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/3/ - 3DCG


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File: 167 KB, 1200x600, s320170226-3025-tt6dqi20170226-3025-59qfs5.jpg [View same] [iqdb] [saucenao] [google]
742968 No.742968 [Reply] [Original]

Optimal Rigging Edition.

Post your latest work, ask questions, discuss addons, etc.

>> No.742997
File: 211 KB, 1023x819, factory-1.jpg [View same] [iqdb] [saucenao] [google]
742997

first

>> No.743003 [DELETED] 
File: 238 KB, 315x419, purple chairs.png [View same] [iqdb] [saucenao] [google]
743003

I was testing out some of the demo files, specifically the classroom demo file found here: https://www.blender.org/download/demo-files/, and the classroom demo chairs are rendering purple. In viewport, they look fine, but for some reason turn purple when I render.

>> No.743062

Who is the best Blender sculpting instructor? Kent Trammell? Julien Kaspar?

>> No.743083
File: 20 KB, 220x165, Dance.gif [View same] [iqdb] [saucenao] [google]
743083

Where do I go to start learning how to sculpt in Blender?

>> No.743086

>>742997

Nice! It somehow looks very old-school CGI-y. Was that your intention?

>> No.743089

>>743086
The lighting is way off for that

>> No.743115

>>743083
sculpting is either adding material that isn't there, removing excess material, or deforming existing material. which are you having difficulty with?

>> No.743118

>>743115
All of it

>> No.743129

>>743115
Sculpting from scratch

>> No.743192

>>743083
Start with box-modelling whatever you plan on sculpting, then combining thoses shapes using boolean union modifiers after getting your silhouette done. Sculpting details should only come later, after you've already established a solid base to work on.

I wouldn't really recommend starting from a sphere if you're new.

>> No.743195

>>742968
I tried auto rig pro and it sucked ass

>> No.743200

>>743083
>Where do I go to start learning how to sculpt in Blender?
you go to blender
open it up
and get your hands dirty
do it, do it a lot.
then look at other peoples examples, learn from them, use reference
then go back to getting your hands dirty until you die.

>> No.743215

>>743083
This made me think, considering we can preview models in VR; sculpting in VR when?

>> No.743223

>>743215
Hopefully soon(tm)
I think it's on the roadmap anyway

>> No.743227

>>743223
Noice, might actually try to do some sculpting when that rolls out, i haven't really bothered at all since i don't have a tablet.

>> No.743243
File: 3.61 MB, 1569x804, bone_to_face-5.gif [View same] [iqdb] [saucenao] [google]
743243

Anyone interested in generating rigs from meshes?

>> No.743244
File: 1003 KB, 1813x870, bone_to_face-8.gif [View same] [iqdb] [saucenao] [google]
743244

>>743243
Been building this to help autorig anime hair.

>> No.743245

>>743243
>>743244
Oh shit it's THE AoR! Thanks for the hair tutorial, it was a great help.

>> No.743246
File: 2.39 MB, 1208x797, random_islands-3.gif [View same] [iqdb] [saucenao] [google]
743246

>>743245
Glad its working out for people. I've been delayed a lot by covid screwing up my day job, but I've got a lot of new content in the pipeline: More refinements on the short hair workflow, long hair workflow, hair rigging, a nearly full suit of rigging nodes in Animation Nodes aimed at automatic hair rigging. Also projected texture eyes once I finish the hair and move on to the character's face.

(4mb upload limit here is killing me though.)

>> No.743248

>>743246
>(4mb upload limit here is killing me though.)
You can upload webms, it's much more convenient
Here's a tool to encode them: https://gitgud.io/nixx/WebMConverter

>> No.743262

>>743243
>>743244
i'm interested, go on

>> No.743269 [DELETED] 
File: 484 KB, 784x579, Screenshot 2020-05-20 at 22.45.29.png [View same] [iqdb] [saucenao] [google]
743269

Can someone please help me with Node Wrangler? It doesn't work on my MacBook.

Lazy connect - Neither Command + right click nor Control + right click works.

But holding down Alt makes the bottom status bar update and show "Lazy Connect" with the right mouse click icon. However, trying Alt + right click doesn't work either!

I've even tried changing my trackpad settings, instead of two-finger click = right click, I've switched it to one-finger bottom right trackpad click = right click. Still doesn't work. I haven't tried using a mouse as I don't currently have one and I've been managing fine without it (pic related).

Please help me.

>> No.743270
File: 484 KB, 784x579, Screenshot 2020-05-20 at 22.45.29.png [View same] [iqdb] [saucenao] [google]
743270

Can someone please help me with Node Wrangler? It doesn't work on my MacBook.

Lazy connect - Neither Command + right click nor Control + right click works.

But holding down Option makes the bottom status bar update and show "Lazy Connect" with the right mouse click icon. However, trying Option + right click doesn't work either!

I've even tried changing my trackpad settings, instead of two-finger click = right click, I've switched it to one-finger bottom right trackpad click = right click. Still doesn't work. I haven't tried using a mouse as I don't currently have one and I've been managing fine without it (pic related).

Please help me.

>> No.743271
File: 26 KB, 354x145, Screenshot 2020-05-20 at 23.11.26.png [View same] [iqdb] [saucenao] [google]
743271

>>743270
Here's what I mean by holding down the Option key and what shows up.

>> No.743272

I'm just starting with blender and I'm trying to add bones to animate my character (a fish), i made an object for the tail, another for the body and another for the fin, looking at tutorials, it seems that rigged bodies all have a single object, it's the normal way to do things? Just a single object for the whole character?

>> No.743273

>>743270
>>743271
Even the "Ctrl+T" shortcut for Mapping + Texture nodes doesn't work so I don't really think it's just the mouse.

It's probably the keymap for Node Wrangler but I don't even know what to change because Command, Option, and Control + T don't work for that shortcut.

>> No.743274

>>743273
Mapping + Texture Coordinates* nodes

>> No.743280
File: 2.19 MB, 1813x870, bone_to_face-7.webm [View same] [iqdb] [saucenao] [google]
743280

>>743262
>>743246
The current rig generation setup takes an input mesh with 3 vertex groups: head and tail for bone placement, and facing for bone orientation based on normals. It then creates 1 bone per mesh island. It also automatically names the bones (from center to outside) with left and right designation, and generates vertex groups of the same name. And it can group the bones by other defined groupings (bone_to_face-8.gif).

This is all in Animation Nodes, and i've made it out of modular subprograms so that you can configure different rigs yourself (you'll need a bit of AN knowledge, but not actual python scripting.) I've created a lot of script nodes for things AN doesn't usually support, like creating bones, constraints, drivers, mixing weights, etc

The immediate use will be for making bendy bones to rig shorter hair like bangs. But it can also position existing complex bone strands as long as they have two control bones to place. And once I figure out how to navigate loops in python, it'll be able to do whole chains.

In the end, hoping for nearly 1 click hair rig creation. Throw the roots and tips of the hair in groups, select and group some faces for orientation, click Execute, and you'll have a full hair rig. But we'll see how far I get. I'm still a python novice.

>>743248
Thanks, that's a big help.

>> No.743282
File: 2.81 MB, 1090x893, long_hair-7.webm [View same] [iqdb] [saucenao] [google]
743282

>>743262
>>743280
And here's an example of the long hair i've been experimenting with. Its very simple base mesh, using lattices and modifiers to provide all the shape. The base strands could also be generated, to make it easy to adjust how many you want.

The setup uses multiple displace and smooth with weights that are randomized per mesh island to vary the shape of each strand and keep them from being too uniform. Simple Deform spreads the strands out, but only in 4 directions. I will probably replace that with an armature so that they can spread in more directions.

The point is to break the hair down into a sequence of simple steps (even if there are a lot of them) as that will allow it to be automated, and be easily reproduced. I've gotten fed up with modeling complex hair mostly by hand, then realizing that i've got 25% too many strands, and having no easy way to reduce that without having it take ages.

>> No.743285

>>743083
I've had this question over the past few days and figured it out, so here is a real answer.

They really want to deprecate dynotopo, so the new system you want to use is the voxel remesher. If you look at the tyop next to dynotopo, you will see it, and you can dynamically add and remove geometry using it. So just ignore dynotopo, and use that.

As for where to go to learn, there are some sculpting courses, honestly I would just look at zbrush courses because it doesn't matter that your using blender, the only thing you need to remember is to use the voxel remesher and everything else you can follow a zbrush tutorial. I just did it so I would know.

>> No.743286
File: 2.96 MB, 833x902, long_hair-8.webm [View same] [iqdb] [saucenao] [google]
743286

>>743262
>>743282
And here's a look at one of the complex strand rigs I'm experimenting with. The hair is broken down into bunches of strands controlled by 1 complex rig strand.

The rig strand is a single bendy bone, with deform bone segments following it. The tip controllers move the big bbone, and then there are tweak bones down the length that offset the deform bones from the big bbone. There's also a twist and ease out controller at the tip. It's a bit too visually complex right now, and I think 3 per side would be enough instead of 4.

Currently, its a bit too clumpy. I'm looking at making it so each individual strand has its own bbone that lets it be offset from the big strand. This would let it be spread out more organically. There could also be deform bones that are interpolated between the big control strands. Lots of options when you are quickly generating with scripts instead of making it by hand.

This rig is aimed at giving a lot of control fro still poses. Its not really intended for animation, but with the right controllers something like this could work (I don't really do animation.)

Anyhow, thank you for reading my blog.

>> No.743287

>>743286
v. interesting but also overwhelming lol
i dont really think it would be practical at all to use in production but damn if it isnt cool

>> No.743290

>>743286
>Its not really intended for animation, but with the right controllers something like this could work
I guess you could constrain the tip bones to a rigidbody simulation and use that?

>> No.743305

Is it possible at all to bake lighting to vertex data in 2.8 or am I stuck with 2.7 for that?

>> No.743309

>>743290
Probably easier to Surface Deform the mesh to mesh strips and then cloth sim them.

>> No.743328

>>742968
This is a fucking horrible image for the OP of a general thread.

>> No.743356

>>742968
advertising edition

>> No.743357

>>743305
I'm in the same annoying boat.

I found https://blender.stackexchange.com/questions/147403/bake-a-texture-to-vertex-color-in-blender-2-8 but I know nothing of python and wasn't able to get either of these scripts to work, so it seems like blendlets are indeed stuck with using 2.79 if they want to bake to vertex colors.

>> No.743386
File: 71 KB, 701x700, 1557047806504.jpg [View same] [iqdb] [saucenao] [google]
743386

Is there a way to make a shortcut that can select multiple bones in pose mode?
Example: press a key or a button to select all the finger bones on the left hand.
And no, I can't use the circle/box select, there are too many bones in the way.

>> No.743387
File: 499 KB, 869x700, 33434d-1.png [View same] [iqdb] [saucenao] [google]
743387

Wtf guys how did I turn this weird shit off? I've tried everything, restarting Blender doesn't get rid of it. I have no idea what key I pressed. Super annoying PLZ help

>> No.743411

>>743305
>>743357

Ok, so, I tried again and the script in that answer worked for me this time. No idea what I did wrong before.

It's not as nice as in 2.79, as you have to bake everything to a texture and then bake run the script on your object, but that may be less hassle than jumping back to 2.79.

>> No.743415

>>743387
Isn't that just whatever tool you have selected?

>> No.743420
File: 56 KB, 621x702, vO7lRZ7.png [View same] [iqdb] [saucenao] [google]
743420

>>743387

>> No.743437

>>743386
Use rigify and use the N pannel
Otherwise make your own armature layers
Or use the L key to select linked bones

>> No.743457
File: 1.03 MB, 1916x982, IK FK Switch bones.png [View same] [iqdb] [saucenao] [google]
743457

My brain is tarding hard on this but I don't get FK bones, I've been working on a FK/IK switch, and while I've got my IK bones working well my FK bones are literally just the deform bones copy and pasted and then copy transformed, which surely can't be right. I'd asked in the Questions thread but I've not gotten a response.

>> No.743515
File: 808 KB, 1593x910, bikedash6.png [View same] [iqdb] [saucenao] [google]
743515

is there a way in blender to import 2 models in one file? what i want to do is either have 2 cars ive made in the same file so i can upload them into sketchfab together or i have a model of a brand badge id like to import to put on all my car models.

>> No.743526

>>743515
Append.

>> No.743539

>>743457

Ive did a IK/FK switch for the arms of a character ages ago, I have no idea how exactly it worked or what resources I used, but my setup is that the actual deform bones copy the rotation of both the IK and FK bones, sorta what you got going.

The only notable differences I can see between your setup and mine is that I use "copy rotation" (cuz its just the arms) and theyre set to world space. What isnt working with yours?

>> No.743543 [DELETED] 

>>743457
What's the point of an FK system anyways? I've been able to accomplish everything with IK.

>> No.743548

>>743437
Rigify is outdated as fuck. Auto-Rig is better in every conceivable way.

>> No.743552

>>743548
I've used both, but I switched back to just Rigify because every update of autorig pro breaks the rig, and it has problems if you modify the rig hierarchy in any significant way (like to add corrective bones.)

Have these problems been fixed recently? What exactly does ARP offer these days that Rigify doesn't?

>> No.743554

>>743420
It got me once as well. I've never used the tool bar on my left as i never had a reason to and got stuck when it changed.

>> No.743564

>>743245
May i inquire what sort of hair tutorial you are talking about? I am really interested in what i see on those gifs.

>> No.743568
File: 2.86 MB, 635x606, Reimu_WIP-9_hair-1.webm [View same] [iqdb] [saucenao] [google]
743568

>>743564
https://youtu.be/lo_FxdSe_F8

Its a method where you model the hair flat, and then wrap it onto the head using modifiers (lattice, simple deform, curve). It makes it easier to keep the topology clean and organized.

>> No.743581
File: 785 KB, 1381x903, forealforeal4.png [View same] [iqdb] [saucenao] [google]
743581

>>742968
After seeing it rendered, I think I made this car too wide. Is there a way to scale every object only on one axis?

>> No.743597

>>743581
Press A to select all, Tab into edit mode, press S to enter scaling mode and then press X or Y to constrain the scaling to a specific axis.

>> No.743598 [DELETED] 

>>743597
>>743597
And hopefully you’re not this same >>743515 dumbfuck I helped. And if you are, please go fucking kill yourself for making unnecessary threads.

>> No.743599

>>743581
>>743597
And hopefully you’re not this same >>743515 # dumbfuck I helped. And if you are, please go fucking kill yourself for making unnecessary threads. You ungrateful son of a bitch.

>> No.743606
File: 71 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
743606

hey guys. I'm following this tutorial. https://www.youtube.com/watch?v=zHv4VDoCwYc&t=1929s
I want to model the sword then 3d print it. I've been intermittently watching the tutorial and attempting to model other simple objects. One thing I noticed in the tutorial is he doesn't join the faces or vertices of each piece of the sword? For 3d printing do they have to be joined? What's telling the computer to recognize the series of objects as one object? If they have to be joined, what command do I use to join them?

>> No.743610

>>743606
They generally don't need to be joined for 3D printing. Your Slicer program will take care of that issue (some very outdated slicers might not.)

If you did want to join them, you'd use Boolean modifer, or the similar edit mode tools.

>> No.743630

>>743539
It seems like its all working all right, still to make the driver for switching between the two. All the bones manipulate the deform bones fine, I just wasn't sure if I was being obtuse with how I've went about it you know?

>> No.743658

>>743597
you are mistaken. if you press X or Y it will constrain scaling to all but that axis. If you press X, the X dimensions will be locked and you will be scaling only on the X and Z axes.

>> No.743664
File: 983 KB, 798x765, 1557855451747.png [View same] [iqdb] [saucenao] [google]
743664

Why do Overwatch Blender animations always look like the models are made of translucent silicone? Is it something intrinsic to Eevee or Cycles?

I wish I could post an example, but this is a blue board.

>> No.743667

>>743664
Crop it mang, but I think I know what you mean, too much Subsurface scattering maybe?

>> No.743670
File: 2.96 MB, 1000x1000, gears_3mb.webm [View same] [iqdb] [saucenao] [google]
743670

Animated bevel gears

>> No.743671
File: 165 KB, 1000x1000, Gears_1k.jpg [View same] [iqdb] [saucenao] [google]
743671

And closeup. These kind of gears can easily be modelled using some formulas (otvinta.com for example), but changing their shape while retaining their function is kinda tedious, especially since the geometry is very dense by deault.
Next time i'll just use the default ones or plain regular gears at an 90° angle

>> No.743743

>>742968
Is there a way to make Snap work on bones in armatures? I wanted to align one rig to another but outside of doing it manually with the 3D Cursor, I'm not seeing an option for it.

>> No.743746

>>743670
>>743671
The bronze/copper/brass material looks nice.

Maybe look at scripting the generation of it so you can modify it in a parametric manner?

>> No.743748
File: 89 KB, 473x576, snap.jpg [View same] [iqdb] [saucenao] [google]
743748

>>743743
You have to activate snapping by Vertex.

>> No.743749

>>743748
Weird. Was sure I tried that before and it didn't work. Works now though.

>> No.743751
File: 420 KB, 1080x1070, Screenshot_20200521-161507.jpg [View same] [iqdb] [saucenao] [google]
743751

How would I generate something like this in Blender?

>> No.743752

>>743751
Python and bpy.ops.mesh.primitive_circle_add()

>> No.743761

>>743752
You can use python coding with 3d modeling?

>> No.743762

>>743761
Everything in blender is scriptable

>> No.743765

>>743243
more interested in that curve-to-bbone algo i saw on blenderartists

>> No.743766

>>743386
the bundled addon 'bone selection sets'

>> No.743768
File: 102 KB, 700x853, 582228.jpg [View same] [iqdb] [saucenao] [google]
743768

Is CG cookie classes worth the money? I have 2 long term goals.
1. Model stuff from video games for 3d printing props n such.
2. Sculpt models to print and paint.

>> No.743770
File: 972 KB, 788x633, bbone_adjust-4.gif [View same] [iqdb] [saucenao] [google]
743770

>>743765
Lol we're getting some real community crossover here. I'm still at a dead end on that one. It works unless the curve handle is rotated, in which case there's offset. Will probably return to it once I finish the current stuff.

I have found a python script someone was making that creates a 2 handle bezier curve from a string of points. So it should be possible to get an edge loop to curve to bbone working in the end.

>> No.743792

I haven't used blender in quite some time and I need help with finding two UV related tools.

I remember there was a tool that automatically positioned your unwrapped UV islands to waste as little space as possible (it would for example place two triangle islands in a way that they looked like a square cut in half, when by default blender would put them next to each other)

There was also a tool that let you scale all the UV maps evenly so that textures across a single mesh have uniform pixel density

>> No.743793

>>742968
Thank you!

>> No.743809
File: 182 KB, 1060x592, monkey.png [View same] [iqdb] [saucenao] [google]
743809

This output is referenced at https://docs.blender.org/manual/en/dev/addons/render/render_freestyle_svg.html
but how did they do it?

>> No.743810

>>743809
Probably using the Freestyle Python mode. I don't think you can do this with the normal UI options.

>> No.743876

>>743667
Not overwatch poster, but semi-related topic anyhow, what is an ideal range for subsurface shading if we're talking about the human skin?

>> No.743888

>>743876
I've heard a really low number is better for realism, in my very minor usage of it, I only had it set to like 0.10.

>> No.743894
File: 3.15 MB, 3368x1353, Screenshot (20).png [View same] [iqdb] [saucenao] [google]
743894

What's with all these spots??
Open Blender after a week of pause and see this shit

>> No.743906

What do you use to collaborate with others in a project?

>> No.743925

>>743876
I'd probably look at a professional model and see how it's set up, finding info on SSS is more often than not technical talk on what it is rather than practical application.

>> No.743960

Is the node editor in Blender intended to become as powerful as they are in Houdini at some point in the future?

>> No.743961

>>743894
you paused too long and now shit's moldy

>> No.743964

>>743960
In the far future, maybe.
For now we'll get particle nodes in 2.90 probably and everything nodes (modifiers, rigging, etc) a few versions later.

>> No.743965

>>743960
Blender might become at one point as powerful as Houdini is. But imagine what Houdini will be capable of by then!

>> No.743969

>>743964
>>743965
Development isn't a straight road and it seems their business model change since 2.8 has really accelerated it. Anybody can contribute new features and fixes for the next version instead of it being just one in-house team at a company. So hopefully it won't take that long.

>> No.743970

>>743969
>just one in-house team at a company.
Except these are absolute the best in their metier and they have over a decade advantage.
I don't see Blender coming close to what Houdini is now in the next 10 years or so.

>> No.744005

>>743876
Put a lamp behind the model and see which values look more natural

>> No.744010
File: 393 KB, 1000x1300, 15900744831570.jpg [View same] [iqdb] [saucenao] [google]
744010

We gotta have a consilium here, bros.
Serious problem, upon which many lives are dependant.
How do we make Mantaflow fluid No Slip?
Without it any thicker liquids look like quicksilver.
I've seen some people suggesting force fields, but I haven't found any instructions/tutorials going into detail.
Please submit your suggestions and recomendations.

>> No.744026

>>744010
Get the fuck out with your shit.

>> No.744028

>>744010
anon...

>> No.744030

>>744010
Not sure what you're expecting from this thread posting an animation like that.

>> No.744053

>>743792
bump

>> No.744064
File: 699 KB, 1920x1080, darkened.png [View same] [iqdb] [saucenao] [google]
744064

Any idea why the image reference on the left is more saturated than on the right plane object principled BSDF with a base color image texture? It's too dark. Changing the options beneath Subsurface Color doesn't really seem to do anything.

>> No.744070

>>742968
how do I hide geometry to weight paint the inside of a mouth of my character or the inside of an asshole wtf is this shit why cant I just hide gemoetry in weightpaint mode

>> No.744071
File: 971 KB, 1009x974, weight.jpg [View same] [iqdb] [saucenao] [google]
744071

>>744064
You're probably rendering using Filmic. In the Render section of your Properties window, go to Color Management and set View Transform to sRGB.
>>744070
You can hide vertices/faces in Edit mode, then switch back to Weight Paint mode and they'll be kept hidden.
The function to do it in Weight Paint mode is called "Hide Selected WP" under your spacebar menu.

>> No.744073
File: 1.81 MB, 1960x2772, 1590203993960.jpg [View same] [iqdb] [saucenao] [google]
744073

>>744071

Wow lmao it's fixed. Thanks.

>> No.744074

>>743792
>>744053
Sounds like Texel Density Checker:
https://gumroad.com/l/CEIOR
and UV Packmaster:
https://gumroad.com/l/uvpackmaster2

>> No.744080

>>744010
where can I get this model? I wanna use it in a game

>> No.744084

>>743894
bump

>> No.744089

>>743894
>>744084
Can you upload a part of that mesh in a .blend somewhere?

>> No.744091

>>744073
How can she be so hot? Hnnnnng

>> No.744105
File: 21 KB, 446x362, 1588364901946.jpg [View same] [iqdb] [saucenao] [google]
744105

What is the best way to make good architectural photo montage with blender? I already have my object created with textures and lighting, as well as photos of locations. But I find it really hard to make a good montage. Any suggestions? Maybe trying to do that in other program? What do I need to do in this case?

>> No.744108

>>744105
Do you mean integrating your 3D building in a real photo? Look up fSpy
https://www.youtube.com/watch?v=yipDwjK3q4o

>> No.744110

>>744108
>>744105
This might be a better tutorial to get started
https://www.youtube.com/watch?v=p9IfDeNU8K0

>> No.744111

>>744108
>>744110
Thank you! I am going to try these and I'll let you know how it turned out.

>> No.744114

>>744110
Any suggestions using fSpy with landscapes?

>> No.744116

>>744114
If you don't have straight vanishing lines that you can use it'd be easier to try to manually place the camera.
Look into your photo's EXIF data to see if it contains the focal length and sensor size of the camera and match that in your camera's settings, it'll be easier.

>> No.744117

>>744116
All photos were done by Mavic Air 2 which has 1/2" CMOS senson 6.4mm x 4.8mm with a focal lenght of 24mm. And yes, there are no straight lines I could use to set my camera the right way. Should I play with fSpy unitll it's right or...?

>> No.744121

>>744117
No, fSpy is useless in that case.
Use your picture as your camera background in blender and try to move it to align the ground plane as best as possible.

>> No.744123

>>743243
>>743244
YES

>> No.744124

>>743200
That's the same stupid "lul just start and practice practice practice" bullshit 2d artists give.
Give them some pointers, link them to some sculpting resources that'll help them "start" and "get their hands dirty", moron.

>> No.744125

How do you make multires detail carry over to subdiv?

>> No.744138

>>743083
https://www.youtube.com/watch?v=YaVEJTLDD3Y

this guy has a full course on the blender cloud too.

>>743285
>They really want to deprecate dynotopo

naw it's just extremely inefficient compared to the voxel remesher and they can't fix it without redoing the entire thing.

There will always be a place for dyntopo in fine detailing.

>> No.744139

>>743894
owo

>> No.744142

>>744117
fix the lens distortion in another app?

>> No.744162

>>744030
Nothing, to be honest.
It seems no one who knows shit ever lurks in this general.
>>744080
It's imported from Daz.

>> No.744167
File: 3.07 MB, 480x480, 1517606753994.gif [View same] [iqdb] [saucenao] [google]
744167

>>744162
>It seems no one who knows shit ever lurks in this general.

>>743243
>>743244
>>743282

There's a couple at least.

>> No.744169

Coming straight from beginner tutorials. Trying to make my mesh look like the right side reference image. Just dicking around trying things, looks halfway okay so far but I think I should've blocked out the shape more before I tied the curve to the circle.

>> No.744170
File: 726 KB, 1875x897, diablo2lightplate.png [View same] [iqdb] [saucenao] [google]
744170

>>744169
forgot pic

>> No.744172

>>744170
I'd look for more reference images of similar armors, that's an awkward image to work with as a beginner since you need a decent grasp of the shapes already.

>> No.744176
File: 2.18 MB, 1862x777, bone_to_face-10.webm [View same] [iqdb] [saucenao] [google]
744176

>>743243
>>743244
>>744123

Generating bbone strands now with start+finish targets and constraints setup.

>> No.744179

>>744162
where find it for free and how can I import it?

>> No.744189

>>743658
He is not mistaken, you dumb cunt. Shift+axis does what you describe.

>> No.744207

>>744176
This scares my cro-magnon brain.

>> No.744225

>>744074
I'm pretty sure that was free, if not even built into blender by default (perhaps disabled addons?)

>> No.744228

>>743792
>>744074
Get Shotpacker instead

https://gumroad.com/l/UVShotPacker

>> No.744252
File: 74 KB, 766x962, sd.jpg [View same] [iqdb] [saucenao] [google]
744252

How can I fix this with texture paint?

>> No.744255

>>744252
I'm going to fix this seam in GIMP, but it would be nice if someone could show me how to "mix" or blur these two edges

>>744074
>>744228
I meant Magic UV, any reason I should use these programs instead of it?

>> No.744261
File: 92 KB, 248x542, Capture.png [View same] [iqdb] [saucenao] [google]
744261

Beginner here, does something like this seem like seem fine for a dagger model? I followed a tutorial but it didn't really go into sculpting much.

I assume the next steps from here would just be refining the model a bit (smoothing... I guess?) and then adding details via sculpting/shading?

>> No.744262

>>744261
Also just to note, I know it's a very basic design, it might sound weird but that's what I'm going for.

>> No.744264

>>744228

UV packmaster 2 is way superior.

>> No.744271

>>744261
Is it meant to be low poly?

>> No.744275

>>744271
I'm planning to use it in a game so I'm aiming for low. I don't know what the ideal poly range is for game assets. I don't really understand the benefit of having more other than being able to get a more accurate natural shape.

>> No.744277

is it possible to create a scene in a blender and generate an hdri from it?

>> No.744278

>>744261
looks like roblox

>> No.744280
File: 9 KB, 321x366, proxy-image.png [View same] [iqdb] [saucenao] [google]
744280

>>744278
The idea in my head was something extremely basic like the old runescape daggers

>> No.744287

>>744277
Set your camera to Panoramic and then equirectangular (in cycles) and render

>> No.744288

>>744280
Then you might want to play around with it a bit more. The gauntlet (or whatever it's called) of the sword is too low poly for the blade and the handle is too high poly.
The thing with OSRS and such is that they had to make something look as good as possible with the least verticies.
If you just finished a tutorial, I'd recommend you to make a few drafts before you settle on a model.
Saving polygons is a great exercise whether you do it for style or actually have to keep your poly count low

>> No.744289
File: 1.46 MB, 1280x1080, untitled.png [View same] [iqdb] [saucenao] [google]
744289

Finally done. What do you guys think?

>> No.744296

>>744288
I kind of just like the simple aesthetics of it though, I plan to make it less blocky, also I'm under impression that comes more from sculpting that modeling

>> No.744298

>>744289
Nice so far, is that a noise texture?

>> No.744303

For building renders, I found out that I really like the "viewport shading" view because it makes my image like a hologram which is a good presentation for certain occasions where you only present the context of your building. Is there any good way to do it?

>> No.744309

>>744298
It's a "scratched metal" texture I found ages ago, now that I think about it some noise would do the trick but this one fit so well I just left it there

>> No.744311

>>744089
please take a look
https://mega.nz/file/4UY00ArS#AsMc2-vfyhpH8pTyvTPBROi9113Tyh4KPrd4VQsvG3Q

>> No.744314

>>744010
you're still trying to make proper cum?

Why don't you search up the physical and hydrokinetic properties of semen (plenty of research done on this i shit you not) and modify the fluid models to match?

>> No.744320

>>744252
use the clone stamp tool
its the stamp icon, works similar to how it does in photoshop

>> No.744324

>>744287
thanks

>> No.744325
File: 627 KB, 1502x993, material.jpg [View same] [iqdb] [saucenao] [google]
744325

>>743894
>>744311
I saw nothing wrong in the blend file, except that you went and assigned the claw material to the body.

>> No.744330

https://twitter.com/pablodp606/status/1264999346430455809

>> No.744334

can you make the grab brush function like when you hold alt in zbrush? it pushes the verts in or out along the averaged normals. sort of like inflating but it doesnt move each vertex along its own normal.

>> No.744336
File: 309 KB, 907x651, normal.jpg [View same] [iqdb] [saucenao] [google]
744336

>>744334
Yup. It's called "Normal Weights" and you set it to 1.

>> No.744340

>>744336
thanks

>> No.744345
File: 247 KB, 439x487, 15718599329153.png [View same] [iqdb] [saucenao] [google]
744345

The remesh workflow is total shit compared to dynamic topology workflows.
You don't need the same density everywhere on the mesh and shit has to get retopo'd anyways in most cases so no one has to come with that messy mesh whining.

It would be an acceptable alternative workflow if Blender could handle all those polygons/triangles but still, remeshing a sculpt always takes several seconds and switching to edit mode fucking hangs Blender also for several seconds if your model is up 20m tris. Feels clunky as shit. All those new additions like hiding parts of the mesh to make all this less painful feels like some attempts to crowbar this still not really feasible workflow through instead of focusing on dyntopo as long as Blender is still not fast enough for models with this high density.

>> No.744346
File: 84 KB, 1280x720, sc.jpg [View same] [iqdb] [saucenao] [google]
744346

>*is the best blender sculpting tutorial*

>> No.744347

>>744330
somebody with tweeter tell him to try conventional ik (move hips and foot stays in place)

>> No.744348

>>744346
why would you need a tutorial for sculpting? you either know the shape of a human or you don't. don't tell me you need someone to explain to you that a crease brush makes creases or that smoothing makes things smooth.

>> No.744352
File: 2.68 MB, 1864x1048, texture.webm [View same] [iqdb] [saucenao] [google]
744352

>>744252
>>744255
See webm.

Simply go into Texture Paint, select the texture file to modify in the Toolbox panel (hotkey: N). You can either use the Blur, Smear or Clone brush as demonstrated in my webm. After you're done modifying it, either go into Image Editor or the UV Editor to save your image file.

>> No.744354

>>744348
Not that guy, that is the one I recomend usually, the free version not the course, because it is more about workflow and tips for beginners and less about anatomy and things like that, I like also the Basics Recap from masterxeon1001

>> No.744364
File: 547 KB, 1513x963, sculpt.jpg [View same] [iqdb] [saucenao] [google]
744364

>>744345
Agreed. I only ever used the remesher for quickly combining things like, say, primitives together in order to get a starting base mesh. After that, all my sculpting was done with Dyntopo.

Pic related; my WIP. Using vox remesh would've been a nightmare when I needed to sculpt in additional details like lips, eyelids, lips, fingers, ears, etc. without screwing up the model in other areas.

>> No.744402

>>744345
the brush just works faster without dyntopo on, both are useful but I'd say using remesh up until the detail requires you to use dyntopo is just better for feel if anything.

>> No.744408

>>744348
Even if you know anatomy, you will end up with a messy sculpt if you don't know how to use the tools efficiently.

>> No.744409

>>744348
show your sculpts

>> No.744425
File: 229 KB, 1920x1080, sculpt.jpg [View same] [iqdb] [saucenao] [google]
744425

>>744409

>> No.744426

can i select an edge loop, and then select all the edge loops along some direction?

>> No.744427

>>744426
sure > select edge > select edge ring >with that selected select edge loop

>> No.744453

>>744427
was having a little difficulty figuring out your instructions, but it led me to a solution: select two edge loops and then do "select inner edge loops".

>> No.744488

>>744425
the nose knows

>> No.744501

>>744425
>extra large knows
Nice

>> No.744516

https://www.youtube.com/watch?v=M4F6Q6h2-ao
ibeen doin this wrong for far too long

>> No.744522

>>744516
thanks for the vid
i learn more from these than "how to model x"

>> No.744528

How to merge mesh effectively?
i've got a high poly mesh made of many parts, booling objects make geometry completely fucked up unable to do auto remesh

>> No.744533
File: 26 KB, 750x330, 2020-05-26-1590520607_750x330_.png [View same] [iqdb] [saucenao] [google]
744533

>Cosmos Laundromat Episode 2 Canceled
alright, who of you fuckers was pic related kek

https://www.blendernation.com/2020/05/26/cosmos-laundromat-episode-2-canceled/

>> No.744534

I'm pretty sure everyone's seen this, but for those that didn't
https://youtu.be/Ci1jBOm_5NY

>> No.744537

i swear i thought you could set the frame offset so that you can advance in exact increments with right arrow?

>> No.744545
File: 896 KB, 3364x1279, Screenshot (21).jpg [View same] [iqdb] [saucenao] [google]
744545

How can I merge the claw to the fingers?
Should I edit and merge it to the T pose (rest pose)?
I've tried selecting part of the claw and of one finger

>> No.744556
File: 49 KB, 623x546, 1590304707426.jpg [View same] [iqdb] [saucenao] [google]
744556

>>742968
>Be me
>Want to get into 3D game design/modding so I download Blender and Unity
>After toying around with Unity for about a day or two I manage to create a working game environment with functioning objects/lighting/physics
>After using Blender for months and watching hours of tutorials online, I still can't figure out how to do anything other than create a basic object

Should I just throw in the towel with blender or does it really just take time to get accustomed to its UI/functions?

>> No.744564

>>744556
Do you want to flip assets or create good content?

>> No.744566

>>744556
you didn't actually "create" the physics, lighting etc in unity. all this elaborate functionality was built for you by professionals and you just turned it on. in blender, you're actually creating 3d assets from scratch, so of course it's going to take a vastly larger amount of effort to learn it - just like it would take you much, much longer to write a physics engine instead of just using the one that ships with unity. if you're not wiling to put in the effort, stick to premade assets.

tl;dr: you're comparing dragging and dropping other people's work to actually producing the work.

>> No.744568

https://twitter.com/pablodp606/status/1265375053681745921

>> No.744571

Noob question
How do you retopologize sculpts in blender and make details carry over to a subdivided mesh?

>> No.744574

>>744568
Nice but is the cloth brush fix he posted couple days ago in the latest 2.9 alpha or is it not in there yet? I tried the latest you can download but it still behaves strangely so I guess the fix is not yet in the main branch, right?
>inb4 compile blender yourself

>> No.744577
File: 1.38 MB, 1440x1080, trees_on_mountain.png [View same] [iqdb] [saucenao] [google]
744577

Just made this render for a Udemy course. The assignment was to make a scene entirely out of primitives. Can I get a critique?

>> No.744581

>>744577
No composition, no depth, no balance, colors could be better, the assignment is stupid and anything you can produce using primitives only will be mediocre at best

>> No.744584

>>744581
> no composition
> no balance
What are these?
> no depth
What do you mean? It's got stuff closer and stuff farther away. Isn't that depth?
> colors could be better
Yeah, I know. I haven't gotten to the part where I learn to use textures
> the assignment is stupid and anything you can produce using primitives only will be mediocre at best
I think it's supposed to be a stepping stone to make better stuff.

>> No.744585

>>744584
you've got everything in the middle distance: no background elements e.g. clouds, distant hills etc
needs something at the human scale close-ish to the camera, and the camera at approx. eye level

>> No.744587

>>744585
> needs something at the human scale close-ish to the camera
I thought about putting stuff in the blank area but I was worried it would block the view of the stuff in the back.
> and the camera at approx. eye level
Doesn't it look eye level? Do you think it needs to go up more?

>> No.744589

>>744587
>Doesn't it look eye level? Do you think it needs to go up more?
it's impossible to tell because theres nothing in the forground to help give perspective & the focal length of the camera seems to be too narrow

in all of these examples there's something up near the camera (flowers, grass, a tree, whatever) to show where the viewer is in relation to it all
also, look at how much space the mountains take up in the paintings, proportionally

https://www.bing.com/images/search?q=landscape+painting&form=HDRSC2&first=1&cw=1117&ch=710

>> No.744590

>>744556
congratulations, you are learning the hard truth of game development which is that code monkeys are probably the least important part and that asset creation is by far and large the biggest hurdle.

>> No.744591

>>744590
There are actually people who get into gamedev without knowing this? You can just use prebuilt solutions for 90% of the hard stuff programming wise. The same cannot be said for assets unless you want your game to look like a generic piece of shit. Programming/optimization hasn't been the main limiting factor in game graphics since the 6th console generation at the latest. Now it's almost entirely on the artist and maybe 1% of games push the consoles to their true technical limit.

>> No.744592

>>744591
everyone who isn't a programmer knows this, they're just used to their STEM god complex so it takes them a while to realise.

>> No.744594

>>744592
I AM a programmer and even I know it. Perhaps even because I'm a programmer so the programming aspect isn't so intimidating to me. I'm trying to learn 3DCG from a programmer background because I want to make a game. I'm the guy that posted >>744577 Art/3D seems way more intimidating and difficult than programming, especially the sheer volume that must be produced for a complete game.

>> No.744605
File: 65 KB, 2520x501, curve.jpg [View same] [iqdb] [saucenao] [google]
744605

Kinda stupid question, but I figured I'd ask.
Is there any way to just start with a perfectly straight and even bezier curve when you add it?
I've been using Blender for years and years and it always bothered me that the curve comes out curved. I mean I understand WHY it is the way it is (since a straight curve would be hard to see on top of the XY lines), and it's not hard to fix it to be straight and have the points be the same, but it's fucking tedious. Is there some way I can set up the primitive to come out straight, or is there some addon that does this or what?

>> No.744614

>>744364

>those fingers

>> No.744615

>>744605

There probably a more efficient way to do it, but I would just manually edit vertex coordinates to get them in a straight line.

>> No.744616

>>744615
I mentioned that.
>it's not hard to fix it to be straight and have the points be the same, but it's fucking tedious.

I'm just looking to skip that step entirely. There's literally no point to it being shaped the way it is when it takes extra steps to fix it. The points aren't even scaled the same width. The one on the right is double than the one on the left.
I just want to be able to start with a straight line, with both points equal scale between the handles.

I could start with a path, but it starts as NURBS, which means it has to be converted to bezier.
At the end of the day it's just a workaround/tedium to something that should just have the option to be straight to begin with.

>> No.744618

>>744616
I know I had an addon that added a straight bezier curve as an extra shape at some point. But that was awhile back in 2.7something. So not sure what it was, but its out there.

>> No.744633

>>744618
Yeah I swear I had that too at one point, but I can't remember the name of it. Figured I'd just ask here.
I've got the addon that adds extra curves, but I don't think there was just a straigh bezier in there, unless I'm fucking blind and completely looked over it.

>> No.744638

>>744010
Kill yourself, pedophile fuck.

>> No.744640

>>744605
>>744616

Option 1: Add a Path instead of Bezier.
Option 2: Enable the Extra Objects addon for curves and try out Line or Point (point has to be extruded)

>> No.744666

I'm using a bevel modifier with clamp overlap turned off because that is the only way I can get a bevel that is big enough. Obviously, this means topology becomes a mess at certain parts where geo is tight, although shading hides it well. What's the best way to approach this problem and fix it? Apply the bevel and do a manual cleanup?

>> No.744684 [DELETED] 

>>744614
WIP, anon.

>> No.744697

Is 2.83 stable? I want to try that adaptive sampling, For anyone using it, how much of a decrease in render time are you seeing?

>> No.744700

>>744697
the actual 2.83 is releasing in a week

>> No.744721
File: 496 KB, 1362x973, sculpt.jpg [View same] [iqdb] [saucenao] [google]
744721

>>744614
I did say WIP, anon

>> No.744733

>>744545
bump

>> No.744754
File: 1.00 MB, 4032x2268, LG_Njorijanna_Laceinglight.jpg [View same] [iqdb] [saucenao] [google]
744754

>> No.744765

>>744754
Whoa!

>> No.744773
File: 7 KB, 245x229, 1589146063774.jpg [View same] [iqdb] [saucenao] [google]
744773

>>744533
i thought they canceled it before episode one was released

>> No.744778

>>744754
This is the true purpose of 3D.

>> No.744785
File: 1.72 MB, 209x191, 1496390888993.gif [View same] [iqdb] [saucenao] [google]
744785

>>744754
>cameltoe as wide as her upper elephantitis leg

>> No.744786 [DELETED] 
File: 3.79 MB, 595x590, 4b.gif [View same] [iqdb] [saucenao] [google]
744786

>>744785
Well, she's a big girl

>> No.744792
File: 57 KB, 605x605, Kevin the cat.jpg [View same] [iqdb] [saucenao] [google]
744792

>>744786

>> No.744793

>>744721
post cunny

>> No.744796
File: 22 KB, 344x336, 1500234337110.jpg [View same] [iqdb] [saucenao] [google]
744796

>>744786

>> No.744798
File: 73 KB, 750x498, 1305001394.jpg [View same] [iqdb] [saucenao] [google]
744798

>>744786

>> No.744805

https://twitter.com/pablodp606/status/1265750714845806592

>> No.744807

dang
https://twitter.com/pablodp606/status/1265750714845806592

>> No.744808
File: 157 KB, 677x468, 5MsZpcu.png [View same] [iqdb] [saucenao] [google]
744808

>>744805
pah, mr. "I'm a few seconds faster than you" :<

>> No.744810
File: 4 KB, 240x240, 165468746877.jpg [View same] [iqdb] [saucenao] [google]
744810

>>744808
Well but you put a word along your post so technically yours is a post with more effort put into it!

>> No.744823

>>744640
>I could start with a path, but it starts as NURBS, which means it has to be converted to bezier.

>I've got the addon that adds extra curves, but I don't think there was just a straigh bezier in there, unless I'm fucking blind and completely looked over it.
I'll look again at the extra curves, maybe there is one that comes out straight up as bezier. All I'm looking to do is get rid of the extra step of "fixing" any of the curves to begin with. If I have to make a curve and do some step to fix it then it's pointless as a solution imo. Obviously, in the end it doesn't really matter, it's just 0.5s wasted to fix it, I'm just stuck on the principle that it should be straight and perfectly scaled handles to begin with.
Why can't I just add my own custom primitives?
Is there an addon for that?

>> No.744825
File: 145 KB, 960x720, logh sad.jpg [View same] [iqdb] [saucenao] [google]
744825

I started reading the noob to pro wikibook before getting to the page without actual screenshots and realizing the UI doesn't look anything like that. Is it worth it to continue, or should I get a different resource, or quit fucking around?

>> No.744827

>>744805
Why can't we get some of this shit in the actual cloth sim?

>> No.744830

>>744825
UI is just visual anon. Unless it's some specific quirk or some janky workaround in whatever version of Blender the book uses, it's all pretty much usable in any version.

>> No.744838

>>744825
The 2.7x version of the Noob to Pro book still applies to 99% of stuff. But it won't cover using Eevee as that was added in 2.8. Just make sure you didn't end up in the old 2.4 version of Noob to Pro.

>> No.744857

>>744721
Post her vagina. Show us how good you are with modeling

>> No.744928

>>744314
No matter how viscous fluid is it still slips right off

>> No.744984

>>744825
Box modelling, topology workflow, sculpting, unwrapping UV, painting, texture workflow, animation workflow?
All these do not require a proper sexy UI. You still want a smooth UI to make it easier for new users to start using them, i.e not the nightmare of texture previews from blender 2.49b.

You could technically read a Blender master guide, and just do all that in Max or Maya. There are some unique quirks within the packages, but all modern suites should have somewhat standardized tools for similar tasks.
I.e you should be able to bake seamlessy if you find the buttons and the setup. Same is true of UVs, painting, exporting, and everything else.

>> No.745001
File: 1000 KB, 6693x1285, Screenshot (24).jpg [View same] [iqdb] [saucenao] [google]
745001

on the left is rest mode, on the right pose mode.
Trying to attach the claws to the body, used join option.
Why is the body invisible in pose mode?
This is so confusing.

>> No.745005

>>745001
does the mesh have an armature modifier that's enabled, connected to the right armature, set to be visible, etc?

>> No.745065
File: 429 KB, 809x735, why.png [View same] [iqdb] [saucenao] [google]
745065

Why is it that when I'm weight painting it sometimes gets fucked up like this? Trying to paint over the right side but it paints on the left and just spreads this weight ring around.

>> No.745067

>>745065
Is there a record for solving your own post? I think I just set it. I had the x mirror modifier on in the top right in addition to the one under tool settings underneath auto normalize. Just turned off the other one.

>> No.745111

guys I got a question, is there a way to set like the default projection to be cubic from linear on everything? I'm tired of changing it every time I import textures

>> No.745137
File: 249 KB, 787x831, blenderweightpaint.jpg [View same] [iqdb] [saucenao] [google]
745137

Please, How do I transfer weights from purple object to green one, but ONLY on the selected vertices?

>> No.745138

>>745137
Use the Data Transfer modifier and limit it to a vertex group.

>> No.745140

>>745138
did not work, I think because the selected vertices are already separately assigned to various other groups.

(i'm showing a simple example on the picture, but the meshes I'm working on are complex clothing pieces)

isn't there another way, just like in blender 2.72, where it copied all weights only to selected vertices? an addon or something?

>> No.745141

>>745140
You can use the transfer mesh data operator in weight paint mode and play with the mix mode and destination layer

>> No.745142

>>745140
Did you click 'Generate Data Layers' and then apply the modifier?

>> No.745160
File: 1.03 MB, 1921x1051, arm broke02.png [View same] [iqdb] [saucenao] [google]
745160

Can someone please tell me what the hell is going on here? I made these robotic arms with child of constraints connecting the segments and positioned everything, then I saved and quit. When I reopened the file all the arms were exploded out like this.I tried doing again on a single arm, closed, reopened, and it was exploded again. wtf is happening? I'm losing my fucking mind

>> No.745161

>>745141
Yes this works but the problem with his is I have to transfer layer by layer, and that's super time consuming. I used to do all this with the click of a button on blender 2.72, just by selecting all vertices I wanted the transfer, and click.
All weights would be copied only on those selected vertices. But now the files are incompatible with the newest versions of blender and i can't switch back and forth with the programs.


>>745142
Yes it only works one by one.
The problem here is, I'm trying to copy not only from one group.
I want it to copy from multiple groups to the same groups on a different mesh - but only on selected vertices.
Even with the data transfer tool, I still need to do group by group, or it affects the entire thing all at once.

If I create a new vertex group it will just transfer the empty data from the newly created group.

I'm trying to copy all weights from some top sleeves, to similar sleeves but on a dress. Whenever I transfer weights from the top, it also affects and breaks the skirt part of the dress. I just need the upper part (collar, neck, shoulders, upper arm, chest, etc and doing this one by one takes very long..)

>> No.745218
File: 1.93 MB, 622x354, animatorlife.webm [View same] [iqdb] [saucenao] [google]
745218

>> No.745222
File: 1.76 MB, 1974x1200, Zorn-BTS-grainy-face.jpg [View same] [iqdb] [saucenao] [google]
745222

Why is cycles still so shit?

>> No.745223

>>745222
>daz
>iray
are you lost?

>> No.745224
File: 20 KB, 200x241, index.jpg [View same] [iqdb] [saucenao] [google]
745224

>>745223
Is that where Blender users shit on? It's a poor renderer, admit it. Eevee is wonderful though.

>> No.745236

>>745224
I've seen people do great things with eevee, but I must be doing something wrong because each time I've tried it looks weird.

>> No.745240

>>745222
Because cycles is a Photon render.
Intended for actual renderfarms, since they built it for development cycles centered around making short animated films.
Which means access to large renderfarms.

So you:
1. Hit render
2. Walk away
3. Come back later
4. Find a acceptable falloff for preview and final render, in terms of rays, write those numbers down
5. Be happy

Or
You use a faster external renderer, more geared for single PC consumer rendering

>> No.745242
File: 18 KB, 333x588, file.png [View same] [iqdb] [saucenao] [google]
745242

retard here
why are the cycles settings in my current project missing
I open a different one and everything's there

>> No.745250

I got a 3d .obj model with a bunch of texture files. I want to merge all those files into one that fits the model, so i can use it on tabletop simulator.

Looked up for a bunch of tutorials on YT, but couldn't manage to get it right. Can anyone share tips or help me?

>> No.745252

>>745111
pls assist

>> No.745291

https://github.com/sakana3/PolyQuilt/
It's so good wtf
Blender's retopo is god tier

>> No.745426 [DELETED] 

>>742997
Second

>> No.745451
File: 107 KB, 639x350, Whoopsiedaisy.jpg [View same] [iqdb] [saucenao] [google]
745451

I'm trying to follow the donut tutorial and I am at the the UV unwrapping step for the coffee cup but a couple of things are going wrong and things don't exactly look as they should.

Is there an option to reset the main U.I to defaults?
Current result is from sort of getting it right but not doing it correctly enough and then hastily backtracking to try again.
I'm pretty sure I failed to correctly load a new u.v image when I unwrapped (Maybe?)

Also can't help but notice that CTRL-Z is pretty restricted in blender, something I'll keep in mind going forward.

>> No.745530

https://www.youtube.com/watch?v=PVGeM40dABA
New open movie

>> No.745538

>>745451
You can change how much you can use CTRL+Z so that it's higher just so you know.

>> No.745543

How do I use tris? I want greater control over shading when modelling organics, and I have a vague idea of how to do it, but I'm not sure.

>>745451
>I'm pretty sure I failed to correctly load a new u.v image when I unwrapped (Maybe?)
I haven't transitioned to 2.8, so I don't know where everything is specifically, but first set your texture in your object materials,
>select the coffee mug material
>go to the textures tab
>select the coffee mug texture however you do it in 2.8
If you're in render view your model should have that texture applied according to where the UV islands are.

Then, in the UV window, if it isn't already there, which it probably won't be, select your texture in the drop down button with a picture of an image file on it - don't hit new, open, or try to rename instead. You should be able to see your UV on its appropriate texture.

>> No.745546

>>745530
great, now i started my day sad..

>> No.745551
File: 220 KB, 1384x996, notitle.jpg [View same] [iqdb] [saucenao] [google]
745551

>>745451
>CTRL-Z is pretty restricted in blender

try to do your own research instead of posting here

>> No.745552
File: 241 KB, 705x534, gradient.png [View same] [iqdb] [saucenao] [google]
745552

So uhhh why does blender center the gradient texture right, if I translate it -0.5x -0.5y

>> No.745553
File: 60 KB, 644x724, uv.png [View same] [iqdb] [saucenao] [google]
745553

>>745552
And how do I mentally connect it to the UV

>> No.745554

>>745553
Nvm found an article explaining this

>> No.745563
File: 422 KB, 2436x1276, HELPHHELPHELP.jpg [View same] [iqdb] [saucenao] [google]
745563

Please help me the more I try to close these DOG SHIT FUCKING HORSEPISS windows the more I open what the fucking shit why is blender suich garbage abusdubasbdu FUUUUUUUUUUUUUUUUCK

>> No.745565

>>745563
That is pretty fucking funny, i almost forgot about this, we've all been there.
Look up how to join and split areas, it's in the online manual.

>> No.745566
File: 174 KB, 1837x460, 123123.jpg [View same] [iqdb] [saucenao] [google]
745566

You guys think they will get the message?

>>745565

I want to close them. I'll try to read up on it and hit the correct pixel from the correct angle of incidence and then hit the right target pixel with the exact necessary drag-time and angle accuracy.

Fuck man I'm dropping Blender. I'm not even getting paid for this shit.

>> No.745568

>>745566
It has a pretty clear pattern on where you're supposed to grab to merge once you know that it's there.

>> No.745569

>>745566
There are worse things to complain about than this dude, chill. Just grab a corner and make sure a arrow appears over the window you want to shut.

>> No.745571

>>745569

It never shuts. I'm going to drop dead from a brain aneurysm is wear to god. If I don't post in 10 minutes it's bc I'm lying here convulsing and foaming out of my mouth.

>> No.745572

>>745571
Protip if you dragging it out and another window appears, just right click to get rid of it.

>> No.745573

>>745571
>If I don't post in 10 minutes it's bc I'm lying here convulsing and foaming out of my mouth.
R.I.P Anon.

>> No.745577

>>745571
Computers aren't for you, may I suggest another hobby like overdosing on drugs?

>> No.745584
File: 755 KB, 1366x768, Screenshot (59) (2).png [View same] [iqdb] [saucenao] [google]
745584

Ok, so im trying to make tracks and attach my array of track links to the curve, it goes from this.

>> No.745585
File: 769 KB, 1366x768, Screenshot (60).png [View same] [iqdb] [saucenao] [google]
745585

>>745584
To this, how do I get my track links to follow the curve? Most of the guides I saw just said to select the curve with the curve tool, but that doesnt seem to be working here.

>> No.745587

>>745585
try adding an array modifer to the track model, then a curve modfier and set the object to the track curve? then play around with deformation axis and size

>> No.745597

>>745543
Rad, thank you - I'll screencap this for later

>>745538
What I meant is that CTRL-Z doesn't undo things like camera movements or menus like other programs, I should've been more clear, sorry.

>>745551
No.

>> No.745606

>>745005
I don t think so
Here's the file
https://sketchfab.com/3d-models/doom-hell-knight--2ff3458809da4f3d867a9edfc3ee5f43

>> No.745620
File: 1.22 MB, 1298x782, 1569705807517.webm [View same] [iqdb] [saucenao] [google]
745620

Just started 3D a couple of days ago and finished my first body, the topology is a mess it seems so I gotta read the sticky or something, but I'm kinda proud I finished it.

>> No.745625

>>745577
He's already doing that, anon.
>If I don't post in 10 minutes it's bc I'm lying here convulsing and foaming out of my mouth.

>> No.745627
File: 403 KB, 2586x1908, 3.jpg [View same] [iqdb] [saucenao] [google]
745627

I'm not sure about these proportions bro

>> No.745640

>>745627
yeah titties too big

>> No.745642

>>745627
Have you ever seen an ass before

>> No.745646

>>745620
Pretty nice for a first attempt

>> No.745647
File: 150 KB, 468x670, Screenshot_3.png [View same] [iqdb] [saucenao] [google]
745647

guys i'm new to 3d and i really dig this low poly texture-reliant sort of model. THING IS, i used to have a graphics/drawing tablet but gave it away since i gave up on drawing and hadn't used it for 4 years or so.
so, can this quality of texture be achieved without such tools?

>> No.745651
File: 120 KB, 539x553, TEXTUREALIGNBLENDER.jpg [View same] [iqdb] [saucenao] [google]
745651

Please How do I perfectly align this unwrapped shape to the CENTER of the UV map?

>> No.745677
File: 69 KB, 620x348, example.png [View same] [iqdb] [saucenao] [google]
745677

>>742968
Ok I'm super new, just learning the basics atm.
I want to use Blender for game development.

So let's say I want to make a tank. When I'm modeling, the turret becomes a static piece of the whole tank. How do I "disconnect" the turret, and create like a socket, or an axis, to define where and how the turret rotates? Or say a robot arm with hinges.
I don't even know what to google to learn about this. I want to create mechanical functions and connect them to events in Unreal Engine. What's that called? Is this what people call rigging? Is that what I need to learn?

>> No.745678

>>745677
For something like a tank, I would import the tank without the turret into UE4, then with the turret, make sure the origin point is EXACTLY where you want the axis of rotation to be. Import that into UE4 and add it to the tank inside it's actor blueprint so that it inherits rotation and location from it, then you can control its rotation with Set Relative Rotation nodes

>> No.745679

>>745678
Do that mean I create multiple models in the same blender project? Like a collection with:
>tank base
>turret

Do you mean that can be exported as multiple models? And then piece it back together in UE?

>> No.745683 [DELETED] 

>>745651
Place cursor to center (N Panel -> View -> Cursor location .5 .5)
Select your UV's
F3 -> Type Snap Selection -> click
In the Snap Selection settings change the Target to Cursor (Offset)

>> No.745685

>>745679
Seperate objects get imported into UE4 individually when you export the whole project as FBX into UE4, so ya you wanna seperate the turret from the tank in Blender if you haven't already. If you don't know how, select the tank, go into edit mode, select all the turret vertices and hit P > Selection

>> No.745686

>>745651
Select All
Open N Panel
In the Image tab set UV Vertex to 0.5, 0.5

>> No.745688

>>745620
I'm so intimidated by the process of making something that doesn't look like total garbage, that I haven't even tried sculpting anything, how did you find it?

>> No.745690

>>745647
Definetely yes, but you'll have to be careful about your unwrapping

>> No.745691

how long can CGTrader take to review my account

>> No.745692
File: 319 KB, 640x590, dude.gif [View same] [iqdb] [saucenao] [google]
745692

>>745563
Anon, I...

>> No.745693

What are the best retopology addons in your opinion?

Retopoflow?
SpeedRetopo?
Softwrap?
That one japanese retopo addon?

What are your thoughts on all of them on their own merits?

>> No.745694

>>745685
Nice. Thank you

>> No.745695

>>745685
>Seperate objects get imported into UE4 individually when you export the whole project as FBX into UE4, so ya you wanna seperate the turret from the tank in Blender if you haven't already. If you don't know how, select the tank, go into edit mode, select all the turret vertices and hit P > Selection
That's not how it works in Unity...

>> No.745697
File: 2.66 MB, 1552x986, turret_gay.webm [View same] [iqdb] [saucenao] [google]
745697

>>745685
hey one more thing
I ran into this problem where the rotation gets fucked up. See webm.

I thought this rotation would be the same as the Blender's object origin, but that does not seem to be the case. Any recommendations?
I wonder if in Blender, deconstructing the model and moving all the ojbects to origin would do the trick, but that feels like a hacky and weird workflow.

>> No.745700

>>745585
Snap tracks (center of origin) to the curve then array. I think that should make it work.

>> No.745714

>>745530
that's worse looking one yet, I didn't even get it. the parts where she killed the babies was funny though.

>> No.745715
File: 231 KB, 659x447, loop cuts.png [View same] [iqdb] [saucenao] [google]
745715

>>745587
thanks for the help anyways, but no dice.
>>745700
Yes thank you very much that worked.

Also, new problem, does anyone know how to remove ngons to make these loop cuts work? All the results seem to use either "remove doubles" which is no longer in 2.8 or just deleting the face. Neither of which

>> No.745721

>>745688
To be honest, I also feel like doing nothing unless is perfect, but I understood that if I don't keep practicing doing garbage for months or years you will never get to the point you wont make garbage.

Also, I didn't sculpt that much, Only gave the breast and belly better shape.

>> No.745724

>>745715
How about starting with beginner tutorials instead of asking /3/ to spoonfeed you at every single pitstop you fucking idiot?

>> No.745725

>>745724
At least he's prompting a conversation, which is better than you're complaining.

>> No.745730

>>745690
any idea of a tool I could use to make the textures?

>> No.745732

>>745695
We're talking about UE4, a stupider fackin program that makes no sense with imports

>> No.745733

>>745697
Sorry for taking so long to reply, hope you're still here.
Yeah, annoyingly, the origin point for the object in UE4 is set not by its origin in Blender, but by WHERE the object itself is in relation to the 0,0,0 spot in the project. So when you export make sure to set its location in Blender to 0,0,0

>> No.745734

>>745642
Sorry, still learning.
Can you speculate? What's wrong with the ass babes?

>> No.745737
File: 100 KB, 1523x1031, uuuh.jpg [View same] [iqdb] [saucenao] [google]
745737

>>745733
God damnit. Such workflow.

>> No.745743

New BNPR show
https://www.youtube.com/watch?v=c2pIFKjiZXY

>> No.745747

>>745606
bump

>> No.745748

>>745734
not them but think about what butts are for and picture the little girl's as is doing it. I don't think it's bad myself but it could look better if it were spacially more coherent

>> No.745749

>>745748
take this with a grain of salt since I've never done anything that good lmao just a layman's opinion

>> No.745765
File: 1.48 MB, 454x376, how.gif [View same] [iqdb] [saucenao] [google]
745765

Just opened Maya the first time and i can do the subdivisions just pressing a button, how can i do this in Blender?
I dont wanna learn another software bros, they said the Blender was enought, they lied to me?

>> No.745766
File: 2.39 MB, 3423x1118, Screenshot (4).png [View same] [iqdb] [saucenao] [google]
745766

I don't see the ik lines that allow me start posing
Creator of the model said he used rigify
I've installed the addon but nothing

>> No.745772

>>745765
Just bind it to quick shortcuts, that's what all non brainlets do.

>> No.745778

>>745765
Its on one of the menus in edit mode to do a subdivision command (W menu is classic control scheme), and I believe there's also a hotkey to add a subsurf modifier.

>> No.745780

>>745714
It's like the chick is running through significant moments of her life/relationship. But it's in reverse.
So she's preggo and gets proposed to in the coffee shop, has a "miscarriage" by the baby actually falling down the stairs, has a funeral for the baby, ends up getting married shortly after, probably is depressed in the scene where they're at dinner and tries again and I guess one of the parties don't want to so they're having an argument about it. Only part that doesn't fit that narrative, is the room with the dead baby that happens next (or previously), and then popping out the baby, since those two events should have been swapped if they were going for the whole "reverse" thing. In any case, it all ends (or begins), with her in her apartment alone with her cat, with old baby stuff sitting around in the background.

I think they made it run through a few times for length, but also so you could pick up on the stuff in the background after the first run since they're exactly the same and you'd be more likely to pay attention to that stuff. Took me a sec to realize the background character was actually her. Only real reason I noticed was during the "miscarriage" scene the bg character was doing skateboard tricks, and then the foreground character did the same on the stroller.

>> No.745782

>>745780
They aren't in reverse order, they are in random order. She gives birth, but the baby dies later or something. And small things do change each time it goes through.

>> No.745785

>>745780
yeah, i kinda figured it out but it is poorly laid out, and it took till like the third repeat for me to notice it's the same girl in the BG. also lol at the comments saying it's going to get put on those fake game ads, I could see that happening.

>> No.745794

Pretty sure I know the answer, however I wanted to ask anyway. Would anyone be against me posting a link for where you can buy a movie called Cinderella The Cat? The reason behind the link is it is the first, so far as I know, full length feature film to be made in blender. If we can support the company involved they may keep blender as their main software. By supporting those who use blender do we not give due justice to the program we love? Please inform me of your decision and I will oblige everyone.
Thank you

>> No.745893 [DELETED] 

New thread, new OP format:

>>745892
>>745892
>>745892
>>745892

>> No.745898

New thread, new format

>>745896
>>745896
>>745896

>> No.746155

How to craft hair pbr? Does everyone just take random hair pic off internet and make it seamless in photoshop and generate bump/rough off it?

>> No.746546

I don't know if I can do this here or not. But I'm looking for someone to commission a model. I'm not 3D modeler. The commission NSFW in nature.

Discord Zeenith#6096