[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 144 KB, 1280x720, modeling02-1280x720.jpg [View same] [iqdb] [saucenao] [google]
745896 No.745896 [Reply] [Original]

Welcome to the Blender General, where we discuss Blender, share our Blender-related works and ask for Blender-related help.

>What is Blender?
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing and 2D animation pipeline.

>Download
https://www.blender.org/download/

>Blender Market
https://blendermarket.com/

>Documentation
https://docs.blender.org/

>Useful tutorials
https://pastebin.com/tKhxuTJu

>Useful addons
https://pastebin.com/mMZqukF1

Previous Thread: >>742968

>> No.745897

Autodesk cucks need not apply.

>> No.745899
File: 2.39 MB, 3423x1118, Screenshot (4).png [View same] [iqdb] [saucenao] [google]
745899

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.745900

>>745899
You have the rig set to hidden.

>> No.745907

>>745899
You are in object mode, go to pose mode

>> No.745908

>>745896
>wireframe lines only on the simpler objects
I guess someone was ashamed of their mess

>> No.745909

>>745908
That's just the object group in edit mode, retard.

>> No.745910
File: 42 KB, 608x811, 1qjlso.jpg [View same] [iqdb] [saucenao] [google]
745910

>>745908
But these are just a bunch of simple objects, other than the letters that always looks ugly, is that cloth the complex object? the wood panels?

>> No.745929

>>745794#
Same question?

>> No.745936

>>745929
this is a chinese fishermen market , you can do whatever the fuck you want, and the first full length feature film done with blender is Plumiferos I think, and the last big feature film is Next Gen, and you could get more track in twitterwith the #b3d hashtag or in reddit > /r/blender /r/animation/ etc ...
https://www.youtube.com/watch?v=Uvq6eYT9nJ0
https://www.youtube.com/watch?v=uf3ALGKgpGU

>> No.745937

>>745900
ty

>> No.745963
File: 3.82 MB, 3413x1213, Screenshot (5).png [View same] [iqdb] [saucenao] [google]
745963

Made little progress
Attached the talon using boolean modifier.
The body gets all checkered after.
Play with the materials but it doesn't revert
Then I use the pose editor to see if the talon is atttached to the finger.
It's not, and it seems the talon has created a new layer around the body, this being the checkered result from the boolean modifier.

Please help

>> No.745965
File: 1.03 MB, 1921x1051, 1590746382058.png [View same] [iqdb] [saucenao] [google]
745965

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.745966
File: 481 KB, 2000x1300, 1264585483407.jpg [View same] [iqdb] [saucenao] [google]
745966

If i want to make a high-poly spaceship, am i supposed to make it as one object? The model is supposed to be used in a cutscene. Pic unrelated.

>> No.745969

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.745971

>>745969
https://www.youtube.com/watch?v=9airvjDaVh4

>> No.745974

>>745966
No, you can make multiple objects and parent them to the main body of the ship

>> No.745979

>>745965
are the scales applied?

>> No.745991

>>745974
i get it, but should i? how should i go about it, should i make multiple objects and have different materials for them, or should i just have one object? how do people usually do it?

>> No.745994

>>745979
I originally made the constraints without regard for the scales. I just tested checking them on now and it doesn't fix it, just makes each object in the chain progressively smaller. What's most frustrating is that I can't even remake these arms from scratch with the constraints cause they break in the same way and I need them to be easily animateable in the way the constraints make them

>> No.745995

>>745991
There's no "right" way to do it. You'll figure out what works for you as you gain experience. Having everything in a single mesh would be silly, though. A good rule of thumb is to separate things by scale, like
Main ship body -> multiple objects for medium details -> lots of objects for small details

Download a few free samples from the blender website and see how they're built.
https://www.blender.org/download/demo-files/

>> No.746000

>>745995
thanks anon, that's really helpful.

>> No.746008

>>745966
When I do this sort of thing, I just make everything related to the ship in nested collections, then parent everything to an empty for a control object. So that you can animate the empty, but if you needed to make changes to the ship, you can just "alt-g" the collection.
Of course you could always just make the ship in its own file, then link the ship and animate that way. But linking has its own headaches.

>> No.746011

>>745963
helpan

>> No.746017

>>745896

Why is the blender performance lying so much about fixing the damn high poly/subdiv surface modifier performance? It was supposed to be fixed in 2.82, then Pablo said it would be fixed in 2.83 but it's still fucking crap.

>> No.746019
File: 21 KB, 136x102, 1501605171-1501548743-tanner2.png [View same] [iqdb] [saucenao] [google]
746019

>>746017
blender foundation*

>> No.746023

Finally spend some time to replace all duplicate meshes with collection instances and linking materials instead of having 13 different versions each.
I feel professional now.

>> No.746028

>>746017
They may be pressed to do a deeper rewriting of Blender in order to solve that problem, and this may take more manpower or greater skill that they can afford.

This is speculation, of course.

>> No.746060
File: 11 KB, 343x345, 1497381151262.jpg [View same] [iqdb] [saucenao] [google]
746060

>and it's another episode of the super cool remeshing workflow suddenly filling up your 32gb ram in 5 seconds, then your swap file while you're trying to end the blender process but can't because the mouse cursor only moves on a snail pace and keyboard commands don't even register anymore until the whole system comes to a grinding halt or you do a hardware reset

>> No.746074

>>746060
what is
>tty2-9
>top
>htop
>xkill
>pkill

>> No.746076

>>746060
I accidentally tried to unwrap a 65 million poly mesh. It did not end well.

>> No.746083

>>746060
You are not a true blendie, stop spreading bullshit and anti Blender propaganda. autocuck..

>> No.746089
File: 23 KB, 533x459, butt.jpg [View same] [iqdb] [saucenao] [google]
746089

holy shit, now i get why so many people get the "have you ever seen a butt in your life?" line from other anons, it's hard af to pull off a good butt. i'm doing a relatively low poly model for the first time and can barely make the back distinct from the front side. i can only imagine how hard it must be to make a high poly one. here's a pic just to humor you, /v/

>> No.746113

>>746089
they do not look how you think they do in your mind's eye, you gotta use reference.

>> No.746115
File: 25 KB, 369x232, remesh.jpg [View same] [iqdb] [saucenao] [google]
746115

>>746060
I sample the current density then go /2 or /4 onto the number in the remesher panel, that'll stop you randomly remeshing it to 100 million polygons by guessing bad numbers.

>> No.746119
File: 93 KB, 899x550, SOLIDIFYMODIFIER.jpg [View same] [iqdb] [saucenao] [google]
746119

How do I make my solidify rims look "rounded" like the second picture without having to add a subsurf modifier?

>> No.746122

>>746119
Add a bevel modifier

>> No.746126

>>746122
Thanks, can you please tell me more, is there a way to add it only to the rim and not the entire mesh?

>> No.746128

>>746126
Set the limit method to angle should do it. After that just play around with the angle until just what you want is beveled.

>> No.746148

>>745936
Thank you. Next Gen was done in blender?
Amazon:
https://www.amazon.com/dp/B07MX2FNZK/ref=cm_sw_r_apa_i_vVG1EbT9QCPXZ

>> No.746157

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

>> No.746158

>>746148
>Next Gen was done in blender?
https://www.youtube.com/watch?v=iZn3kCsw5D8

>> No.746174

>>746148
>Next Gen was done in blender?
The majority of it was.

>> No.746212

How do you guys approach making hair? Is it the particle system? or just planes with the hair texture on em?

>> No.746232

>>746212
Amatuer here, I believe Particles is how you're meant to go about it, but when I tried the hair was too patchy, I think I didn't have enough vertices, but I didn't find it very intuitive to understand, this was in 2.79 though so maybe that's changed now.

>> No.746235

>>746174
It shows.

>> No.746245

>>745963
bump

>> No.746255
File: 1.22 MB, 1920x1080, noisedenoise.jpg [View same] [iqdb] [saucenao] [google]
746255

Is there a way to control the denoise node in the compositor? I'd like to reduce the noise but not as much as the node does by default. It's either just too smooth or too grainy.

>> No.746278

>>746158
>>746174
>>745936
Thank You for the insight. Do any of you think that the dvd will be dubbed in english if enough people buy it in the states?

>> No.746280

>>746255
I usually just mix them together at .75 with a mix color node. With the source image being in the upper input, and the de-noised output being in the bottom input. You get a bit of noise, but less than the source, and you get to keep some of the detail that gets smeared out by denoising. So it all just looks like a slight film grain that tends to ease out gradients nicely.

>> No.746288

>>746212
>>746232
Depends what type of hair you're making.
Realistic hair = particle system, or really high quality hair cards (alpha texture on planes.)
Video game realistic hair = hair cards.
Anime/Toon hair = pure mesh, and is very difficult to get working well.

Hair cards are most often made from making particle hair, then converting it to curves.

>> No.746323
File: 1.14 MB, 1200x675, rfem2pnzov6jjqkfctcd.png [View same] [iqdb] [saucenao] [google]
746323

>>745896
Can blender do anything like this to lighting and object lines? I know there are tutorials to make things look more animated but theyre all for modern anime's aesthetic.

>> No.746324

>>746323
What do you mean by "lighting and object lines"?
Are you asking about adding a black outline to objects?

You have a couple options: Freestyle (a very powerful, and therefore requires noodling, method);
Duplicate Object with inverted Normals (the ancient way, people use this on Sketchfab to achieve an inexpensive outline effect in the model viewer)
I think there's also something else you can do in 2.8x with compositing and nodes but I don't know enough to talk about that.

https://www.youtube.com/watch?v=hcn0G7GBVKk

>> No.746328
File: 42 KB, 474x775, c648f0d3011bae570b6bb9e2a7ddacc1--anime-iphone-wallpaper-anime-aesthetic.jpg [View same] [iqdb] [saucenao] [google]
746328

>>746323
>>746324
>>746324
http://www.mclelun.com/2015/10/blender3d-anime-style-background-art.html

and no, I'm not asking about strictly outlining objects, I figure that is relatively simple (at least to do). What I'm interested in mostly is to give the backgrounds a kind of painted pastel look as shown in the previous image.

its kind of hard to describe the difference because I admit its a subtle change, but the more advanced decades in anime have a more sterile and vivid realism to them. The 80s and 90s seemed more like an expression of pop, color, and painted tones. No one was trying to hide the fact that it was a painting. It embraced vistas, colors, and scenarios that would captivate and create an unreal atmosphere surrounding tokyo and its suburbs. These days anime just makes the exact image.

>> No.746329

>>746323
draw on your 3d geometry with the grease pencil

https://youtu.be/DfR_p5BO-Yw


or wait for LANPR

https://youtu.be/VbCbIqEU2LE

as for the hazy watercolour look, maybe try colouring the backgrounds using textured brushes in grease pencil as well.

https://youtu.be/XDVOgm0liJQ

>> No.746330

>>746328
You can do some of this stuff in the Compositor. Look into the Distort node. You can also build up filters similar to photoshop from the filter node, but unlike photoshop can run them off custom render layers/AOVs.

Some parts of these effects could be done on the material level, but those are always constrained in that they can't have a brush stroke go off the geometry, so to speak. So you'd likely be looking at building up some of the effect in the material, and then doing the rest in the compositor.

There isn't much in the way of specific workflows to follow out there, so you'll need to do your own setups. But I've investigated some of this stuff in the past and can confirm that the basic tools are there.

>> No.746332

>>746330
>>746329
Based.
I'm not an artist so I doubt I'll be able to handle it on my own, but knowing where to look is going to cut down on a lot of time for research. I'll probably try to copy something.

>>746329
lanpr looks good if the lines can bleed and also be reduced. really like the look of the grease pencil for irregularities but the video isn't exactly a tutorial, none the less its a searchable term so thanks a million.

>> No.746333

>>746332
https://youtu.be/c57qq2nE3B0

Learn to draw too, why not? It's really not that hard

>> No.746402

>>745963
Anyone??

>> No.746404

>>746402
Stop bumping for your problem you fucking retard. You didn't get answered the first time, or the second. At this point you try somewhere else like blenderartists, you moron.

>> No.746406

>>746402
if you have problems always ask here first
https://blender.stackexchange.com/

>> No.746415 [DELETED] 

I've just tried to play with "animation layers" in the NLA, mostly because this nigga >>745564 , and the documentation is shit, there's no video in the fundamentals, these are the most useful videos so far:
https://www.youtube.com/watch?v=qv2zrUJcTpE
https://www.youtube.com/watch?v=tOx_SAG7gl4
https://www.youtube.com/watch?v=I-J6IDphFs0
https://www.youtube.com/watch?v=vpyG0_AizD0

>> No.746416

I've just tried to play with "animation layers" in the NLA, mostly because this nigga >>745564 , and the documentation is shit, there's no video in the fundamentals, these are the most useful videos so far:
https://www.youtube.com/watch?v=qv2zrUJcTpE
https://www.youtube.com/watch?v=tOx_SAG7gl4
https://www.youtube.com/watch?v=I-J6IDphFs0

>> No.746424

>>746333
thanks anon

>> No.746431

>>746333
What's the best way to learn how to draw? Drawabox wasn't doing it for me.

>> No.746432

Every time I try to use 2.8 I can't get basic things done I and I just get frustrated and close it. They just changed things way too much. I was just trying to fill in a quad from selecting 4 points and couldn't.

>> No.746435

>>746416
For animation layers I personally just went ahead and got this addon, it's somewhat new:
https://blendermarket.com/products/animation-layers

Yes, it can mostly be done with NLA, but fuck that mess.

https://www.youtube.com/watch?v=KjzV7f7HudI

>> No.746436
File: 124 KB, 1000x500, EZl02M3XgAEaU2D.jpg [View same] [iqdb] [saucenao] [google]
746436

So this will be it, the 2.83 LTS splash screen.
official release imminent.
https://twitter.com/blender_org/status/1268173790124609536

>> No.746443

>>746435
Yes I know that exist but it is interface mostly and I rather know how to do the things without that, the only paid addons that I have are Retopoflow and Mask Tools. Anyhow more about that topic:
https://twitter.com/wbmoss2/status/1254330281085075456

>> No.746450

Will blenders shit UI ever improve?

>> No.746454

>>746416
it's actually impressive how few people know how to use the NLA and it's entirely down to the satanic interface, it feels like being transported back to the 1990s.

All the functionality it needs to have is there they just need to find a way to package it that's compatible with human beings, every now and then the NLA gets brought up to the blender devs and every time I see them mention that "aww it's not that bad" I wanna strangle somebody, it's a feature people don't let you know is bad because it's so terrible to use that people don't even START using it.

>> No.746474

>>746454
Yes, there's this animation layer task https://developer.blender.org/T68902 tagged as long term project, I suppose they will update the NLA workflow and interface (transitions, layers, bake) because most of the things are there

>> No.746478

Hey brehs! How many of use use blender texture paint to make hand painted assets? Should I just give up on it?

Any cool tricks on how to make realistic looking scar paints?

How did you guys practice to get good? My plan is to make several versions of the same model and progressively increase the detail. Like a version 1 2 and 3.

>> No.746479

>>746478
Blender texture painting seem like a lost cause, maybe if you try it with all the paid add ons, but I find it easier to just use a pirated copy of Substance Painter. I don't do a lot of texturing though, mostly just like to sculpt.

>> No.746480

>>746479
try QuixelMixer, you have to bake all before but it is free
https://www.youtube.com/watch?v=kRtXIj6ENT4v=wThyDisLyH0

>> No.746482

>>746479
Substance can bake high poly sculpts onto a low poly mesh?

Even then, I'm not using Substance because it got Adobed. I want other alternatives.

>> No.746483

it's out
https://www.blender.org/download/
https://www.blender.org/download/releases/2-83/

>> No.746488

Uhh, guys?

https://twitter.com/tonroosendaal/status/1266714542173814785

I thought Ton was /ourguy/?

>> No.746491

trying to use this program makes me want to kill myself

>> No.746492

https://www.blender.org/download/releases/2-83/

UPDATE NOW

>> No.746496

>>746482
>Substance can bake high poly sculpts onto a low poly mesh?
yes it can, I understand adobe is shit, but what does it matter if you are pirating it?
>>746483
>>746492
eh, not worth losing my add ons.

>> No.746497

New separate thread for 2.83 LTS:

>>746493

>> No.746500

>>746496
>yes it can, I understand adobe is shit, but what does it matter if you are pirating it?
Because you're better off just using Marmoset Toolbag if you're pirating. Every professional knows Marmoset does the best bakes.

>> No.746502

>>746500
I doubt it is much of a difference, and I don't want to use a dozen different softwares for each particular task.

>> No.746515
File: 12 KB, 420x131, 4k2.png [View same] [iqdb] [saucenao] [google]
746515

Should I use OptiX?

>> No.746522

>>746500

Marmoset takes forever to bake. I also had much better results in substance painter.

>> No.746532
File: 188 KB, 840x838, 345345345.jpg [View same] [iqdb] [saucenao] [google]
746532

hecking aussie donut man could have told me that I need to press ctrl+j on two objects before being able to bridge edge loops / fill. exited blender in a seething rage without saving my epic and legendary donut project file. doing therapy with the birdge tool in cinema 4d now to calm down again.

>> No.746533

>>746515
Yes

>> No.746548

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. Price can be discussed in chat.

Contact me on Discord Zeenith#6096

>> No.746552

>>746548
>The commission NSFW in nature
>Contact me on Discord Zeenith#6096

A discord tranny wants to commission porn. How predictable. You could at least tell us what you want. Have fun with your spayware app.

>> No.746561

>>746548
What's your budget? I'm not soiling my computer with discordshit for less than $1000

>> No.746573

Rather than erotic, I find it hilarious.

https://twitter.com/real_kudarizaka/status/1268294358194966528

Also, how the hell do you make sticky liquids?

>> No.746578

>>746573
Holy hell.

https://twitter.com/Yeero3D/status/1251302170537967616

>> No.746607
File: 358 KB, 1200x1200, Bloom Pass.jpg [View same] [iqdb] [saucenao] [google]
746607

New Bloom Pass is weirdly anime.

>> No.746610
File: 45 KB, 640x360, 2013-06-29_134504_6859533.jpg [View same] [iqdb] [saucenao] [google]
746610

>>746607
Make sure to add the master's room to your castle, anon.

>> No.746614

>>746578
who foleys this shit?

>> No.746617
File: 179 KB, 2000x734, Seireitei.jpg [View same] [iqdb] [saucenao] [google]
746617

>>746610
Can't unfortunately. It's based off of already existing media.
Though for what it's worth, the head honcho of the show does live up there somewhere.

>> No.746618

>>746614
>foleys
Pardon?

>> No.746619

>>746618
Sounds effects.

>> No.746659

>>746614
This.

>> No.746674

>>746288
which would you recommend for something that requires simulation/animation? I guess I'd aim for realistic hair, but how should I go about doing it?

>> No.746705
File: 1.44 MB, 768x768, 0001-0180.webm [View same] [iqdb] [saucenao] [google]
746705

So... how do i physics? The weight is connected to the main rod - it should drop down when standing still and get pushed up due to centripetal forces while in motion.

>> No.746726

>>746705
That doesn't even need any simulation, just an expression

>> No.746761

>>746726
Yeah, the angle can be derived from the rotation speed, but where do i get that from? The current rotation can be read from the rod itself, but getting the value of that rotation over time requires some delta bs i dont know blender has.
That would of course be the more elegant solution.

>> No.746764

>>746761
Not a blender user, so no idea

>> No.746816
File: 459 KB, 884x611, file.png [View same] [iqdb] [saucenao] [google]
746816

decided I want to deform this mesh with vertex shapes so I made some edge loops for detail, but now this (completely flat) surface shades with a visible grid like this
how do I get rid of it?

>> No.746818

>>746816
oh it was fucked up normals, of course

>> No.746838
File: 2.67 MB, 720x404, 2020-06-04_22-40-17.webm [View same] [iqdb] [saucenao] [google]
746838

How fucking hard is it to parent the fucking bones to the middle bone ??? Jesus fuck why does everything take a fucking raindance and blood sacrifice in fucking blender???

>> No.746841

>>746838
Root bone is wonky, but you did it right.
Of course, if you don't have a root bone, there's your fuckin problem.

>> No.746860

>>746838
Make the movement using pose mode, in edit you just do the parenting.

>> No.746891
File: 21 KB, 425x413, index.jpg [View same] [iqdb] [saucenao] [google]
746891

How would I use parametric modeling to achieve shapes like the line of a sports car, or a robot suit a la Iron Man? Basically, slick lines and curves.

Also curious if parametric can effectively give tapering edges, ie. a downward sloping ramp like pic related. I could use a curve to model the slope, but what to make it end as a block formation (specifically the left side of the ramp, not the one that ends at a hard edge, but the soft rolling one).

>> No.746895

Is there a way to transfer/join as shape key by UV instead of vertex position? I have a bunch of models with overlapping and otherwise identical UVs, except for differing mesh composition.

The only alternative I can think of is to work through them and make them match, using the UV as a reference of where to make changes, and then join them as shapes after updating the indexes, which is viable, but time consuming.

>> No.746901
File: 1010 KB, 2558x1015, oogway.png [View same] [iqdb] [saucenao] [google]
746901

Can anyone help me? I wanna create a single png file with all the textures i've got for this model.

Here's a link if anyone wanna take a look at it.

mega.nz/file/TNgWySAA#UgriLEa0VxmN0YBMAdwY3cNbGEvSAH2K-8nqLvcGDHk

Any help is very much apreciated. Thanks in advance!

>> No.746910

>>746488
What the fuck? Blender is SJW?

>> No.746917

>>746910
If that is sjw to you then most of the world population are sjw's and the word lack any meaning.

An sjw is not any person that disagrees with you on a social issue and is vocal about it.
An sjw is someone who makes a habit out of being very vocal on any and all perceived social issues no matter how minor or insignificant.

>> No.746945

>>746917
Its just a shame to see Ton get taken in by the propaganda. Trevor Noah is a liar who presents a false narrative. Its blood libel that makes the wrong segment of America get blamed for the bad behavior of another segment. Just another humiliation for the country.

>> No.746977

>>746945
>Its just a shame to see Ton get taken in by the propaganda.
nah, he's just a normal person and not an edgy internet degenerate. when normal people see a cop murder a citizen in public over $20 they get upset because that's upsetting to people with normal morals who don't feel the contrarian need to side with murderers and rapists every time.

doesn't it ever strike you as curious that all the talented, educated, successful people you otherwise wish you were like get "taken in by propaganda" whereas "the truth" is visible only to you and your favorite high-school dropout gamer youtubers? doesn't it give you severe cognitive dissonance that your life revolves around the consumption of media made by people you consider members of an international jewish conspiracy that wants to kill you for being white or whatever?

>> No.746999

any1 got any good tutorials on cgpeers for intermediate/advanced modelling?

>> No.747002

>>746999
Not me, nobody pirates my tutorials.

>> No.747011
File: 201 KB, 1364x956, 333333d-3.jpg [View same] [iqdb] [saucenao] [google]
747011

Hey guys, so I've weight painted this mesh to have zero weight but it's still being deformed. What's going on there?

Also when I'm in weight painting mode, I'm supposed to select individual bones and then paint the weights for them individually on my mesh, right? But how can I select bones while in weight painting mode? The mouse is locked to weight painting mode and I cannot click bones, only click to paint weights...

>> No.747014

>>747011
Some weights you thin kare zero are just near-zero, which is equivalent to 1 if there's no other weight since weights are normalized in the shader. Select all vertices, zero weights with the weight inspector and not the weight painting brush.

>> No.747018

>>746977
>when normal people see a cop murder a citizen in public over $20 they get upset because that's upsetting to people with normal morals who don't feel the contrarian need to side with murderers and rapists every time.
Nobody is ok with George's murder.
Everyone is agreeing on how bad that episode is.
The lie is that this is normal in America, and that blacks are unfairly being discriminated against for no reason, and that they have no responsibility for their situation.
You've been lied to by the media, and now are defending your false ideology as being "normal" (as if that would make it ok, even if true).

>doesn't it ever strike you as curious that all the talented, educated, successful people you otherwise wish you were like get "taken in by propaganda" whereas "the truth" is visible only to you and your favorite high-school dropout gamer youtubers? doesn't it give you severe cognitive dissonance that your life revolves around the consumption of media made by people you consider members of an international jewish conspiracy that wants to kill you for being white or whatever?
You're mischaracterizing his point as the extreme version of what it is.
He could say the same about all left wing, characterizing it as the loser communist teenagers on Tumblr.
It's a stupid argument to make.

>> No.747019
File: 23 KB, 602x253, 2020-06-05 15_27_22-Blender Shader Nodes Training 1.5 - Connections - YouTube.png [View same] [iqdb] [saucenao] [google]
747019

I decided to watch this beginner Blender shader nodes tutorial:
>part 1:
https://www.youtube.com/watch?v=BNn0bk77XNQ
>part 2:
https://www.youtube.com/watch?v=JMK8t6BTk6I
>part 3:
https://www.youtube.com/watch?v=IlR27ymEUgw
>part 4:
There's not part 4.

Instead he puts out a video [https://www.youtube.com/watch?v=g-EzjIpHdWM] saying that he wants to change his style and restart the series
This is the new one:
https://www.youtube.com/playlist?list=PL4EqKJjrgoVRox3Weoo7E3tNLKx83Pgu-
Weird, it's only 5 videos for a total of 12 minutes.
I decide to click on the 5th and check the comments, only to find pic related.

Aside from the fact that he thinks a book is a better format for this than tutorials, why the fuck does he keep the videos up without telling us that they're not gonna be complete?
Are those $10 he's gonna make from the additional views worth making us waste our time like that?

>> No.747048

>>747019
there done
https://www.youtube.com/watch?v=cQ0qtcSymDI

>> No.747050

>>747048
This is not a tutorial. He just says what nodes do. He doesn't show the application of those nodes. Or how combinations of them work. It's the most useless blender video on youtube.

>> No.747051

>>747048
That's not even the same guy.

>> No.747059
File: 351 KB, 2355x1347, fuck1.jpg [View same] [iqdb] [saucenao] [google]
747059

How do I get rid of this TRASH HORSESHIT ?

I already deleted the entire armature because I realised *fuck the utter bloated garbaggio that is blender no use trying to delete actions just delete the armature and do a new set of animations*

but no, there's no escaping blenders retardation. shit's still there and I know for a fact that if I ignored it and just made my new animation set with a new armature and then attempted to export them, all the garbage from the DELETED armature would still be exported with it.

God this is exhausting.


>>747014

thanks anon

>> No.747066

How do I into nodes?

>> No.747069

>>747066
Depends which nodes. Here's a resource that explains what each node is: https://www.blenderguru.com/articles/cycles-shader-encyclopedia

Then to get an idea of how you actually build things up out of nodes, try to find tutorials where people talk in detail about what they're doing. This will help you build up a general idea of how things are actually done, even if you don't understand it all. Then try making things yourself, and it'll start to come together with practice.

Here's someone making a big Toon node setup. Even if you're not trying to do toon, its a good resource because he explains the whole process and what every node is doing, step by step: https://youtu.be/iSzNZW0Q2HE

>> No.747072
File: 32 KB, 330x622, 2.png [View same] [iqdb] [saucenao] [google]
747072

>>747059

>> No.747075

Does anyone have a discord for this thread? Just a suggestion we could have one part for tech talk, one for animated shorts or gifs, one for experimentation, and stuff like that. I'm not experienced or qualified to say what should and should not be there, so if anyone has ideas or suggestions feel free to add.

>> No.747077

>>747075
No, fuck discord. If you want a blender discord there are already enough of them.

>> No.747079

>>747069
Thank yo based anon!

>> No.747082

>>747075
I have yet to see a discord sever that wasn't infested with drama and oversensitive faggots. They will always devolve to infighting or ERP.

>> No.747087

>>747019
CG Matter is a fuckin hack.

>> No.747090
File: 2.54 MB, 420x490, new_modifier_stack.webm [View same] [iqdb] [saucenao] [google]
747090

ooOOo babe

>> No.747104

>>747082
ERP?

>> No.747105

>>747104
Erotic role playing. The favorite pastime of attention seeking transexuals, furries and middle aged men pretending to be girls.

>> No.747106

>>747090
>can now drag modifiers up and down
fucking finally.
I mean it makes sense why it wasn't an option, since each time you make it go up/down it re-does the operator, but it was fucking inconvenient. Now all we need is a "move to the top/bottom" button.

>> No.747108

how do i fix this flange-like protrusion on the neck here?

>> No.747109
File: 77 KB, 1350x834, Untitled.jpg [View same] [iqdb] [saucenao] [google]
747109

>>747108
forgot pic. i ended up just merging by distance and coping with the shit topology.

>> No.747110

>>747105
Thank you.

>> No.747111

>>747077
>>747082
I only asked a question. Also made a suggestion, just thought it might be useful. If anyone knows about a discord for blender could you link me in the right direction?

>> No.747115
File: 124 KB, 640x630, 1549328801605.jpg [View same] [iqdb] [saucenao] [google]
747115

> No way to get speed, angular velocity or acceleration besides using custom Phython code
Its 2k20 - why is this stuff not implemented? even for values that aren't position or rotation you can just go [value last frame] - [current value]

>> No.747127

>>747115
This was tried by autodesk many years ago, you had a heatmap overlay where it colored the verts differently depending on velocity, but the testaudience panicked when the knees and elbows of IK characters kept going hypersonic.

>> No.747132

>>747109
Looks good enough for a Bethesda game.

>> No.747141

why are there no good tutorials for making sexy ladies

every video I find on humans says the same thing. "i'm not gonna do, like, a final take because that would take way too long, i'm just gonna do a rough take" and they make some barrel shaped monkey with cube hands and shit

just wanna into the animated porn market

>> No.747143

>>747141
Because that takes hours of sculpting to get right

Nobody is gonna watch 2 hours+ of just silent sculpting, dragging their cursor over every single wrinkle over and over

>> No.747144

>>747143
>how to draw sexy ladies
>right this way anon
>how to paint sexy ladies
>ah, you're looking for this set of books
>how to sculpt sexy ladies in 3d
>idk dude it takes too long to explain figure it out yourself
?

>> No.747179

>>747141
pfft, you know it's takes a long time.

>> No.747180

>>747132
it's not even equal in subdivisions lol. the face has way more dense of a mesh.

>> No.747181
File: 411 KB, 660x640, 1584279166914.jpg [View same] [iqdb] [saucenao] [google]
747181

>>747144
Except the answer to all those things is just studying what you want to draw / paint / sculpt. Any ol book on anatomy for artists will do.

Just study the human form. Watch Proko's videos on anatomy, I don't much care for the guy, but his anatomy videos are alright.

Also, this probably goes without saying, but l2draw, it'll make it much easier for you to study from life.

>> No.747186
File: 166 KB, 1100x619, C62F8DD1-40EA-4864-92BB-3E261FBE6D91.jpg [View same] [iqdb] [saucenao] [google]
747186

How would you guys approach modelling this? Not the car itself but the bargeboard/aero area with all the fins and vanes.

It looks complicated yet when analysed, it’s all simple but I don’t know where to start. It’s overwhelming, I do have a decent front and side view of this area, the top view has it covered with shadows though.

Tips would be appreciated.

>> No.747187

Oh boy oh boy

https://www.youtube.com/watch?v=KHtxfV5_AQM

One less reason for me to use Octane if this works properly, and even without RTX, this denoises much faster than Octane. But still, Octane is such a good rendering engine, and I like it much more than Cycles. However, there's also Eevee, which I realized is invaluable while developing the scene, especially now when materials work in Cycles as well. And since Octane's mats are different, I can't preview my scene like that anymore.

>> No.747193

>>747186
I'm no expert but If you need a place to start i'd say go with one of the two big wings and go from there.

>> No.747204

Guys, I fucked up.
I've been working on this mesh for some time and just now realized at the beginning I changed the scale of the transform (the scale of the mesh in object mode) and all the progress I've made was under that wrong scale.
Can I have it's scale change to 1 in all axis, without the vertex actually changing their relative position? Everything remains as it is, but the scale numbers in object mode go to 1, 1, 1. Is that possible?

>> No.747207

>>747204
Hey, it''s me again, I just found out you can indeed do it. In case anybody else needs it:
Ctrl+A and then click on Scale.

>> No.747210

>>747187
could've probably been even better if he used adaptive sampling in the video.

>> No.747215

https://discord.gg/bwRFjPh

>> No.747229

>>747207
Remember this, you'll need it often. Whenever something about your model is fucked and something behaves strange (like bevels) check your scale and adjust if necessary.

>> No.747268
File: 174 KB, 480x270, 002b.png [View same] [iqdb] [saucenao] [google]
747268

help

>> No.747277

>>747268
lookin good
you're getting there

>> No.747279
File: 144 KB, 480x270, 002d.png [View same] [iqdb] [saucenao] [google]
747279

>>747277
i have no idea what i'm doing or where "there" is

>> No.747281
File: 183 KB, 480x270, 002f.png [View same] [iqdb] [saucenao] [google]
747281

>>747279
ok i'm on the right track now

>> No.747282

>>747279
>i have no idea what i'm doing or where "there" is
welcome to adulthood

>> No.747286
File: 189 KB, 480x270, 002g.png [View same] [iqdb] [saucenao] [google]
747286

>>747282
fuck

>> No.747290
File: 177 KB, 480x270, 002h.png [View same] [iqdb] [saucenao] [google]
747290

>>747286
i don't think this 3d stuff is for me

>> No.747291

Where the fuck are you supposed to get trees and shit?
Sapling kind of sucks ass t.b.h.
I tried looking in the free resources pastebin, but there's nothing about trees in there. Or at least the ones I'm looking for.

I'm not really looking for high-poly ones, since it makes it kind of pointless to put more than a few of them in a scene, and I need quite a bit.

>> No.747297

>>747290
That would make for an interesting conversation piece during Thanksgiving.

>> No.747298
File: 508 KB, 480x270, 002i transparent.png [View same] [iqdb] [saucenao] [google]
747298

>>747297
i could print it on a piece of paper i guess

>> No.747315

I honestly don't know what to study or do (90% of the sticky links are fucking dead). I can't make bodies whatsoever, I was going to follow Daniel Kreuter's guide but some anons told me is garbage (didn't explain why tho).
I can't find any good resources to follow on how to create basic mesh with good topology. I don't even fucking understand the workflow since everywhere I look has different contradicting info.
Honestly thinking of just saving and buying courses online.

>> No.747319

>>747315
>I was going to follow Daniel Kreuter's guide
Anon, I'm just as lost as you are. His tutorial's better than most because Daniel's a genuine person who wants to help people, but it still suffers from the problem of guide maker doing things, narrating it, but not actually effectively teaching you. Either you mime what he's doing, or you get left by the wayside, and in both cases, you're just as confused as when you started, except maybe you absorb 1% of what they're saying, and you take that with you to the next tutorial by someone else. At least he makes an effort to teach, unlike the people charging hundreds of dollars for what is basically a timelapse with speaking.

I watched one this morning, actually, I think it was David Lile, and every other minute is his monotone ass saying
>"and now we're going to do this"
>[fades ahead 5 minutes to the completed step in two seconds]
>"now that that's done..."
Is this supposed to be education? It doesn't demonstrate or further understanding principles, he's basically showing off.

The way I've gotten a little bit better at modeling organics in these past weeks, is just by making things. Okay, you're not doing it properly, it looks like garbage, but you're doing things to completion of your own accord, and that's 1000x better than following their tutorials perfectly, and not understanding why, and the minute you make something else failing just like you would if you hadn't followed the tutorial. These people won't teach you how to run, although they'll say they can for the jewtube money. You've got to crawl. If you can find a decent tutorial, I'm all ears, but I'm sure we've both seen tons of the things on Youtube.

I'm really sorry about this (you), because it'll get your hopes up. I have no real advice, but if it's topology, don't go too complex too quickly, and look at other people's models for how loops flow in humans. Bear in mind that those are finished, and you don't need to go that dense right away

>> No.747320
File: 334 KB, 1024x1024, ooooooooooooooooooi.jpg [View same] [iqdb] [saucenao] [google]
747320

How to bake a texture like this? How is it done?

>> No.747321

>>747319
feels bad, I guess I'll keep doing my shitty models with bad topology and try my best to retopo them to match good topology I see online.

I really want to get out of making bodies and into celshading already.

>> No.747327

>>747320
What's special about it exactly?
It sounds like you already know about baking from high poly to low poly (since you used the word "bake")

I mean it looks like a specularity map?
Although I'm guessing it's a black leather shoe so maybe literally every detail on it is is black and shiny

>> No.747328

>>747319
>>747321
So you guys are talking about two different but related things: the first one is (effectively) "What tutorial is best?" and "Why do we do what the instructor says?"

The answer to questions like "what tutorial is best?" or "what book is best?" or "what video series is best?" is all of them.
You need to do all of them, because they all have little gaps in understanding or mastery, you just have to plow through as many as you can.
If you get stuck (because you don't understand, because the tutorial goes too fast, whatever), if the teacher sucks (because his accent is shit, he jumps around, whatever) go find another tutorial and come back to that one.
Don't throw away the tutorial, just save it and find another; when you've grown a little you'll be able to come back and may even know more than what the instructor knows.
Eventually you'll hit a point where you already know everything they have to say, and a better way to do it, but there will be ONE thing you didn't know, one hotkey you didn't know, one free addon you didn't know about, one way to do something in two clicks that you've been doing in three clicks, you'll finish a tutorial and only learn one thing but it'll be a thing that makes you say "Fuck, I wish I'd know THAT six months ago!"

The second part, which is a universal thing across learning in general, is the problem of mimicking without understanding why which is the problem of "Theory" versus "Practice".

You're getting the Practice (the mechanical physical "do thing" portion of the activity) from tutorials but you aren't getting the Theory (the "why do it that way?")
While some tutorials may contain some Theory (any tutorial by lynda for any software sometimes gets criticized for absolutely hammering newbs with a ton of theory), you're probably going to have to delve into the realm of books, published scholastic papers (in other words esoteric scholarly works), or MORE TUTORIALS.

In short: DO MORE TUTORIALS

>> No.747330

>>747268
>>747279
>>747281
>>747286
>>747290
>>747298
In music what you're doing would be called "noodling"; that's where you fuck around with weird shit to see what stuff sounds (or in this case looks) like.
It's an essential part of innovation and improvisation, but if you're a beginner you're probably jumping ahead a little bit.
I'm guessing you feel like you're getting interesting results but you aren't really understanding why those results are happening, or what useful thing you can do with those results (since you jokingly said "3d isn't for me).
That means you're still lacking in fundamental knowledge, but thankfully 3DCG is the art of telling a machine to make art for you, and unlike drawing or painting or singing or any of that other gay shit, literally time spent learning shit directly equates to making better looking shit, with no "skill" or "talent" or other nebulous bullshit that holds back artists in a wide variety of fields but we, the gods of the new medium, are unfettered by such petty constraints.

>> No.747332
File: 375 KB, 1024x1024, mapp.jpg [View same] [iqdb] [saucenao] [google]
747332

>>747327
I know how to bake a texture, but I mean how do I make the shines consistent, spreading evenly like that, what kind of illumination, is it done with HRDI or spotlights, materials etc.

>> No.747337

total retard noob here, trying to frankenstein a head onto a body from two different models. both objects are in the same .blend now and I joined them. now I'm just trying to connect the vertices and make faces. I can make faces but it won't let me transform any of the vertices. (scale/move/vertex slide) it doesn't have an error it just doesn't do anything. the body object has like 50 fucking skins and armatures and shit I don't understand that could be complicating it. Anyone know whats wrong? Already tried removing duplicate vertices.

>> No.747338
File: 1.21 MB, 1371x889, shite.png [View same] [iqdb] [saucenao] [google]
747338

>>747337
picture if it matters, yes I know it's beyond fucked but I'm just starting out with the surgery

>> No.747340

>>747337
>>747338
might be one of the meshes has a shapekey.

>> No.747341

what is this sort of shader called? https://www.youtube.com/watch?v=BC6rjLto4TY

>> No.747343

>>747341
It's called a gradient anon.

>> No.747345 [DELETED] 

>>747328
>So you guys are talking about two different but related things
I selfishly took the opportunity to complain about the state of instruction on Youtube before attempting to answer. You haven't even done that.

>DO MORE TUTORIALS
Is that your honest advice, or are you just saying so because it sounds like true advice?
>>747330
Oh, it's "advice" you wrote in a few minutes, god of the new medium.

>hurr, I'm done with shitty OC character #343
>time for shitty OC char #344!
Doesn't fucking work, mate. I've done it for years. Don't tell people to waste their time gathering scraps of techniques by drudging through this crap, make something, look at where you went wrong, and research that specific thing, until the next specific thing throws you off. I've been experiencing so many gains these past few weeks because of that simple change in work ethic.

You don't become a character modeler after following a dwarf tutorial and then working on a smurf, you don't know shit about the techniques necessary to model a character after that. Your OC characters will still be ugly because you've wasted so much time listening to some moron harp on and on while you worked through their checklist or tried to copy what they did on screen instead of practicing your work.

>> No.747346
File: 290 KB, 938x718, 20191203_180123.jpg [View same] [iqdb] [saucenao] [google]
747346

>>747343
you're right sorry for taking your time with such an stupid question

>> No.747347

>>747345
>>747328
>So you guys are talking about two different but related things
I selfishly took the opportunity to complain about the state of instruction on Youtube before attempting to answer. You haven't even done that.

>DO MORE TUTORIALS
Is that your honest advice, or are you just saying so because it sounds like true advice?
>>747330
Oh, it's "advice" you wrote in a few minutes, god of the new medium.

>hurr, I'm done with shitty youtuber's OC character #343
>time for shitty OC char #344!
Doesn't fucking work, mate. I've done it for years. Don't tell people to waste their time gathering scraps of techniques by drudging through this crap, make something, look at where you went wrong, and research that specific thing, until the next specific thing throws you off. I've been experiencing so many gains these past few weeks because of that simple change in work ethic.

You don't become a character modeler after following a dwarf tutorial and then working on a smurf, you don't know shit about the techniques necessary to model a character after that. Your OC characters will still be ugly because you've wasted so much time listening to some moron harp on and on while you worked through their checklist or tried to copy what they did on screen instead of practicing your work.

>> No.747348

>>747340
you're right, there are shape keys... quite a few, like 12 of them. I don't know anything about them. What should I do?

>> No.747349
File: 44 KB, 320x528, shapekey.jpg [View same] [iqdb] [saucenao] [google]
747349

>>747348
save a backup then delete them all, or click the cube thing beside the thumbtack in my pic, on the active one.

>> No.747356

>>747320
search grant abbit's videos on baking

>> No.747367
File: 212 KB, 480x270, 002j transparent denoised.png [View same] [iqdb] [saucenao] [google]
747367

>>747330
Thanks for the advice Anon.
Coincidentally enough I do make electronic music and know exactly what you mean.
In fact, messing around like I did yesterday is incredibly similar to messing around with sound design in a DAW, and even being a complete beginner playing around with the nodes was already pretty easy for me, probably because I already have experience with Max/MSP (nothing to do with 3DS Max).

If you're a musician, what other parallels can you draw between the two activities?
And in which ways (approaches, mindsets, etc.) can it be helpful?

>> No.747369
File: 239 KB, 409x328, liquids.png [View same] [iqdb] [saucenao] [google]
747369

Can someone share the material nodes for a liquid like this?

>> No.747383

>>747315
>>747319

Daniel Kreuter's videos are good artistically, but not so strong technically. They are good for someone who has a decent idea of how to go about making things, but is trying to figure out what to make, or what to make it look like.

I got my bodies figured out by studying first MakeHuman and then MBLAB characters and their topology. I started with them as a base, and then made my own modifications. My own understanding of topology has built up over time from working with those and trying to customize them to my needs.

A big part of the problem is to break things down into pieces. Its hard to find a decent video that'll tell you all the details of what a body needs and how the mesh should flow (and it'd be hours long). But I've seen lots of small, bite-sized videos that talk a bit about just one area of the body.

Personally, I've been happy with my approach of starting with a decent body from a generator, and then learning how to gradually make improvements or changes to suit my needs as I went along. Its a fine way to learn, especially if your focus is more on other areas of the character.

Doodling or playing around with things will help build up contextual knowledge that will then make it easier to notice what people do in poorly explained tutorials, or help you figure out exactly what questions to ask to move forward.

>> No.747425
File: 256 KB, 2498x1054, 56486834.png [View same] [iqdb] [saucenao] [google]
747425

Could you blender people help me out? I have a very specific task i want to automate:
>i have a mesh, import from game
>it's full of useless faces and materials i would like to remove, think 50-100 useless materials with parts of model assigned to it
>every useless face is using useless material
>every useless material is named by name that starts with "P:"

To explain further, pic related is what i do to achieve what i want for a single material. So basically, i want to automate the process of selecting every material named "P:(something)", and then selecting all faces/geometry which are using any of those materials. I know there's python scripting in blender, but before i dive into it and try to figure it out, i would like to know if there's a more obvious way to do it.

>> No.747483

How the FUCK do you merge two materials together? I can't fucking wrap my head around it, such a simple problem should have the simplest solution, yet there's none. I just need to merge two textures for a single object into one dds, but I can't do shit. 2.8 is an absolute mess.

>> No.747486

>>747483
i think the word you're looking for is "texture atlas". google it, there are plugins for that purpose, like Material Combiner.

>> No.747490

>>747320
1. UV for final mesh
2. Setup the material for the object you bake from
3. Bake

If you are asking about light setups, just do random shit until you figure it out.

>> No.747506
File: 15 KB, 291x321, 1573749043428.png [View same] [iqdb] [saucenao] [google]
747506

>>747425
1st of all you should probably update to 2.83
but basically go into the outliner, top right and switch it to viewing the .blend file's data
from there you can use the search box to filter by P: and then just shift click to select the materials in the outliner and delete em from there

>> No.747507

>>747332
I don't get why you would even want a map like that, that looks like something you'd only want on a final render with a fixed camera and even then it's kinda pointless.

>> No.747508
File: 272 KB, 294x334, 1563325930750.webm [View same] [iqdb] [saucenao] [google]
747508

>>747425
>>747506
webm for further clarification

>> No.747510

>>747506
>>747508
Thanks. Your solution removes materials, but i also (primarily) want to remove faces in mesh which are using those materials. Is there any way to select all faces from every material i've selected?

I have newer Blender versions, but newest version of a plugin i need to process through this game's data is for blender 2.66, so i'm sticking with it for as long as i can. I can export to a different format and import it in newer blender if necessary, but i'd rather avoid unnecessary complications that could come from import/export.

>> No.747512
File: 12 KB, 248x204, index.jpg [View same] [iqdb] [saucenao] [google]
747512

I'm learning more and more bros. I'll be able to make something worth showing soon. The future is bright bros

>> No.747514
File: 608 KB, 1000x500, volume.png [View same] [iqdb] [saucenao] [google]
747514

Sorry if this is a stupid question, but if I shade an object with just volumetrics, can I then use a boolean modifier to alter its shape without cutting it and revealing that it's empty inside?
Is applying the modifyier the only way? I'd like to animate it to make something like this: https://www.instagram.com/p/Bt3wrzGFskj/

>> No.747516
File: 1.04 MB, 1920x1026, 1582385878287.webm [View same] [iqdb] [saucenao] [google]
747516

>>747510
what you can do is make them all the same material and then select all faces from there with select similar > materials

>>747512
good luck anon

>> No.747518

>>747383
I was going to give up and download some finished mesh and sculpt it, but I kinda felt like it was cheating. I want to create my own meshes copying other people's topology, but now I feel like that's kinda cheating too.

shit.

>> No.747521

>>747425
Is that the Old Camp from Gothic 1?

>> No.747522

>>747518
not that anon but you gotta understand that a lot of things arent created in a vacuum and that stuff made by other people is going to be the best way to go if you want results
yes, its good to learn the fundamentals so youre not totally clueless and have some credibility but if youre going to do 3dcg as work youre going to need to put out certain level quality stuff on a deadline, and you will need to build on other peoples work
just know that you will eventually get good enough to not rely on other peoples stuff but until then, dont be ashamed and just try to make good looking stuff using all of the tools at your disposal

>> No.747528
File: 2.52 MB, 800x338, 3102.webm [View same] [iqdb] [saucenao] [google]
747528

>>747516
Oh hell yes, thanks a million. It wasn't working in 2.66 or 2.79, but it works flawlessly in 2.83. It's a shame than 2.83-saved .blend file crashes 2.66, but i think i'll find my way around it. Thanks again.

>>747521
Yeah. I'm somewhat determined to put this game in VR, but unity engine can't get its head around the concept of mesh faces with different physical properties, so i have lots of invisible "optimization faces" on map which are acting as physical objects and, for example, not letting me pass through doors.

>> No.747531

>>747486
Oh my god, anon, I want to have your children. Thanks a lot for that add-on.

>> No.747536
File: 540 KB, 1920x1038, table.png [View same] [iqdb] [saucenao] [google]
747536

absolute noob here, made myself a neat little table. how do I add textures / colours?

>> No.747537
File: 256 KB, 1013x1127, 2020-06-07-172701_4480x2520_scrot.png [View same] [iqdb] [saucenao] [google]
747537

I want to merge a mesh, first i'm doing booling, then I want to make mesh manifold but the hand dissapears

>> No.747538

>>747537
*make manifold by using 3dprint addon

>> No.747539

>>747536
https://youtu.be/Y7M-B6xnaEM

https://youtu.be/scPSP_U858k

>> No.747548

>>747539
thx m8

>> No.747550

>>747538
>>747537
I don't know about the 3dprint addon but you probably need to set the bool to additive instead of subtraction.

>> No.747552

>>747550
if it was that easy i'd be done by now
It looks like i'm gonna to do it manually

>> No.747561

>>747537
If you don't care about topology you could try a voxel remesh

>> No.747566

Has anyone here bought the animation layers addon? If so, is it good?
I want to kill myself every time I have to use the NLA so I'm considering it

>> No.747569

>>747518
>>747522

This idea of "cheating" in 3D is a pointless albatross. Is it cheating to use someone else's model directly, but not cheating to copy it point for point? Is it not cheating to follow a step by step guide to recreate something, but is cheating to just download the model? Where do you draw the line? Its an arbitrary standard. "Cheating" is a meaningless term without defined rules. There are certainly rules against stealing other people's work or not giving credit, but unless you are in a competition, there's no rule saying you can't use components that others have built as part of a larger assembly.

Its an especially silly notion when those components are tools that were made specifically for others to use, and to learn from using. Using existing components and tools to learn to build a full character, and then improving your ability to create each component for yourself is a viable learning path. You don't have to be able to create 100% of each sub-component from scratch before you're allowed to complete something.

Some people will learn best by modeling bodies from nothing following anatomy guides and stuff. ie, building up from parts to create the whole. But most people learn best by seeing a whole thing complete, and then breaking it down into the component parts (whole to parts.) This is a constant across learning concepts in all spheres of knowledge. Attaching some intellectual snobbery that one method is "cheating" is just that - intellectual snobbery.

The only thing you should be worried about is learning how stuff works. So do whatever helps you learn that.

>> No.747572

>>747569
>Is it cheating to use someone else's model directly, but not cheating to copy it point for point? Is it not cheating to follow a step by step guide to recreate something, but is cheating to just download the model?
Some moreso than others, but all of these are cheating.

>> No.747576
File: 334 KB, 1100x347, 1564210570628.png [View same] [iqdb] [saucenao] [google]
747576

>just draw an owl bro

>> No.747579

>>747572
You have missed the point. Those are all trick questions because:
>"Cheating" is a meaningless term without defined rules.

>> No.747584

>>747569
>The only thing you should be worried about is learning how stuff works.
that's literally what people mean when they say "cheating" in this context 90% of the time. they don't mean they're breaking some imaginary rule, they mean that they're skipping work that would probably be educationally valuable for them do do properly.

>> No.747585

There isn't a single more inspiring thing than this guy's works right now for me:

https://www.youtube.com/watch?v=99vCpPmXjsk

I'm completely stuck and demotivated because I don't feel like I can produce projects of a scope bigger than 10x10 meters, mainly because of having to do so much texturing for everything. He uses different techniques than mine, with photo textures, making models from those, using smoke planes, creating something really low poly and dropping it in BG etc. which seems like faster and much more enjoyable workflow. However, I don't know if I've been brainwashed, but it feels like cheating even myself if I don't do everything from scratch and don't create my own materials in SD / SP.

I don't know if it's different in film, and if you guys who work in that industry use more photo textures and scans etc., but my portfolio is focused on game art, and I feel like it's a very bad thing if I use photo textures in my environments when I see so many people create everything from scratch. It seems like in game art, I don't have a choice, and everything has to be a hero asset quality since you can walk everywhere, but maybe it's different in movies? I don't really know.

Would this type of workflow be acceptable in a portfolio for someone who is chasing a career in film? Maybe for concept art? I guess I'm just starting to get sick with spending hours/days per prop, and I want to create larger scenes instead.

>> No.747586

>>747579
I was semi-shitposting and I hadn't even read your post past that part I qouted, but in all seriousness, cheating in creative work is generally considered to be any type of shortcut that makes use of someone else's work to facilitate yours.

At the end of the day it's just semantics and we can call it "taking a shortcut" or "doing a bad thing". It doesn't matter. Do what you want to do. If it's called X or Y it shouldn't matter on whether you shoose to do something or not. Just recognize that by using someone else's work in your work makes it so the merit for whatever end result you achieve isn't entirely yours but also in part theirs.
This also goes for the tool itself, but that's an infinite rabbit hole, since it's impossible to do basically any modern work entirely without someone else's help, so it's always a gradient where you go from being dropped naked in the wilderness and doing everything yourself (I'll keep the availability of natural resources as the baseline, since you can't go lower than that), to not doing anything and just giving vague instructions to your subordinates like "make something cool".
Between these two extremes there's a spectrum of all types of work that involves someone else's help, and the (very blurry) line that delimits the "cheating zone" is pretty subjective.
If we want to be as objective as possible, we could use the most commonly used position (which honestly I don't know), but even then it's just a widely agreed upon opinon. You don't have to let it guide your choices.

With that being said, if you're in your learning stage, then cheating shouldn't even be in your vocabulary, as even the most egregious examples of shortcut-taking and plagiarism are still good if they help you improve, which is the one and only goal a student should have (as you said).
Unless you mean that you're cheating yourself by using shortcuts that don't help you grow, but that's another definition of "cheating".

>> No.747589

>>747576
If you think this is comparable to "the owl", then you are literally too dumb to be modeling.

>> No.747594

>>747589
I don't fucking know how you go from step 2 to 3.

>> No.747602

>>747584
I agree that's what they mean. But what they miss is that there are many different things to be learned, and there isn't only a single valid order. You may be skipping something in one domain that you aren't focusing on, so that you can get to something in another domain that you are trying to learn. Or you may be trying to understand how the whole thing fits together, instead of focusing on the parts first.

For example, consider someone who wants to learn character animation. They'll probably grab a generic or default character and rig that somebody else has made, and then go about learning how to animate. In that context, we wouldn't say they were taking a shortcut by not modeling the character themselves, because they are trying to learn animation, not character modeling. In this case, its a clear distinction of different domains of knowledge.

But when looking at different sub domains of character creation, people tend to lose this distinction. For example, creating clothing is a different skill than anatomy. Hair is yet another, etc. So my complaint about this idea of 'cheating' or shortcuts is that it forces people into an arbitrary learning order that isn't necessarily going to follow their interests. You don't have to learn anatomy before you're allowed to start learning how cloth works. You can just use an existing or generated model as your mannequin. If someone is mainly interested in faces and hair, they aren't taking a damaging shortcut by using a generated body while they learn those.

We're all familiar with people who do take damaging shortcuts or cut too many corners, but people's blind zealousness to enforce some proper order of learning ends up doing more harm than good a lot of time. It shuts new users down from being able to complete projects, and scares them away from learning by working with example models and resources.

Anyhow, I'm not saying you are doing that. I'm reacting to a larger trend I often see.

>>747586
Well said.

>> No.747604

How do I set all my selected vertices to 0 on the Y axis?

How is blender such absolute garbage that it I have to individually set 50k vertices because box selecting and going G - Y - 0 only changes the last selected vertex?

What the fuck man

>> No.747610

>>747561
To it would require ririculous amount of polys to keep details, i'm at 400k and sculpting is already working like shit

>> No.747613

newbie here. is leaving faces that you wont use inside of your mesh a bad idea?

>> No.747615

>>747604
>apply transform
>select vertices
>set their position to 0 in the item menu
>S - Y - 0
>done

>> No.747616

>>747613
For what?
Most of the renders cull it anyway

>> No.747617

>>747537
Merged it, I've connected hand to the body using n-gons and let dyntopo do it's thing

>> No.747619

>>747616
for sheer laziness lol

>> No.747620

>>747613
Yes if it's a game asset, if it won't be visible, remove it. For offline render I guess it doesn't really matter.

>> No.747621

>>747576
What is this from, can you link it pls? I've seen the GDC 2014 talk from arcsys but dont remember such modelling slide in their talk.

>> No.747622

>>747621
>>>/vg/294767057

>> No.747623

>>747622
thx a lot!

>> No.747624

>>747623
Enjoy it bro

>> No.747633
File: 235 KB, 506x592, 1570107940727.png [View same] [iqdb] [saucenao] [google]
747633

I tried

>> No.747634
File: 305 KB, 544x607, 1564481243619.png [View same] [iqdb] [saucenao] [google]
747634

>>747633
nightmareish

>> No.747635

>>745896
newb question here, how do I add a audio strip to sync with a grease pencil animation while I work on it?

>> No.747636

>>747634
shorter forehead, eyes closer, smaller chin, define jaw on the side, push eye sockets a bit back

>> No.747637
File: 311 KB, 1000x1000, 1591248303213.jpg [View same] [iqdb] [saucenao] [google]
747637

>>747634

>> No.747638

>>747594
by modeling a leg? this is from a presentation given by professionals to other professionals, they're not going to tell you where to click in your modeling software to make a cylinder appear.

>> No.747639
File: 322 KB, 483x755, 1572833997653.png [View same] [iqdb] [saucenao] [google]
747639

>>747636
Alright I try again I guess.

>> No.747643

>>747349
thanks for your help anon, clicking that button on "basis" did the trick

>> No.747655

I've got my shape roughed out but there are areas that I want to flatten and straighten out. Is it possible to make faces co-planar and points co linear? Or am I going about this the wrong way?

>> No.747665

Why do I always get fucking pinching everywhere I fucking hate this

>> No.747667

I don't feel like renders are using 100% of my computer's resources.

When I play an intensive game, the fans on my video card are whirring hard, but when I render a lengthy cycles animation (with gpu rendering enable) the fans stay calm.

>> No.747676

>>747667
what gpu

>> No.747686

So, trying to help someone set up some low-poly stuff, even if they're going a bit hamfisted with it. I'm trying to learn some of the stuff that changed over from 2.7

How do you make a model fullbright now? and where's the option to remove feathering/anti-aliasing for UV painting, the brush option only applies to on model painting since the 2.8 change.

>> No.747689
File: 1 KB, 57x58, 2020-06-08-1591589146_57x58_.png [View same] [iqdb] [saucenao] [google]
747689

Has anyone here experience with the video edior?
Is it really not possible to quickly just "apply" the preview range? It seems like if you want to make the preview range permanent you have to type the range you know from your preview in manually.

What the actual fuck.
I mean it is not a huge deal but something that should be a one click solution, especially since there's a button for the preview range anyways.

>> No.747694

Is there a good hair plugin for adding hair to 3d models?
I don't want to have to use 3dm*x.

>> No.747700

>>747694
What type of hair? Blender has a particle hair system of its own. You can also use that it make alpha card hair. And there's some good addons like HairTool($) that make it easier to work with for making alpha card hard.

>> No.747706

>>746280
use eevee

>> No.747710

>>747694
blender already has hair and it will be significantly upgraded soon so I'd just get used to that.

https://youtu.be/CSc_aH25cUY

>> No.747713

>>747706
That's got nothing to do with the question the dude asked you mong.
Not to mention Eevee's lighting is shit.

>> No.747744
File: 443 KB, 865x542, unknown[1].png [View same] [iqdb] [saucenao] [google]
747744

>>747330
not that anon but this post resonated with me as well, summed up my experience and feelings about just starting 3D, i've always loved to make music and art, but felt limited by my lack of skill, but with this format the machine does the gap filling where i can just think of some shit and make it happen in a relatively crude form easily, but i admit i am jumping ahead of myself by noodling a lot. doing tutorials and reading on this board has helped so far, and the rest i assume is just time and energy. anyway thanks for quality post anon

>> No.747746
File: 1.20 MB, 1920x1080, untit2led (Large).png [View same] [iqdb] [saucenao] [google]
747746

>> No.747747

What to do after you're done with retopology? How do you add detail to the retopologized mesh?

>> No.747750

>>747747
You start baking.

>> No.747755
File: 310 KB, 1920x1080, help.png [View same] [iqdb] [saucenao] [google]
747755

Hey guys, need to use Blender to do very simple obj files for a retro game.

Pic related, it's what I'm working on right now.

A lot of the tutorials go into a lot of unecessary stuff that I wont need - any particular tutorials I should be looking at for making simple obj files with a skin to edit?

>> No.747761
File: 2.48 MB, 1920x1080, 0001-0250.webm [View same] [iqdb] [saucenao] [google]
747761

>gods of the new medium

>> No.747762

I really like the screen space ridge "effect" in the view port shading, is there a way to bake it or something? Or just a way to have white lines along every edge?

>> No.747763

>>747755
https://www.youtube.com/watch?v=quQ5-mu-jdk
https://www.youtube.com/watch?v=QHuyd59bYp0
https://www.youtube.com/watch?v=9Q7bU3izpuk
https://www.youtube.com/watch?v=VDzBWNNRSPY
https://www.youtube.com/watch?v=rtO9maU709k
https://www.youtube.com/watch?t=89&v=DCIBqmFuKKI
https://www.youtube.com/watch?v=fE-uDqBpXxI
https://www.youtube.com/watch?v=1-MX6oHUdqM
https://www.youtube.com/watch?v=2su7BLdow5U
https://www.youtube.com/playlist?list=PLc4Igh5xe93rlE6xOeWiXaey073j11MHo
https://www.youtube.com/watch?v=eF4CuIX40XE
https://www.youtube.com/watch?v=dYiAd_08-0k
https://www.youtube.com/watch?v=B5h2HvkqXZ0
https://www.youtube.com/watch?v=tOx_SAG7gl4
https://www.youtube.com/watch?v=I-J6IDphFs0

>> No.747764

>>747763
cheers anon!

>> No.747765

>>747764
I forgot this, you can add it too
https://www.youtube.com/watch?v=P0mTewFohUo

>> No.747773

Okay, wtf is going on and why can't I import all of my settings, custom shortcuts and enabled add-ons in a new blender version? I have so many blender versions, and I usually just use portable ones, but I may have one version installed too, and now I have no idea where are these settings I currently have saved and how to transfer them to new 2.83 portable version. Until now I redid this shit manually every time lol, but now I have much more custom settings and don't want to do it again anymore. And no, there is no button on a splash screen to transfer settings.

>> No.747799

>>747761
>0001-0250.webm
someone is impatient

>> No.747800

>>747773
>Okay, wtf is going on and why can't I import all of my settings
You can. It's literally just one folder you copy over into the new version's folder.

>> No.747804

>>747755
grant abbitt has neat low poly tutorials

>> No.747806

>>747763
not them but thanks

>> No.747812
File: 483 KB, 1275x465, 1.png [View same] [iqdb] [saucenao] [google]
747812

hi, i'm trying to make a material that has subsurface, and that lets light pass through it through 2 surfaces of itself in eevee
but it looks like the light only makes the backface lighter, without bouncing off any further, i tried messing with the alpha settings but i can't get it right without making it constantly see through

>> No.747818

how does the LOICENSing for paid plugins work in blender? like the activation and shit. I thought it's gonna be easy enough to crack but judging by how outdated most stuff on private/public trackers is, it seems that they have a proper verification method, just like other, paid software. some mong was arguing in another thread how you can get any pluging for free because something something open source license, wonder what's up with that.

>> No.747840

>>747812
Have you tried adding a solidify modifier?

>> No.747844

>>747840
solidify modifier doesn't do much, when i put that modifier, the surface gets lit through the added surface, but the light still doesn't reach the other side

>> No.747846
File: 202 KB, 1374x796, O0vNRl7Buy.gif [View same] [iqdb] [saucenao] [google]
747846

2D animator here, is there a way to "flip the canvas" horizontally? Even a way to mirror the camera will do.
All google finds me is the usual way to mirror objects by scaling it by -1.

>> No.747848
File: 69 KB, 645x729, e09.png [View same] [iqdb] [saucenao] [google]
747848

>>747633
>>747639
>poly modeling an organic character
ngmi

>> No.747850

>>747848
I can't into sculpting, I tried, shit's weird, even with my fucking screen tablet.
Also, I'm not aiming for realism anyways.

>> No.747851

when can I use triangles?

>> No.747853

>>747850
>i can't sculpt a face, so i'll just go "stylized"
a rich vein of pure ngmium

>> No.747854

>>747846
you could press "9" if you're doing 2d animation,
that will make you look the opposite way, behind the strokes you draw, and so, backward

>> No.747855

>>747853
alright, bro, I'm just a 2D artist, I can't do it ok I can't comprehend this shit, it takes too long, I don't have time to work on a model that will take me months for my game, I want something more easily manageable that why I'm going with a low poly count.

>> No.747856

>>747855
try to use a ref so you can get the vertices at the right spot on front and side view, then work your way around it however you can

>> No.747857

>>747856
I'm thinking of just drawing faces onto the texture directly and using the UV map method to animate it.

>> No.747859

>>747855
and yet your "manageable" low poly thing looks like a fucking nightmare. you're sabotaging yourself with these fake shortcuts - low poly is not "easier", if anything it's harder because you need all the art fundamentals of high poly plus the skill to express them within a limited polycount. you need to invest the time to get good, there is no magic shortcut.

>> No.747860

>>747857
you can do that yeah, check out this model's wireframe https://sketchfab.com/3d-models/lilia-sakij-4d58e1310b58480bb552f298165f59e1
it looks like there's a similar ammount of geometry on your model, could be helpful

>> No.747861
File: 277 KB, 537x605, 1582905230494.png [View same] [iqdb] [saucenao] [google]
747861

>>747859
ok, I don't want to get into too much detail I just want low poly count and celshading, I don't want to mess with normal maps too much, and I want to just model an anime girl.

>>747860
you mean like copying the topology of the face? isn't that a bit scummy?

>> No.747862

>>747846
tried that, but it flips it vertically.
Found out you can also scale the camera to -1 and does the trick, but need a way to hotkey it...

>> No.747863

>>747861
i'm not talking about copy pasting the mesh, look at how they did it, if they put a jaw, a big chin, if they flatened the face to make the texture onto it more visible ect, and if that's what you want, try to get something similar, on your model

>> No.747864

>>747848
>>747853
Post your work.

>> No.747865

>>747860
uhh sorry for bothering, but where do I click to check the wireframe?

>> No.747866

>>747865
Model inspector button on the bottom right of the 3D view

>> No.747868
File: 46 KB, 522x487, 1591280359150.png [View same] [iqdb] [saucenao] [google]
747868

>>747866
Oh I just had to enable some settings on chrome, just got it working, thanks tho.

>> No.747871

>>747868
and check the matcap parameter in the geometry section too, it will give you a better idea of the shape of the model

>> No.747872

Some times in my projects after a while the SHIFT+MMB drag becomes slow when I zoom in but when I zoom out it gets fast again.
Is it a bug?
I'm on 2.83.0

>> No.747875

>>747872
refocussing on your selection usually fixes it. standard key to focus on selection is numpad period.

>> No.747876

>>747861
https://mb-lab-community.github.io/MB-Lab.github.io/

Doing anime girls decently is actually pretty tough. When using cel shading, every defect in the mesh becomes highly visible. Get a base body from something like MBLAB, put a toon shader on it, and then start doing slightly changes to get your shading looking decent.

Also look into Daniel Kreuter's tutorials on youtube.

>> No.747877

>>747875
It worked, thank you very much Anon.

Just out of curiosity, is it a bug or a feature?

>> No.747878

>>747877
Not sure. Can't really say it is a feature but it's not really a bug either. It happens when you zoom in on something and then start panning around the scene. It's the same in 3DS Max.

>> No.747880

>>747878
Ah I see

>> No.747894

>>747812
You're looking for the translucency shader not SSS.
I can't remember if it worked in Eevee or not but it should.

>> No.747903
File: 82 KB, 645x729, 1509455119311.png [View same] [iqdb] [saucenao] [google]
747903

>>747850
>Also, I'm not aiming for realism anyways.

>> No.747904

>>747855
If you weren't a complete retard and actually learned how to sculpt properly, not only would you get better results, but you'd realize how 2D drawing skill translates far better to sculpting than it does to 3D modeling. Also sculpting isn't slow, you're just too lazy to learn a fast and efficient workflow.

>> No.747906

>>747903
>>747864

>> No.747911

>>747864
>>747906
pathetic

>> No.747912
File: 33 KB, 902x634, gangsta wip.jpg [View same] [iqdb] [saucenao] [google]
747912

>>747906
>>747864
ok, now post yours.

>> No.747913
File: 47 KB, 522x450, Screenshot_3.jpg [View same] [iqdb] [saucenao] [google]
747913

how are the leaves in this type of tree done? are they just floating images? or is it a modifier? this is where the print this from btw https://sketchfab.com/3d-models/eggs-65cb4ac08fb741cba6a9b22ba5fc3c9d

>> No.747914

>>747904
So sculpting is the only way to get a good organic shape with a fast workflow?

You know what anon, I'll try out sculpting a bit after I finish my low poly model and see if what you say is true.k.

>> No.747917
File: 239 KB, 941x624, 1.png [View same] [iqdb] [saucenao] [google]
747917

>>747894
i'm trying to get it to work in eevee, but no matter what settings i put with the translucency shader, i can't get anything, here is just a bunch of cubes, but i'm not quite sure what the light is doing there

>> No.747918
File: 662 KB, 1433x804, 1.png [View same] [iqdb] [saucenao] [google]
747918

>>747913
it's just a png texture with transparency pasted onto these bended planes, you can see how it's done yourself by clicking on these buttons on sketchfab

>> No.747920

>>747918
>>747865
>>747913
>>747866
pressing 5 also shows the wireframe on sketchfab, without needing to bring up that menu.

>> No.747921
File: 195 KB, 1920x1080, facesculpt.jpg [View same] [iqdb] [saucenao] [google]
747921

>>747864
i'm the one who posted about sculpting faces, and this is what i'm working on right now. what now faggot?

>> No.747923

>>747918
>>747920
I see, thank you loads!

>> No.747925

>>747914
Sculpting is the industry standard way, and by far the most intuitive way when combined with retopology. It separates the artistic and mechanical sides of modeling, whereas with polymodeling you have to worry about both at the same time.

>> No.747926

>>747921
any tips to make the eyes ? i always struggle with the eyelids and end up making a mess by correcting it over and over, while in every speedpaint i see, they seem to do it right on the first try

>> No.747930

Anon, I'll be honest, I look at anime sculpting and they all look like soulless chink rip-offs made by westerners, then I look a poly modeled anime models, and they look pretty good.

I'm not trying to get a fucking job in the industry, I'm trying to make a low poly anime-themed game.

>> No.747931

>>747925
>>747930

>> No.747933

>>747930
Anime modeling is much more formulaic because it is a low detail style. There's a much smaller amount of viable vertex configurations to produce the right look than there is for more realistic or higher detail styles.

And especially with anime females, the differences in faces between different characters tends to be very small. You'll use different topology for, say, a younger character and an older woman, but the difference between two different characters of the same archetype will be a slight nudge here and there. (Although colors and textures will often be quite different.)

Sculpting anime faces isn't really necessary, because you're just going to end up simplifying it down to something pretty close to the established topology anyway.

>> No.747935
File: 373 KB, 1057x814, solidify.png [View same] [iqdb] [saucenao] [google]
747935

I tried adding a solidify modifier to pic related but it's only of the correct thickness on the flat faces, while the diagonal ones jot out by a disproportionate amount.
How do I avoid this?

For reference, this was a plane that I subdivided into many little square faces, then deleted some, leaving a detatched stripe, which I then raised and reconnected by filling the gap, creating a diagonal face that goes from the lower level to the higher one.

>> No.747936

>>747930
>I'm not trying to get a fucking job in the industry, I'm trying to make a low poly anime-themed game.

>i'm not trying to [develop the skills of a professional in a single field], i'm just trying to [perform the tasks of several different professionals in several different fields]

how humble

>> No.747937 [DELETED] 

>>747933
>>747936
yeah I'm sorry I just kinda blew off in that post, my bad.
I'm just a bit annoyed on being told the way I've been learning things the past couple of weeks is completely unviable, my bad bros.

I'll give sculpting a fair chance -> retopo workflow a fair chance.

>> No.747938

>>747933
>>747936
yeah I'm sorry I just kinda blew off in that post, my bad.
I'm just a bit annoyed on being told the way I've been learning things the past couple of weeks is completely unviable, my bad bros.

I'll give sculpting -> retopo workflow a fair chance.

>> No.747940

>>747938
As I said, sculpting for anime faces isn't necessary, especially if you are doing low detail styles. Find an existing anime model, even an MMD model, and study it so that you can understand why its vertices are where they are (in the face especially), and what that's doing to the shading.

Once you have a full mental model of how it goes together, then it doesn't matter if you sculpt or model it as long as the vertices end up in the right place.

>> No.747943

bros is it true that blender can't handle hipoly?

>> No.747945

>>747926
eyelids are the part of the face i still struggle with the most, but the thing that helped me was to realize that they're actually way more superficial and "2d" than i expected - sure, they're wrapped on a sphere, but what i used to do was try to build this whole complicated imaginary structure inside a cavernous eyesocket, when it's really much more simple. try starting from a simplified shape of a closed eye, and then carving into that.

>> No.747948

guys do you think these are sculpting>retopology or are they just very neatly done models?

https://sketchfab.com/3d-models/link-awakens-616ec22c1cd74d378a859d2c894f97d1

https://sketchfab.com/3d-models/lantern-witch-witchchallenge-481ebdc74db14b3c81dc8cce2c1e8c01

>> No.747951
File: 1.25 MB, 2431x1235, lighthouse.png [View same] [iqdb] [saucenao] [google]
747951

New to 3d. Got bored halfway through Grant Abbitt's fishing shack, and now i'm trying to build a lighthouse based off the well he made in a different tutorial.

I made a shit ton of bricks and then joined them once they were placed. But real lighthouses all taper in towards the top. I'd hoped that after I had joined them I could've just used proportional editing to scale in the top. But that just brings the top layer of bricks. Is there a way to make it proportional from the bottom of the geometry?

Should I instead just make a cylinder and put in a texture map to simulate bricks? I know I should probably do this anyway, but I wanted to practice modeling.

>> No.747952

>>747948
those were just modeled, no sculpting.

>> No.747954

>>747952
really? that's great news, i really liked their style and thought such might only be achievable by sculpting. either way, thank you very much, anon

>> No.747955

>>747954
it* not such

>> No.747957
File: 101 KB, 560x955, scale.jpg [View same] [iqdb] [saucenao] [google]
747957

>>747951
You can use linear falloff if you scale from a point on the top and increase the influence to reach all the way to the bottom; you can hide the bricks at the base first so they stay the right size

>> No.747960

>>747957
Thanks, this actually works really well.

>> No.747970

auto rig pro is giving me shit ton of error when I click match to rig, feels bad.

>> No.747972

>>747970
what version? paid or pirated?

>> No.747973

is there a good way to make textures with a smartphone? on android, more specifically?

>> No.747974

>>747972
arrgh I'll just do it manually matey

>> No.747975

>>747974
no, I want to know because I dl'd the pirated version but haven't tested it out yet, and was wondering how good it is?

>> No.747976

>>747975
its probably that I'm doing something wrong, the actual armature gets generated just right, but the problem comes when I try to do the rig, it just breaks and generates weird armature and throws an error.

>> No.747988

>>747940
Wrong. Sculpting will always be better because you have much more control over form.
Managing topology and form at the same time on a character has been outdated for 20 years, tard.

>> No.747989

>>747948
>>747952
>>747954
You can samefag cope all you like, it won't make the polymodeling character workflow any more viable in the current year.

>> No.747992

>>747989
I'm >>747952
and you are a retard if you think those were sculpted

>> No.747993

>>747992
The second one probably was sculpted you worthless idiot. Not that you'd know either way; your tiny brain interprets anything with "low-poly aesthetic" as "m-must be polymodeled! i better tell my blenderbros!".

And that's beside the point anyway. Just because people still poly model characters in the current year doesn't make it an efficient workflow under any circumstance besides a minecraft character. Sculpting is always far better for crafting forms.

>> No.747994

>>747988
No. The method is less important than the final product. There's certain styles of topology that you use to get proper anime shading. You need very specific topology (although it varies slightly based on how much normal editing you are doing, and what sorts of line art.)

How you go about getting the vertices into that proper configuration is less important. Sculpting will generally be a lot of time messing around with large amounts of vertices that you'll just end up removing in a retopo stage. You don't need a lot of control over form when you're making the same form over and over again, or same as everyone else and can just pick up an existing base or follow a tutorial.

There's no need to do a high detail model for form and then retopologize it when you don't need high detail, and you can just directly model your final topology.

If someone is already an experienced sculptor, then sure, they'll fly through the process and can do it in whatever way. But for someone who isn't already an experienced sculptor, they should just model it.

>> No.747998

>>747994
t. coping retard who ended up learning bad workflow.

There is absolutely no reason to poly model characters. Separating the creative process and the technical process will always produce better results and more efficiently too. Trying to craft a form and silhouette is a pain when you're simultaneously focusing on clean edgeflow.

>> No.747999
File: 349 KB, 442x319, s80d6fn8y9ny.png [View same] [iqdb] [saucenao] [google]
747999

>>747994
>There's certain styles of topology that you use to get proper anime shading. You need very specific topology

>> No.748000

>>747994
>You don't need a lot of control over form when you're making the same form over and over again
in that case you use wraps, you don't polymodel like a dumbfuck

>> No.748001

>>747998
Looks like your backing your claim off from anime faces to polymodeling characters in general. Who is coping?

You don't need to focus on form and silhouette at the same time. Let me break this down for you:
> Model the sort of topology you are going to need based on guides and tutorials.
> Adjust it to be the right shape.
Damn, so hard! So outmoded!

>>747999
Yes. Especially to have line art work properly.

>>748000
Yeah, no shit. I said in early responses that it doesn't matter too much because you're just going to reuse the same face over and over. Which makes the whole debate over which is more efficient pretty dumb.

>> No.748002

What's the simplest way to make a mouth that I can lip sync?
It doesn't need to be realistic, it just needs to be quick.

>> No.748003
File: 108 KB, 645x773, 1512047559951.png [View same] [iqdb] [saucenao] [google]
748003

>>748001
>> Adjust it to be the right shape.
>whoops, moving that vert made the topology uneven, better move some verts around to fix it
>whoops, the topology is still uneven, and now the form looks a bit weird
>damn i wish i had something to snap to... whoops
based retard

>> No.748004

>>748003
>Sculpting
>Make a shape
>retopologize
>Ooops, it looks wrong
>Can't adjust the verts, that'd be poly modeling
>Sculpt some more
>Retopo
>Shading test
>Ooops its still wrong

Its like you have the exact same problem, but your workflow has way more steps!

>> No.748006

>>747917
Dunno then. Maybe it doesn't work right in Eevee. It makes sense why it wouldn't though. Translucency is something that'd depend on raytracing since you have to know what's behind the solid object.
Maybe use alpha, but multiple layers/shells for the dress, and then color the legs under the dress the color they should be if you would see them through the dress.

Essentially, if you're using Eevee, you have to fake a lot of things. Which is a bit of a balancing act of if Eevee's worth it in a given situation. The whole time-saving aspect of it is good, but you lose accuracy for shadows, lose a lot of light effects like indirect light, and you lose the ability to do things like translucency, motion blur and other shit. Which means you'll have to fake most of that, or just use a raytracer instead.

>>747935
Try turning on "Even Thickness" in the solidfy options, and make sure your normals are all facing the right direction.

>> No.748007

>>748004
>retopologize
>Ooops, it looks wrong
That's the sculpting stage you utter moron. Nobody is going to retopologize until they're satisfied with the sculpt. This is how I know you're a dumbfuck noobie trying to talk like you know shit.

>> No.748008

>>748004
i would stop if i were you
it is obvious you do not know what you are talking about

>> No.748010

>>748007
You think you're smart, but I knew you'd say this and prove yourself a totally unqualified retard.

Anime shading needs normal editing to control. Normal editing needs the correct topology. You can't do proper normal editing on your high res sculpt, you complete moron. You can't do a full shader test until you have the correct topology, so you can't know if you need to change something until after the retopology stage.

The way this actually works if you setup your topology, then edit the normals, then alternate making slight changes to the verts and slight changes to the normals until it looks right.

Of course, you'd know this if you were actually making anime faces. But you're just talking shit on the internet, and thinking you know everything about every niche subject.

>> No.748011

>>748010
>You think you're smart, but I knew you'd say this and prove yourself a totally unqualified retard.
You don't need to project your own insecurities onto me, idiot.

>Anime shading needs normal editing to control. Normal editing needs the correct topology. You can't do proper normal editing on your high res sculpt, you complete moron. You can't do a full shader test until you have the correct topology, so you can't know if you need to change something until after the retopology stage.
What's that got to do with polymodeling workflow for character creation, idiot? You're free to edit verts at your leisure once you've retopologized.
Every 3D anime character artist in japan uses ZBrush. All the Persona 5 models, created in ZBrush. All you're doing is making excuse after excuse to cope because you were idiotic enough to learn character modeling through poly modeling, and you're trying to rationalize it.

>> No.748012
File: 1.19 MB, 1243x751, unknown (2).png [View same] [iqdb] [saucenao] [google]
748012

This is my first time trying texturing. Anything that could be pointed out would be very helpful. Compliments and insults are both welcome. :>

>> No.748013

>>748012
Looks dull as shit. Add some more detail.

>> No.748014

>>748011
Ah, we've reached the stage of an internet fight where the person who has been shown to be wrong has to start acting like the other person argued something totally differently than they did.

Reread my posts. I have only been talking about Anime Faces, not all character modeling. And my argument has always been that if you don't already know sculpting, its fine to just poly model the face, because sculpting doesn't have much efficiency gains on anime faces due to their various special situations.

You made a huge deal out of a very specific point that you were wrong about, and now you're trying to change the domain of the argument.

You can just say "Oh, I guess anime faces are an odd case. But in general, it's way better to sculpt". Which nobody will disagree with. Or you can keep acting like an asshat.

>> No.748015

>>748014
>Ah, we've reached the stage
You were stupid from the beginning, coping retard. You got nothing.

>> No.748016

>>748015
When are you going to post your anime faces?

>> No.748027

>>747993
I'm not samefagging you dumbfuck and I know sculpting is the superior method and even posted my work here >>747912 , but those models he linked were not sculpted faggot

>> No.748034

>>748027
>but those models he linked were not sculpted faggot
You don't know how the second one was made, moron. Only the first lists software in the description.
Low poly does not mean there was no sculpting in the workflow, idiot.

>> No.748041

>>748034
You fucking retard, I can tell that wasn't sculpted, if you knew anything about sculpting you would too, why don't you post some work?

>> No.748074

What a bunch of uncreative losers itt. Who gives a shit what techniques you use. Just vent your creativity, not your angsty autism. Thanks.

>> No.748078

>>748012
I got the reference, fren

>> No.748079

>>747989
I don't have a drawing tablet. I think I would learn sculpting if I could, but I can't

>> No.748080
File: 107 KB, 984x827, 2020-06-09 13_03_47-Blender_ [C__Users_Samuel_Desktop_200608 - Villa_200608 - Villa 005.blend].png [View same] [iqdb] [saucenao] [google]
748080

>>748006
Even thickness (or anything in the modifier) didn't work and I've tried everything under "Normals" and nothing worked.

>> No.748096

At what point is it better to just give up and restart on a specific part of a mesh? I feel like I've spent way too long already trying to wrangle this things topology into something that I'm happy with but so far it's just been headbutting a wall since nothing has worked so far. To be specific, I'm trying to get a low poly to have nice, smooth edges in its normal map, but working with subdivision and supporting loops is a pain and a bevel modifer produces artifacts at poles.

>> No.748105

>be from the western world
>mutt you are grown up and can do 3d art
>do you choose to go with the shitty workflow made by japanese people to get some ugly anatomically incorrect shitty model?
>or do you choose the workflow literally the whole industry uses to produce beautiful well defined characters?

>> No.748167

Does anyone know if there's an "average vertices/faces" brush in blender like in topogun?
See https://youtu.be/5j9wtX-gcTQ?list=WL&t=879 at around 14:39. You can see him smooth the faces/verts with a circular brush.

Warning: the vid is kind of NSFW

>> No.748182
File: 84 KB, 220x206, tenor.gif [View same] [iqdb] [saucenao] [google]
748182

>>748105
Wouldn't that depend on what you're making?

>> No.748186

>>748079
I just use a mouse to sculpt, you can do fine without a tablet.
>>748167
there is also a shortcut to relax selected verts.

https://twitter.com/pablodp606/status/1183803453715484673?lang=en

>> No.748244

>>748105
what workflows are you referring to?

>> No.748245

>>748244
They're not referring to anything real. They are just trying to feel special because of some tool cult even though they don't create anything.

>> No.748265

>>747383
I'm the guy who posted an angry rant in reply to that guy who suggested to just do more tutorials.

I've made some nice edits of things, but after a point, I seemed to have stopped growing by doing that. Is moving around verts into pretty shapes and adding and fixing topology where it needs to be all I can do? The next step can't be to just keep doing that. Fumbling around trying to make original things seems like it's helping, but it's upsettingly slow progress. Fixing topology doesn't seem to be helping me much when it comes to making mesh out of nothing, because without the surrounding mesh, it's easy to arrive at something nonsensical because there's this gap in knowledge.

If I had to come up with an analogy, Id say it's like I know how to speak, but I don't know many words, and just speaking often doesn't help me with that. Coming to this board, and being exposed to people much better than me has helped tremendously, because I can just look at their problems, and how they're solving them, like lots of small, if random, comprehensive lessons.

>> No.748290

>>748079
I have a tablet and while it does help I find it more comfortable to use the mouse 90% of the time

>> No.748353

>>748186
>I just use a mouse to sculpt, you can do fine without a tablet.
No you can not.
You can't do reasonable shit without pen pressure and it'll also fuck up your hand.

>>748079
just pick up a cheap one for < $50
it doesn't need to have a display.

>> No.748370

Is it legal to copy topology?
Is it frowned upon by the industry?

>> No.748415

>>748034
>>748041
for what's worth the author replied to my comment saying it was poly modeled

>>748186
>>748290
I think I prefer to get better at poly modeling in that case. I don't intend to mess with higher rez those for the most part, save for studies and learning purposes. but thanks, I'll consider trying that if I get stuck with some weird to poly shape

>>748353
idk I don't have that money rn, specially with the whole quarantine thing since I don't have a job. also 50 U$ isn't really cheap for a third worlder like me lol

>> No.748419

>>748415
you could probably even pick up one, or a used one for like $10 somewhere.

>> No.748460

>>748370
depends
yes

>> No.748465

>>748370
There are standards for proper topology for certain areas of the body at certain poly levels. So if you follow those standards, you will end up indirectly "copying" other people who also followed the standards. This is fine and often expected.

I'm not aware of anyone being able to hold a copyright or patent on a certain arrangement of vertices. But of course, you shouldn't claim to have come up with a certain combination if its a standard.

>> No.748511

does anyone here know quaternions? what are some other math subjects I should look up that have to do with 3d modeling?

>> No.748520

New thread

>>748519
>>748519
>>748519
>>748519