisfied with the results and decide that it's good enough? Worried about being a disappointment to yourself in finding out that getting good at something takes longer then a week?

>> No.697209
File: 665 KB, 1906x1522, Screen Shot 2019-08-31 at 4.40.45 PM.png [View same] [iqdb] [saucenao] [google]
697209

While rigging my model the viewport starting flickering a lot so I closed out of the program; I reopened it and the default cube and shit was fine, but as soon as I opened the model back up this shit happened. It just looks like this no matter what I do now but only this model. What the fuck?

>> No.697210

>>697209
Corrupted file. We Maya now, lol.

>> No.697211

>>697210
It's just bizarre that it worked fine until I started rigging. Go figure.

>> No.697282

>>697209
graphic card strong enought and/or healthy + enough cooling?
graphics drivers up to date?

>> No.697336

I started sculpting with multires before mirroring an object designed to be symmetrical. Apparently you aren't supposed to do that and now my mirror modifier doesn't work, so I'm left with only one half of a sculpt that doesn't mirror correctly.
Are there any workarounds to this or am I doomed to retopologize and shrinkwrap my detail back?

>> No.697338

>>697209
damn she shoved that dildo pretty deep

>> No.697342

hey blendlets,
use this for your ArchViz
https://www.grafixfather.com/archipack-latest-for-blender-2-8/

>> No.697366
File: 148 KB, 327x338, 1549857737933.png [View same] [iqdb] [saucenao] [google]
697366

>>697209
Are you by any chance using Linux and a Nvidia card?
From what I can tell for whatever reason Nvidia has been massively fucking up their Linux drivers since the 4xx drivers came out. I never had a single problem with the 3xx era drivers.

>415 - after a while application after application stops "updating" and visually freezes and only refreshes if you manipulate it in a way like dragging the window. sometimes the whole desktop environment gets it but then it's completely game over and you have to fucking restart.

>418 - fixed that problem but now any older applications that need 32bit OpenGL don't run anymore because they fucked up in that area and the 32bit drivers for it won't load

>430 - won't even fucking let me boot and is stuck in a display flickering boot loop

>mfw

>> No.697372
File: 491 KB, 744x590, Screen Shot 2019-08-31 at 7.04.42 PM.png [View same] [iqdb] [saucenao] [google]
697372

>>697282
My graphics card is probably garbage because I'm on a doodoo laptop. I'm gonna look into that.
>>697338
kek, pic related
>>697366
Nah, I'm using a Macbook (feel free to laugh) so no Linux and not using an Nvidia card. That fucking sucks tho anon. :(

>> No.697405
File: 901 KB, 3099x910, hairassist.png [View same] [iqdb] [saucenao] [google]
697405

hey /3/
i need help with modelling the hair of this character
How should I go about it?
Polymodelling?bevel curves?

I'm cluuueless

>> No.697406
File: 185 KB, 689x730, file.png [View same] [iqdb] [saucenao] [google]
697406

>>697405
I attempted polymodelling it a little while back and got as far as this

>> No.697411

>>697372
>Macbook
Well the older ones had some good build quality at least and are breddy good refurbished... I'd chuckle a bit if you paid the full price for it though. Looking at what you get for the money when new it just seems silly.

>> No.697412

>>697405
That's quite stuffed with many chunky shapes so it's a combination of techniques. Curves for the pony and sideburns and poly modeling for the bigger parts I'd say.

>> No.697416

>>697411
Admittedly I didn't pay for it at all so I can't complain. I'm just surprised its this rough rendering stuff.

>> No.697429
File: 314 KB, 599x844, god.png [View same] [iqdb] [saucenao] [google]
697429

guys I'm a big fat fucking retard. Dont drink and model at the same time. How do I fix this??? If I put the seam I forgot there and unwrap it just fucks everything up.

>> No.697440

>>696947
I think she has an emissive thong

>> No.697441

>>697429
What does it look like after you put the seam? Need to see that to see the issue

>> No.697454

Whats the equivalent of this shortcut in 2.81

>> No.697455
File: 18 KB, 782x184, halp.png [View same] [iqdb] [saucenao] [google]
697455

>>697454
forgot file.

>> No.697463

>>697372
based.post lewds

>> No.697468

>>697429
Select the rest of the UVs except the part you want re unwrap then Pin(P) it and re unwrap. You can then unpin with alt+p.

>> No.697479
File: 209 KB, 1941x1929, Capturar.jpg [View same] [iqdb] [saucenao] [google]
697479

I think i finaly got the fucking hair shader right. Same from before but custom Specular texture made a lot of difference.

I need C&C before i start to rig. That's the game character i created, the lowpoly version and rendered on Eevee. What do you guys think? Anywhere that lacks of texture detailing?

I want to make her as best as possible before posting it into artstation. Idk, maybe do a quick posing animation. How can i make her character reveal showcase better?

Some help and C&C please?

>> No.697481

>>697479
not bad man, not bad at all.
make sure to pose her mouth too, you don't want that bitchface on your portfolio

>> No.697504

>>697468
Anon I could suck your cock clean

>> No.697522

>>697479
>I think i finaly got the fucking hair shader right.
No you didn't, it still looks like plastic.

>> No.697620

Poor fag here
Can you fucking pirate shit on blendermarket?
I don't mind paying for some good stuff but can they at least give me a demo.

>> No.697621

>>697620

cgpeers is what you want.Hope you have VPN

>> No.697656

>>697621
I haven't used a VPN on any trackers. You'll be fine

>> No.697662

Hey guys, idk what the fuck I did but my texture painting is no longer mirroring. I moved my model by accident a while ago but I opened a backup file and moved if back to its original position. Clearing rotation transformation and scale didn't fix it either. Also, not necessarily about texture painting, but how do I just mirror a texture on a model?

>> No.697728

>>697621
Thank anon

>> No.697751
File: 1.47 MB, 825x773, yes.png [View same] [iqdb] [saucenao] [google]
697751

>>695901
I'm pulling my hair out trying to get the texture brush similar to this paint brush style. Any ideas? The artist says they use photoshop, substance painter, and blender, but this looks very painted on in 3D, or at least I have a hard time believing this was painted on the texture map. I've tried making custom brushes in gimp but they've not been close.

>> No.697755

>>697751

A lot of modelers learn how to draw in 2d to help them with their 3d work. Learning how to render (in the 2d artwork sense) will help with creating textures and brushes

>> No.697756

>>697662
Nvm I just moved the model as close as I can to an older backup where it was working. But if anyone knows an easier way I'll hear it

>> No.697762

anyone know where I can find some lolis? I tried the site but theres only 1 page and of that page the only good ones cost money, theres gotta be more

>> No.697763

>>697762
Die in a fire.

>> No.697764

>>697762
>>697763

twice

>> No.697768

>>697763
but why? I got my answer in the thread btw, thanks fagz

>> No.697769

>>697762
Try Lolis "Я" Us.
I'm sure you'll find some there, and some nice men in suits.

>> No.697771

>>697755
Well I believe you and truly do want to start drawing. How did you learn to draw? I have trouble finding it as enjoyable as modelling, and practicing feels more like a chore.

>> No.697775

>>697771

Head over to /ic/, and look at their /beg/ sticky. If you truly truly want to get started on the mastery track, it all starts with fundamentals. Drawing with arm not hands, perspective, values, tone, gesture, then figure. Once you're a decent draftsman, you can move onto painting (digital or traditional doesn't matter). In any case, /ic/ has a lot of really good resources.

If you hate practice, you're not gonna make it. Drawing is hard. Drawing well is impossible without proper practice, not aimless doodling to reinforce bad habits.

I know you're probably going to hate this and drop out, but try drawabox. Google it. Good luck

>> No.697776

>>697775
>/ic/shitter
dont listen to him, do it your own way

>> No.697779

>>697776

You're retarded

>> No.697782

>>697771
just read loomis lmao

>> No.697828

https://www.youtube.com/watch?v=TPrnSACiTJ4

FRESH NEW DONUT

>> No.697830

Is there a way to set Eevee to render progressively like Cycles and Cinema4D? I'm autistic and like to watch each block being rendered so I can drool over the shadows/reflections and imagine what the next block will look like.

>> No.697832

When did they moved Tools settings into N-sidebar?
Or was it always there?
Still wish it was back in 'T'oolbar, I don't like switching between tabs to see transform values and dimensions.

>> No.697835

Where can I find old beta builds of 2.8?
They updated something in Eevee, so lamps no longer work with shadows on my ancient GPU.
Do any of you guys have a build from May or earlier?

>> No.697878

>>697835
I have four builds from before then. 2.80.35 (12/9/18), 2.80.37 (12/12/18), 2.80.45 (2/22/19), and 2.80.46 (3/4/19). These are the dates I downloaded them, not necessarily the release dates, but they were definitely released before May.

>> No.697885

>>697835
Here they are https://anonfile.com/ib7eRe44nd/Blender_Foundation_7z

>> No.697888

>>697830
Yeh just slow down your eyes

>> No.697898

>>697888
I ran out of weed, though.

>> No.697900

>>695901
So which guide is good to start with?

>> No.697903
File: 46 KB, 500x375, 23172668_320021808474486_4684617577989437485_n.jpg [View same] [iqdb] [saucenao] [google]
697903

>>697751
Look here you can see a timelapse of the artist.

https://youtu.be/MgNGIKJO0TA

Maybe you could learn something.

Also, this guy usually responds to every message, onions you could ask him directly

>> No.697908

>>697903
>onions you could ask him directly
You wanted to write "so" but you accidentally added a "y" at the end.

>> No.697926

Guys what's the quintessential shading tutorial? Paid or free, doesn't matter

>> No.697931

>>697926
Real life. It's free.

>> No.697956

How do you get good shadow details with Eevee. I've tried few pajeet's tutorials on youtube but the results were absolutely shit.
In Cycle, everything is so easy and strangeforward

>> No.697957

>>697900
What is your background?
Start with blender.org/support/tutorials and blenderguru if you have no idea.

>> No.697958
File: 14 KB, 197x188, 6564g.jpg [View same] [iqdb] [saucenao] [google]
697958

pablomon did some first changes to the painting engine

>mfw it finally begins

https://twitter.com/pablodp606/status/1169286618366300161

>> No.697966
File: 111 KB, 1200x912, 5236234623623.png [View same] [iqdb] [saucenao] [google]
697966

yo wtf

I imported this XPS model into blender and is has this rig with IK hands/feet that you can also transform like a normal RK rig. how the fuck does this work?

It doesn't have any bone constraints

>> No.697970

>>697966

nvm, its fucking auto IK, something ive long forgotten even existen in blender xd.

>> No.698014

>>697878
>>697885
Many thanks, anon, you are a savior

>> No.698015

>>697958
in nightly already?

>> No.698065
File: 67 KB, 720x687, 1567608320755.jpg [View same] [iqdb] [saucenao] [google]
698065

2.79 Faster way to to properly mirror a weight painted mesh utilizing many bones?

Hey everyone, been trying to search this for a few evenings now, but unable to find the answer. What are the steps to mirror a weight painted mesh so the resulting mirrored-mesh is weight painted to the opposite side?

What I thought would work:
1) Armature: Symmetrize skeleton parts that need to be mirrored (bones are prenamed "[bone].L")
2) Mesh: Add mirror modifier. Add Armature modifier.
3) Mesh: Weight Paint
4) Mesh: Apply Mirror modifier

The result is a mirrored mesh that is still weight painted to the original side.
For that mirrored side, I understand that one could Mirror the vertex groups and rename them from "[Bone].L" and "[Bone].R", resulting in a working weight paint. However, is there a faster way to do this? For something like a Full-arm item that utilizes 14 finger bones, any other options?

>> No.698094

>>697504
Not the anon who answered you, but the day I learned about pinning UV's, my mind was blown. Great feature.

>> No.698225

Any good tutoriol people that cover random but cool shit? Even just short stuff with nifty kinda vfx stuff I probably don't know how to do

Getting a bit burnt out lately and need some fresh stuff to work on

NO PAJEET OR DONUT

>> No.698227
File: 4 KB, 100x100, holt.jpg [View same] [iqdb] [saucenao] [google]
698227

>>698225
mr robot voice might be something for you then

https://www.youtube.com/channel/UCzghqpGuEmk4YdVewxA79GA/videos

>> No.698230

>>698225
Mandala Motion is that to a T

https://www.youtube.com/channel/UCp7EwodJcppc6GqiRcnCpOw

>> No.698337

>This patch decouples input, brush updates and UI updates. This way the UI won't freeze when a stroke is lagging.
Holy fuck, finally!
Also, it seems like he's really determined to fix a lot of things in Blender that have been annoying since forever.

https://twitter.com/pablodp606/status/1169728975243010048

>> No.698344

>>697908
I don´t understand what happened there.
onions! wtf with me!

>> No.698370

>>697956
anyone?

>> No.698414

What's something fun to do? I know the basics, not much else, this is fun though so I want to learn.

>> No.698416

Someone tell me why I should learn blender.

Im proficient in maya, zbrush, and houdini, and I dont know whether I can even take another modeling/animation software.

Im open for any reason!

>> No.698418

How do I use the onelux plugin with 2.8?

>> No.698421

>>698416
>Im open for any reason!
Seems like you want to, but you're waiting for someone to give you a push so you have a "reason" to learn it.

Just do what you want man. If it seems interesting enough to give a try, then do it. There's not any one thing about Blender that would totally change your way of doing anything in any significant way. Especially considering the programs you already know.

If you're really looking for some kind of kick, Eevee is fun to play around with. Takes a lot of the trial and error out of rendering and animating. That's not to say that Eevee makes animating easier, but it's definitely useful to see something close to your final product in real time so you don't waste hours re-rendering something because a light was off or something.

>> No.698422

>>698344
Filters, newfriend.

>> No.698432

>>698416

If you know maya, why bother with blender? You don't actually "know" those three software, do you?

>> No.698437

how do I fix this?

>> No.698438
File: 540 KB, 1099x781, triangle.png [View same] [iqdb] [saucenao] [google]
698438

>>698437
forgot the image

>> No.698439

Any Eevee experts?
I tried baking HDRi light into irradiance volume, but it still doesn't give me any shadow.
What parameter I need to increase for more shading?
And is there any good way of imitating HDR lighting with lamps?

>> No.698440

>>698438
Hit F if you don't need a quad? Or just delete the existing face to the left of it, add a new edge loop on the bottom, and fill it back in as two quads.

>> No.698442
File: 2.52 MB, 1080x1920, body.png [View same] [iqdb] [saucenao] [google]
698442

>>698438
>>698440
I gave up on the model, as I probably have to re do it to get good results

Here's the garbage I was able to come up with

>> No.698447
File: 30 KB, 400x401, 4chan secret words.png [View same] [iqdb] [saucenao] [google]
698447

>>698422
I've been here for a loooong time, and I've never noticed the "onions" filter before hahahahaha that was weird "onions" wtf

>> No.698461
File: 98 KB, 1099x781, clearly_a_dog_benis.jpg [View same] [iqdb] [saucenao] [google]
698461

>>698438
There's other ways but this is how I'd do it (assuming symmetry )

>> No.698503

>>698442
Try something simpler, characters are more advanced. You aren't going to learn much if there's too many mistakes to single them out and improve on them.

>> No.698511

>>697958
My God.
I hope he improves the UV system too

>> No.698565
File: 187 KB, 583x792, Pablomon.png [View same] [iqdb] [saucenao] [google]
698565

I hope he'll never change his avatar. I like keep imaging him as this chubby little ball animal working overtime doing his best for the greater good.

>> No.698578
File: 332 KB, 851x748, file.png [View same] [iqdb] [saucenao] [google]
698578

>>697405
>>697412
I DID IT

>> No.698579

>>698447
the people's champions are candy-ass jabronis

>> No.698585
File: 69 KB, 197x182, happydeer_.png [View same] [iqdb] [saucenao] [google]
698585

>>698578
Very cool, Anon.
I'm always glad to see people actually doing something and especially cool if things work out too.

>> No.698590

Youtube recommended me this - https://www.youtube.com/watch?v=_iqvmKn2z8I , and I have a question. 24k tris on a shitty cube? Is he retarded?

>> No.698596

>>698590
Well he wanted to show off boolean shit and to prevent it to look jaggy he just put a massive subdivision on the whole thing to make everything look shiny and crisp to wow his viewers.
Usually boolean modeling results in messy shit mesh like sculpting so you need to retopo it anyways afterwards (or don't be lazy and do a clean mesh from the start without boolean shit).

>> No.698607
File: 611 KB, 1030x687, file.png [View same] [iqdb] [saucenao] [google]
698607

>>698585
Thanks, anon. Means a lot! :)

>> No.698610

>>698596
Good advice, thanks. Always wondered what's the point of it if it sometimes doubles the vertices.

>> No.698617

>>698610
No problem.
Boolean techniques can be helpful when you want to quickly sketch out things in the concept phase. Can even work well enough for 3D prints and in those stages polycount is not that important (as long as your machine can handle it without too much pain). But as I said, if you want to use it for anything after that, especially anything animated, you need to retopo it just like sculpts.

>> No.698632

For anyone with he experience, is it worth learning to model in 3DS Max? I’m already familiar with modeling in blender and it’s pretty pleasant generally speaking, but I’m not sure if I’m missing out on a better workflow by not learning 3DSM.

>> No.698633

>>698578
Impressive. How? Was it really that hard?

>> No.698684

>>695901
>decide to finally move on up to 2.8
>exited to make decent models
>"windows cannot access this file, you may not have permissions to access the file"
>spend hours trying to fix this shit
>give up
Back to 2.7 it is then

>> No.698685

>>698438
I would delete the face on the bottom where where the two faces meet to create a triangle, delete the triangle, and extrude a new face from that base of the triangle. because you have a 6-gon, a 5-gon, and triangle

>> No.698686

>>698684
You're probably too stupid to follow but you just had to manage permissions on your file, wasnt blender fault.

>> No.698688
File: 514 KB, 1600x510, file.png [View same] [iqdb] [saucenao] [google]
698688

>>698633
It was entirely poly-modeled. I made modeled a lower poly version of her scalp, and then modeled every single bang of hers by basically making a line of vertices, extending them on both sides to make a strip, and then morphing them into shapes that closely resembled the reference.
If I wanted it to have a sharper edge, I would add a second edge loop at the center, like I did for the bang in this image.

>> No.698725

What's the current consensus on 2.8? Do most people use it over 2.7?

t. been out of the Blender scene since late 2017.

>> No.698726

>>698632
No, but Max is King in archviz plugins, models, etc.. if you want work done for you learn Max, if you plan to do everything from scratch stick with Blender. Also, the fbx import feature is really impressive.

>> No.698734

I'm thinking of switching to blender from maya, anything I should be aware of?
I've heard bad things about performance and rendering, what's the blendlets' opinion on those claims

>> No.698735

>>698734
Try it for yourself, and report back.

>> No.698740

>>698735
I will eventually, but it'd be faster if someone told me what to look out for ;) ;) ;) ;) ;) ;) ;) ;) ;) ;) ;)

>> No.698742

>>698740

There is a high chance you will develop homosexuality.

>> No.698743

>>698742
too late, now answer my question or I'll stop bumping your dead thread

>> No.698744

>>698743
>now answer my question
No.

>> No.698748

>>698744
if you don't, I'll stay an autocuck and WILL shitpost about how retarded blendlets are

>> No.698749

>>698748
ok

>> No.698887

Anyone know if there is a way to snap to grid properly, not just move in incroments?

>> No.698892
File: 30 KB, 287x256, blender_2019-09-09_17-19-25.png [View same] [iqdb] [saucenao] [google]
698892

>>698887
if 2.8, top middle of the ui

>> No.698896

>>698892
Thank you

>> No.698898

Is blender good software if I want to learn the full package - creating an animation from scratch?

>> No.698899

>>698898
Sure but if you want the full hardware package you gotta come to me *zzzzzziiiiiippppppp*

>> No.698902

What is the best approach to make a whole character model from scratch? Especially to make the topology not garbage.
Like is the some tool or thing I'm supposed to do other then just extruding and positioning?

>> No.698903

>>698902
sculpt then retopo if you don't want to move dots around

>> No.698933

Is transparent glass not supposed to be a thing in eevee or am I being dumb?

>> No.698934

>>698933
https://www.youtube.com/watch?v=z76wipnCRzc

>> No.698935

>>698934
Thanks. Material settings is the only thing I haven't checked.
This seems kinda unnecessarily obtuse, to be honest.

>> No.699019
File: 616 KB, 1000x1000, file.png [View same] [iqdb] [saucenao] [google]
699019

texture/material retard here, how do I do simple materials like leather/denim/polyester in blender cycles/eevee? Ideally stuff I can bake to an image. I want to get materials that look kinda sleek and simple, but defined like those in games like smash ultimate or even kof14

>> No.699034
File: 663 KB, 1920x1080, howtosmoke.png [View same] [iqdb] [saucenao] [google]
699034

Hi, i'm new to 3D, i'm playing with the smoke physics right now and i stumbled into a problem.

Quick smoke do work but when i do the domain and the flow myself the smoke just doesn't show up even though the settings are exactly the same for the quick effect, i followed to the letters some tutorials but i just can't get it to work and google doesn't help, anyone know why?

>> No.699036
File: 318 KB, 1920x1200, 15416.jpg [View same] [iqdb] [saucenao] [google]
699036

Are there any tutorials that focus on making backgrounds like this? Something kinda simple and isometric for a game map.

>> No.699046

>>699019

find images of denim with bump and normal maps. Hopefull with a spec map as well. From there, use principled shader to... well i'm sure there are tutorials, to tired to explain here.

Gl hf

>> No.699048

>>699046
ideally I'd like to make them all from pure scratch
just an autism thing

>> No.699054

>>699048

I'm sure there are tutorials on procedural generated materials like denim, sounds like a common enough exercise. K sleeping so not looking it up for you, bye

>> No.699076
File: 188 KB, 670x473, 1548647747788.gif [View same] [iqdb] [saucenao] [google]
699076

a bunch of pablomon sculpt stuff just got committed to master

>> No.699091

>>696017
im with u bro

>> No.699160

Is there any effective way of having internal renders not either look fuzzy as shit or take forever to render?

>> No.699165

>>699036
there's a bunch of modular tutorials, mostly for maya or 3ds max but you can port that, you can retopo architectural assets also ....
https://www.youtube.com/channel/UCgpZCLvujvdWRAZBpU4_p-g/search?query=Environment+Modeling+in+3ds+Max

>> No.699166

>>699165
>Docker stud
What the fuck is that
Did I just get hacked?

>> No.699207

I'm trying to join a set of faces that were shapekeys. Shape aside, they have the same number of verts and same uvs. When I join them as shapes, they deform horribly. How can I fix this?

I'm using 2.79 and have done so on a retarded basis for a few years.

>> No.699210 [DELETED] 

>>699207
Sounds like your vertex order order got fucked up but it's fixable.
https://www.youtube.com/watch?v=qTgSLYY9uew

>> No.699211

>>699207
Sounds like your vertex order got fucked up but it's fixable.
https://www.youtube.com/watch?v=qTgSLYY9uew

>> No.699221

>>699211
That took me so long to figure out I don't think I've actually saved any time from when I was doing it manually, vert by vert, lmao. It'll be good for next time, though. Thanks!

>> No.699246

>>697182
true but you need to manage edge loops to hold edges for this, its why when box modelling you have subsurface on while modelling, to have edges held with your edge loops.
alongside quads, you want the edge loops to be selectable

>> No.699249 [DELETED] 

>loli hate
big breasts is pleb tier taste you cuck you are attracted to women with breasts showing signs of already being pregnant or giving birth, thats flat out cuckoldry

>> No.699256

im stuck in 2.79
im getting a drawing tablet soon
im diving into sculpting next, im decent at UV unwrapping and box modelling, where do i started with 2.8?

>> No.699258

>>698617
boolean is pretty good to get your edge loop for the thing, then you can fill in your surface and do cuts

>> No.699296
File: 461 KB, 763x913, 1548613957530.jpg [View same] [iqdb] [saucenao] [google]
699296

>>699249
anon i'm on the same side as you but you're coming off like a faggot

>> No.699323

>>699249
Get laid pedo

>> No.699324

>>699256
Blender is a shit tier sculpting program, get Zbrush or literally anything else you moron

>> No.699345
File: 1.11 MB, 1366x768, 1541515053165.png [View same] [iqdb] [saucenao] [google]
699345

noob here. How do I get hid of this tumor on the inside of the mesh?

>> No.699350

>>699345
Delete blender and get yourself good sculpting software

>> No.699388

>>699345
edit mode > select the tumor > delete vertices > voxel remesh?

>> No.699395

>>699345

I forget where the option is, but there should be a checkmark that says "don't retopo other side of mesh" or something to that effect.

Alternative? Erase, add sphere, resculpt (with clicking that option) to fix

>> No.699411

>>699395
cut it out, fill it

>> No.699423

>shader to rgb node completely breaks when using cycles
It makes sense, but damn does it feel stupid.

>> No.699568

should I always apply my modifiers when UV unwrapping?

>> No.699570

>>699568
It depends on what you're unwrapping and what modifiers you have.
Generally I don't unless I absolutely have to.

>> No.699709
File: 223 KB, 602x853, file.png [View same] [iqdb] [saucenao] [google]
699709

https://twitter.com/exppad/status/1172041599758606336

Man this shit is cool as fuck

>> No.699710

>>699709
pretend im a dumb blendlet that doesnt know anything else an explain to me what am i looking at here

>> No.699714

>>699710
it lets you use houdini assets as blender modifiers is the explanation from him. Its nowhere near ready to be used in a professional pipeline, but if it keeps progressing we'll be able to use houdini alongside blender very nicely.

You know this is actually kind of hard to explain because I am a dumb blendlet myself who likes all that procedural stuff but it makes my brain hurt to try to do.

>> No.699845

Is subsurface scattering only available within the principled BSDF shader in eevee? I'm trying to add SSS to a custom shader but it doesn't seem possible.

>> No.699911

Why arent there dedicated websites for NSFW tutorials?

Anyway hey /3/ whats the best way to make a boob bigger? So far I just keep selecting the other parts of the torso and hitting H to hide them, then playing with the pivot. This can't be the best way to do this, but I can't find large-breast or inflation tutorials to reference from.
I'm sure I'll find other uses in the future for any answers, but I keep getting stuck mostly on boobs, so.

>> No.699917
File: 29 KB, 512x422, 1540059936971.jpg [View same] [iqdb] [saucenao] [google]
699917

>>699911
with pivot set to median point, select an edgeloop and scale then translate
start near the chest and work your way out towards the nipple

>> No.699987

>>699911
Create high rez model > retopo. That's how i would do it...one problem at a time not 2 at once. Form first, topology later.

>> No.700025
File: 427 KB, 1662x856, Capture.png [View same] [iqdb] [saucenao] [google]
700025

I need help.
I am trying to make an object that sort of cuts into another. I want the above object to make the below one transparent only where the above object was.
I can get this to work with the above set up, the black object is transparent and it cuts a perfect hole into the sphere.
But this only works because there is only 1 transparent thing, if you were to have both of these behind another transparent object it doesn't work. I'd have to use some math nodes to get it to work, which is fine but I'd have to manually input the current highest amount of transparent rays every time and I want it to be automatic.
Or is there a completely different way of doing this and I'm just dumb?

>> No.700053
File: 1.60 MB, 917x845, 1563992651629.png [View same] [iqdb] [saucenao] [google]
700053

If I have two faces connected to each other in the shape of an "L" (floor and one wall. how do I turn it into a symmetrical box?

>> No.700061

Why is Blenders bone rotation system so convoluted? Why isn't it simple like Maya?

>> No.700069

>>700061
it uses quaternion by default, which is retarded if you want to read/modify rotation directly
you can switch it to euler in the transform properties

>> No.700109

>>700053
mirror modifier or Mesh>Symmetrize in edit mode.

>> No.700223

How do I stop objects sharing the same pose space and make it so only the active object is able to be posed, like before 2.8

>> No.700376

anyone know why i just randomly cant save renders sometimes?

llike, renders finished, i click top left Image tab > save as > brose to location > type in name > save as image
then the window just closes and nothing happens

i have tried png, jpeg, exr

>> No.700393

>>700376
Maybe it's a permission problem if you started saving in a different folder or security settings got changed. Try running blender as an administrator.

>> No.700395

Do any of you use the radeon prorender instead of cycles? Is it worth switching to?

>> No.700402
File: 82 KB, 282x287, tejina_flailing.png [View same] [iqdb] [saucenao] [google]
700402

Is "beauty pass" a sexist term?

Serious question. I have a slide that says beauty pass on it, and since beauty can mean "beautiful woman", I'm worried about getting #metoo'd.

>> No.700419

>>700402
I wouldn't worry about it. I think they have enough other things to be offended by to not care about that word for now at least.

>> No.700453
File: 1.20 MB, 852x480, Blender-2019-09-16-17-14-32.webm [View same] [iqdb] [saucenao] [google]
700453

>Wood
Wood

>> No.700455

>>700453
Why cut it off before the end?

>> No.700456
File: 216 KB, 1920x1080, 001-Doomwheel-render-Colored.jpg [View same] [iqdb] [saucenao] [google]
700456

>>700455
>cut it off before the end?
it's done at 1.35 basically, I should turn on the cavity in the viewport to record the video, sorry. I use that to do this

>> No.700459
File: 1.36 MB, 1920x1080, dbltrbl.png [View same] [iqdb] [saucenao] [google]
700459

Is it possible to " crop" my fence and keep only what's inside the red box?

>> No.700461

>>700453
>hits "Voxel Remesh"
>object just gets subdivided a fuckton
Lol blendlets

>> No.700462

>>700453
Is that the sculpting branch?

>> No.700463

https://twitter.com/pablodp606/status/1173599074374823936
we truly live in the future

>> No.700467

>>700461
that's all I use that for basically, I could use subdivision surface and a couple of loopcuts too but that's faster.
>>700462
Yes

>> No.700469

>>700467
Cool! So is that branch actually usable or does it crash all the time?

>> No.700470

>>700459
sure, you could quickly use booleans for that

>> No.700471

>>700469
I use that branch only, it's ok but sometimes crash, you have the File > Recover Auto Save, I think the program just need a first save to start that.

>> No.700476

>>700470
Cheers to you mate it's worked.

>> No.700490

>>700109
but what if its part of a larger mesh?

>> No.700543
File: 993 KB, 1176x845, hank.png [View same] [iqdb] [saucenao] [google]
700543

I'm doing my first fully rigged model for a friend and am fuckin lost. So I rigged the body which is alright, and I have added teeth and hair and eyes etc. The jaw as seen is currently posed to be open. How do I add the lower teeth object to the jaw bone without it instantly moving my teeth from their location and like below the jaw? I like how they look right now on the jaw.

>> No.700550

>>700419
famous last words

>> No.700591

fresh bread >>700590