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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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File: 56 KB, 565x597, thatfuckingfox.png [View same] [iqdb] [saucenao] [google]
778942 No.778942 [Reply] [Original]

Previous thread: >>777018

>> No.778943

is 2.9x more stable now? I kept seeing people complaining about it

>> No.778977
File: 35 KB, 721x854, oooooooo.jpg [View same] [iqdb] [saucenao] [google]
778977

>mfw discovering the inflate brush and using it on 3rd-party models

>> No.778979

>>778977
what are you using it for?

>> No.778984

>>778979
coome on anon, have a bit of imagination

>> No.778986
File: 698 KB, 1080x717, Screenshot_20201014-141412.png [View same] [iqdb] [saucenao] [google]
778986

>> No.778987

>>778977
so you're into massively overblown nipples? using this particular tool for this job gets you massively overblown nipples.

>> No.778988

>>778986
That video actually made me REALLY appreciate him for the first time.

>> No.778989
File: 35 KB, 594x565, 1603864471397.jpg [View same] [iqdb] [saucenao] [google]
778989

>>778986
POOPA

>> No.779007

>>778986
>artist makes the character a zoophile
>Price: "who cares?"
Quite based.

>> No.779008
File: 8 KB, 200x200, pablomon.jpg [View same] [iqdb] [saucenao] [google]
779008

Pablo just dropped initial mesh insertion brush support
https://twitter.com/pablodp606/status/1321589952493326336

>> No.779009

>>779007
>being passive aggressive about fat legs and titties and going all hyperbole like that
Tits or gtfo

>> No.779020

>>779009
Where's the hyperbole? What are you talking about?

>> No.779023
File: 17 KB, 300x276, Tiger King.jpg [View same] [iqdb] [saucenao] [google]
779023

>>779008
How will those paid addon devs ever recover?
*see pic

>>778988
Andrew has always been based
https://twitter.com/andrewpprice/status/1216154686102786050
>tweeting out Jordan Peterson despite twitter trannies crying about it.

https://twitter.com/andrewpprice/status/1278836069765484545
https://twitter.com/andrewpprice/status/1278260224655151104
>tweeting out about how artists will be restricted creatively in the future due to woke culture.

>> No.779025
File: 26 KB, 208x310, 1603923188944.jpg [View same] [iqdb] [saucenao] [google]
779025

>>779023
>Blender Guru in 2030

>> No.779029
File: 187 KB, 1259x1024, peepee-smirking-served-champagne-by-blendcuck.jpg [View same] [iqdb] [saucenao] [google]
779029

Hey plugin devs, how does it feel when I pirate every plugin the very moment it comes out? Oh what was that? You need to eat to? To bad you're not making plugins for the "right" 3D apps, like Maya or C4D where you can charge ppl hundreds of dollarinos for some basic function that should be in the damn app in the first place. All blenderios are either poor kids or pirates, so enjoy your ramen dinner while I make bix bux with your work.

>> No.779036

just updated to 2.91, but what are addons I should have enabled, already have node wrangler.

>> No.779037

>>779029
those addons get pirated wayyyyy more than blender addons retard

>> No.779038

>>779037
seethe, cope, cry and eat budget ramen

>> No.779039

>>779036
Nude wrangler is all you need

>> No.779042
File: 23 KB, 341x412, 1493587151_preview_4e4.jpg [View same] [iqdb] [saucenao] [google]
779042

>>779037
Joke's on you, I pirated blender.

>> No.779051

>>779039
thanks, i thought there was another one i had enabled, but idr. oh! images as planes, i remember now

>> No.779053

>>779042
Is that... a blendlet in its natural environment?

>> No.779066

Trying to make moon terrain in blender, any help? The closest thing I've found is a tutorial on mars terrain that's an hour longer than it needs to be and told me to buy a $200 rock pack.

>> No.779067

>>779066
just use a heightmap

>> No.779076

sorry for the newbie rant but I'm kinda pissed off and want to vent
my first attempt on learning this died when my computer couldn't handle going to material preview/rendered mode after the 2nd step of the donut tutorial a few months ago, which is fine really I'm not too keen in making ultra realistic stuff
second almost died now after I made a low poly piece of shit donut and it just kept instacrashing on any attempt to add a 3rd material, graphics card updated and I could add materials on the first project so I got really frustrated
working now after I uninstalled blender (that apparently updated to 2.9 when I wasn't looking, it was 2.82 when I first installed) and downloaded 2.83 from their website
I'm happy it's working but I really don't have confidence anymore that it won't shit itself later, but I'll keep on going for now

>> No.779094

>>779076
My blender has crashed my pc a lot.
You just open the autosave and continue, if youre on very high resolution stuff maybe tone it down a little.

>> No.779096

>>779076
1. Use the STEAM version as it auto updates to the latest stable build.
2. If you keep having crashes try running memtest86 and/or disabling any overclock as a bad overclock will cause Blender to crash pretty frequently.

>> No.779112
File: 1.32 MB, 320x180, dfd.gif [View same] [iqdb] [saucenao] [google]
779112

So i want to create my own cute anime girl to use it in VR. Can i redesign a free base model and call it my own?

>> No.779122

>>779112
Sure, everybody does it even if they say otherwise.

>> No.779123

>>779122
How can you tell if the base model are fine? I want a good one

>> No.779127

>>779112
Making a basemesh is actually not that hard.
In a sense it's actually just rough tracing a random female reference image and then subsurfing it.

>> No.779130

>>778942
Le snoot :3

>> No.779131
File: 185 KB, 424x450, 1374498025101.gif [View same] [iqdb] [saucenao] [google]
779131

>>778942
laughed at that image

>> No.779132
File: 81 KB, 1920x1080, MmzZvzRn12AV.jpg [View same] [iqdb] [saucenao] [google]
779132

>>779127
Yeah but then there's armatures, bones and all that stuff. Can i just steal Ron and give her big milkers? I think she's nice, since it's a very popular model

>> No.779136

>>779132
Oh damn im a blind dumbass that didn't see "VR"

Yeah, that's usually a good practice for some good models.

>> No.779137

Here's something that I think Blender should natively have that surprises me hasn't been implemented years ago. JIGGLE BONES.

Yes, there are 3rd party addons and hacky ways to make jiggle bones, but you'd think there would be an option alongside Bendy Bones that you enable that makes it just work natively.

>> No.779139

>>779137
I guess the devs expect you to use rigid body constraints

>> No.779148

Have you ever modeled/sculped a nipple and said to yourself: Shit man, that's a sweet ass nipple

>> No.779160

Be honest now, did you ever sell someone's base model? With or without any changes

>> No.779165

>>779160
Me?
No.
But I am hard surface modeller / environment artist.
I do character stuff only for fun.

>> No.779172

>>779165
>environment
Don't you use someone's chairs and lamps or somethings?

How often do you have clients for this anyway? Is it less popular than porn?

>> No.779188

>>779172
>Don't you use someone's chairs and lamps or somethings?
Yeah, so what. I can use whatever I like - I am not pretending that I model all of it myself.
>Is it less popular than porn?
no not really. Even porn needs environments.

>> No.779215

>>779160
where to sell base models?

>> No.779222

where do I learn

>> No.779223

>>779222
here

>> No.779230

>>779096
heard about this, as I just updated and it's annoying to have to reconfigure everything. do I need to open stream to use it?

>> No.779238

HOW FUCKING HARD IS IT TO JUST HAVE RIGHT CLICK CLOSE WINDOW

>> No.779242

>>779238
What do you mean? Blender has no windows, just panels.

>> No.779246

>>779242
why can't they make the panels more maneuverable. I try closing them when I'm done needing them and I end up opening more in the process. is there any reason why they can't just make a right click close panel?

>> No.779248

>>779188
And where do you sell these environments?
I've been told that you can't make any money on stocks

>> No.779259
File: 502 KB, 207x215, stevesmile.gif [View same] [iqdb] [saucenao] [google]
779259

>>779246
>I try closing them when I'm done needing them and I end up opening more in the process.
heh, we've all been there, buddy.

>> No.779265

>>779223
there

>> No.779267

Brehs, how one can turn on "Face Maps/Sets" visibility in "Edit Mode"?

>> No.779289

In case it hasn't been mentioned already.

UV PACKMASTER 2 STANDARD EDITION IS FREE AT THE MOMENT! DON'T MISS OUT!

https://gumroad.com/l/uvpackmaster2-std

>> No.779290

>i want to learn blender
>watching blender guru and playing gta all day long
>only have finished cup and donught

Pls motivate me bros

>> No.779291

>>779290
You need to have some goal in your mind that will motivate you. Can't help you much with that.

>> No.779292

>>779290
>motivate me bros
is such a pathetic statement. Seriously.
If you can't do that yourself you'll never gonna make it.
And that's a good thing.

>> No.779294

>>779291
I want to make environments for a living
Or maybe even porn after that
What am i in for?

>> No.779295

>>779294
Then try going through a few longer tutorials to understand the general process and after that start working on something you'd like to see in a game, or recreate some game scene you enjoyed. Start learning Unreal Engine as well so you can import your environments in it and walk around. That can be another motivation boost.

Check out Dinusty on YouTube.

>> No.779297

>>779295
I know why i can't keep going
I have no idea who's gonna like it enough to pay me
Except maybe for furfags

>> No.779300

>>779297
If you want to work on environments you're supposed to build your portfolio on ArtStation and get hired. Ofc, you need to git gud to attract studios, there's no guarantee you'll ever make it. But if you're not enjoying the process itself then it's probably not for you. Don't expect to make a living by selling environments to random people on the internet.

>> No.779301

>>779094
>>779096
yeah thanks for looking out, I'm calmer now and things aren't going bad now
thanks anons

>> No.779320

>>779300
>Don't expect to make a living by selling environments to random people on the internet.
Then what can we sell to random people?

>> No.779323

>>779320
You can sell it but I doubt you can make a living solely from that, or at least you have to be real fucking good and work super fast to be able to compete on the market. I usually see pros sell some models, materials, tutorials and environments on the side, for some extra income.

Anyway, you keep asking about money and selling, so you already failed.

>> No.779331

>>779290
Motivate yourself retard. You could have a dozen of teachers cheering your sorry ass, but would move an inch, unless you had actual interest in the subject.
I had no fucking experience with 3d modeling. Plus I can't draw for shit. When I saw some cool concept art online, I saved it for later, picked the one that looked easiest to make, booted up some vids of people modeling something similar to what I had in mind and just went.
While blender gurus beginners vids are pretty informative, the one's I watched barely touched the subject I was interested in.
So I just went about, asking people I know for advice

Tl:dr focus on something you have actual interest in and fail. Fail not to lose all hope, but to learn from your mistakes and improve.

>> No.779332

What's the correct mid gray in filmic? What should rgb / value be?

>> No.779333

>>779331
I can draw a little and i like how you can create many arts in 3D just by moving poses.

>> No.779343
File: 1014 KB, 1080x907, 1602887400217.png [View same] [iqdb] [saucenao] [google]
779343

Anyone watching the Blender Conference?

>> No.779344

>>779343
should I be?

>> No.779346
File: 570 KB, 1146x693, BCON20.png [View same] [iqdb] [saucenao] [google]
779346

>>778942
https://www.youtube.com/watch?v=uEjmbsiflMU
>BCON20 livestream

>> No.779347

>>779346
Holy shit those indians are so fucking racist I wish I could be that racist.
fucking funny af

>> No.779350

>>779346
>>779343
>Donut Boi ended his segment with a vid of him dancing with his kid and happy about being a dad of 2 kids.
>Hard cut to some guy who made an animated hospice with animated patients that talk about death.
WTF Blender

>> No.779352

>>778943
It’s not 100% stable but saving often helps. It’s mantaflow simulations that crash sometimes but not to the point it’s annoying. If you have a good pc you’ll get better performance as usual.

>> No.779362
File: 494 KB, 1176x1075, 1586839142128.png [View same] [iqdb] [saucenao] [google]
779362

Fetus here. I just want to play around with video game models and pose them in Blender. I grabbed a couple of models off DeviantArt which were originally made for XNALara, so I imported them into Blender using an add-on. The actual posing part is fucking me up because these models got a billion bones to their rigs (hope that's the correct terminology) and when I try to move them around in posing mode the model would stretch and bend unnaturally like something out of a Gmod video. Is there an easier way to go about this?

>> No.779368

>>779346
Almost cried at the end.

>> No.779373

>>779346
>rare sort of Leukemia
What the fuck. Seriously wish him well. It's good that he seemed to get lucky and is stable but with that shit you never know.

>> No.779375

>>779350
>"Dad, what did you do when I was still a baby?"
>"Oh boy, Oy'll sie! Oy used t' myke tutorials on thiies plahtfohm cohled yeow'ube, taychin people haow t' cree-uyte donuts in the baest 3d app of the era, Blaendah! Naow thaht Oy theenk of ih', Oy sie yaw raydy t' leahn Blaendah. Whaht do yah sie, son?"

>> No.779378

>>779346
the frick video is kino

>> No.779380
File: 121 KB, 329x357, 2020-10-30-1604090644_329x357_.png [View same] [iqdb] [saucenao] [google]
779380

>>779346
that hikikomori

>> No.779383

>>779346
Post timecode for the best moment

>> No.779384

>>779346
Total cringefest

>> No.779468
File: 187 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
779468

Which tutorial should i see to learn how to rig and animate things?
Now i can't even move it properly

>> No.779475

>>779362
just watch some rigify tutorials and delete those trash rigs on those models and use rigify to make your own rig.

It seems difficult at first but it's easier than using those bones.

>> No.779480

I know I'm probably barking up the wrong tree, but has anyone attempted to make a working car suspension in Blender?
By working, I mean like actually springy. Not that the car tires go up and down with the ground.
Something like I could turn the car, and the weight of the car body would automatically tilt following inertia. Or the car could go over uneven terrain, and the wheels would spring the car body up, and dampen out.
I'm getting tired of eyeballing it and keyframing it in everything. I'd like to set up a meta-rig that "just works" out of the box with physics.

I tried to frankenstein something together with the rigid body constraints, since it has springs in there, but I can't wrap my head around how to pull it off. A few years back I had something hacked together using the cloth sim too, but I can't remember how I got that shit to work either.

>> No.779482

>>779468
Why is that guy shouting all the time?

>> No.779492

>>779480
Its totally possible, even without this addon, but as you might imagine, a little more work is required to get it working without it.
https://www.youtube.com/watch?v=WVelMdlaU_g&feature=emb_logo

>> No.779495
File: 411 KB, 512x512, CarstenFuchs90s.png [View same] [iqdb] [saucenao] [google]
779495

>>779480
>mfw blunder struggles with something that max and maya can do since the 90s

>> No.779511

I can't even redesign someone's model, too many things in there to understand

>> No.779513

>>779511
It's good to make a character from start to finish and every time you feel stuck and dont know what to do; you watch a tutorial on that part.
Then onto the next part etc.

Once you've completed a character, from the very start, to a complete animation with a environment, you will have learned a lot.

It takes time though.

>> No.779515

>>779495
Are you stupid or what?
I just showed the results of what you can do in Blender right above your post - the addon just makes it more convenient to setup, the actual tech to rig a car is in Blender since the 90s.

>> No.779539

Holy shit, dyntopo isn't being decommissioned just yet after all
https://developer.blender.org/rB99a7c917eab7612bf4b3f00b1bf392a6fb143251

>> No.779541

>>779539
Explain this for 5 year olds plz

>> No.779542

>>779541
Dyntopo workflow got kinda neglected updatewise in a while while the re-mesh workflow got pushed really hard so people thought it might get thrown out of Blender soon.
Here you see Pablo working on a relatively small but neat feature change, allowing you to set your desired dynamic mesh resolution quicker when you have set it to constant detail.
If Dyntopo was on its way out, he'd probably not put work in it like this.

>> No.779577

>>779495
It's not Blender that's struggling, it's me.
It's probably perfectly capable of it, I just can't wrap my head around how to go about it.
Though admittedly, if Blender had jiggle bones, or bones that stretch, this would probably be a really simple matter.

>>779492
Yeah I know of that addon and know it's possible, I just wanted to go about doing it myself, since some parts of the addon seem like overkill and a bit of a hassle t.b.h.
I'd rather have something simple, but with the suspension, since sometimes I won't be animating things exactly as that addon expects.
Like having the car static, but moving everything else for looping scenes.

>> No.779578

>>779577
blender has had stretchy bones since 2.5x or 2.6x
all you have to do is go into the bone constraints tab and add a "stretch to" constraint

>> No.779581

>>779578
That's nice, but they don't jiggle or react to physics in any way. I guess I mean springy bones. That you could compress or stretch, and they'd spring back to their position. You know with physics.

I realize my wording was a bit off, but if I was talking about suspensions and physics stuff, I think it's not to far to assume what I was talking about.

>> No.779596

>>779137
If a addon can do something, so can all you natively, all addons do is automate/create gui to facilitate.

>> No.779603

>>779596
No.

>> No.779606
File: 262 KB, 547x355, 02983741098734.png [View same] [iqdb] [saucenao] [google]
779606

Is it just me, or do liquid simulations refuse to work at all in Blender 2.9?

>> No.779609

>>779606
"take a feature, leave a feature" should be the official tagline of blender

>> No.779611
File: 44 KB, 631x637, 1585485291368.jpg [View same] [iqdb] [saucenao] [google]
779611

>>779609
Totally

Fluid simulations seem to break if I use anything other than a cube or sphere-

wait a second, I just realized what I was doing wrong the whole time as I was typing that. Pic related is me.

>> No.779612
File: 126 KB, 579x432, 2020-11-01-1604190590_579x432_.png [View same] [iqdb] [saucenao] [google]
779612

>>779606
>>779611
so you're using the alpha/beta version?

>> No.779620

>>779606
Works fine in my case...

>> No.779621

>>779596
Thing is, none of the addons can do it natively. At least not without some major restrictions.
The major free one, only works in the viewport, so if you render, it crashes. You have to bake the thing to keyframes by hitting record and then playing the animation.

The paid one lacks a lot of the features that the free one has, and has hangups of its own.
Not to mention, neither of them have been updated recently, and you're essentially at the mercy of whenever they get around to it, rather than something that's been built-in and bugfixed by a team of devs that have more than a month's experience in their community college's computer science course.

>> No.779634
File: 997 KB, 960x540, test.webm [View same] [iqdb] [saucenao] [google]
779634

>>779480
>>779492
Well, I got something basic working at least. Ignore the extremely shitty test models.

I'm using the jiggle bone addon for the bounce (which has its own problems), though I think I could do the same with cloth springs, and probably better too. Though I don't know how I'd get them to stay standing up.

Basically it's just some empties with a shrinkwrap constraint to follow the ground, some wiggle bones constrained to follow the location of the empties. Then the bones deform a plane's 4 corners. On top of all that another empty is shrinkwrapped to the plane, with the "align to normal" box checked. So that the 4 points change the face direction, and therefore change the way the empty rotates.
After that it's just a simple matter of making the car body the child of that empty.
I'm definitely going to change the bones to cloth springs though, so they can have interactions with the physics system.

The terrain causes the suspension to spring the body, but I don't know how to get the body to interact with the springs. Since the car body would have weight and inertia to compress and stretch the springs.

>> No.779662

>>779495
You mean losing?

>> No.779663

Is there a way I can set up a point light that's visible in render on it's own? I'd like to render an orb of light, but the light is only visible on the walls. What do I do, set up a transparent glowing mesh instead of light?

>> No.779664

>>779663
Add an emissive shader to a mesh.

>> No.779665

>>779664
Yeah, then I just get a mesh that glows. I want to render an orb of light that's halfway transparent

>> No.779668

>>779606
I recently updated and had the same issue.
It's their new Replay or whatever it is called, the baking.
Switch back to the old "Bake all" or something similar to that in the Domain.

>> No.779669

>>779665
okay, I just got it by playing with volumetrics

>> No.779671
File: 417 KB, 2493x1440, yes.jpg [View same] [iqdb] [saucenao] [google]
779671

>>779665

>> No.779691

>>779634
ooh, very cool

>> No.779706
File: 1.05 MB, 1080x1920, Main.png [View same] [iqdb] [saucenao] [google]
779706

Alright boyz i want to make a skeleton like this one here
and also fur
What are the best tutorials to do this?
https://www.blendswap.com/blend/23220

Pls spoonfeed me, I'm not sure if i can find the best guide

>> No.779713

lost my pc with maya license and thought fuck it cba to buy again cba to go with autodesk support cba to pirate why not try blender
bit of questions
-how's fbx support? heard it was arse, did anything change?
-does blender have unity livelink already?
-must-have addons/plugins?
also would love to have some quick crash course that doesn't treat me like a complete beginner, currently read the docs but I'd prefer video format if possible

>> No.779751

Can someone explain that whole LANPR BEER situation?
Will this at some point find its way directly into blender or will it be some addon or will it forever be some special edition Blender you'll have to download?

>> No.779806
File: 720 KB, 1080x1080, test.webm [View same] [iqdb] [saucenao] [google]
779806

Tried to put the model into mixamo
I wonder how much I can improve it with better topology before I get into weight painting and blend shapes.

>> No.779808

>>779751
Special Blender build most likely.

>> No.779852
File: 1.42 MB, 1814x1020, AyVeh50.png [View same] [iqdb] [saucenao] [google]
779852

how can i make this look more real

>> No.779854
File: 78 KB, 800x600, image[1].jpg [View same] [iqdb] [saucenao] [google]
779854

>>779852
your textures suck, go look at the photo you used as a reference, without this texture detail you will never get it.

You need texture for the metal, blemishes, a fingerprint/schmutz layer for glossy parts, buildup in the trim on the walls etc.

>> No.779855

>>779852
I have never seen a public bathroom look that clean.

>> No.779857

>>779854
how can i put a layer on top of an existing testure?

>> No.779859

>>779857
Roughness material.

>> No.779862

>>779852
add imperfections

>> No.779863

>>779852
the roughness on the metal parts is also too high.
it doesn't look like metal.

>> No.779866

>>779857
add another image texture and use the mixrgb node, now you can use another texture or a source from the model itself (like ambient occlusion, a noise texture or curvature) to drive the fac and put the texture only in certain parts of the models (like to put it only in the cavities)

congratulations, now you are ready to take the true blendpill and pirate substance painter/designer

>> No.779868

>>779866
can you chain those together or is that retarded also I'm working on the textures but its hard to localise different textures if that makes sense. Once I'm done can i easily export to substance painter, then back into blender after editing?

>> No.779869

>>779868
here watch this
https://youtu.be/liNGmdXsfbs

>> No.779870
File: 548 KB, 839x1381, Screenshot_2020-11-02 Intel introduces the Iris Xe Max a discrete GPU that merges with integrated GPUs.png [View same] [iqdb] [saucenao] [google]
779870

>>778942

>> No.779871

>>779870
>some shit gpu used on cheap laptops

okay?

>> No.779872
File: 312 KB, 3048x1714, 43g7f9y.jpg [View same] [iqdb] [saucenao] [google]
779872

>>779869
ok. and I got to this point but its hard to make something not look either completely fucked or clean

>> No.779875

>>779872
uh just put a color ramp in the factor

>> No.779888

How can I see where each shape key makes changes in the mesh? Like when you would use the "Select" in the materials tab to see which parts of the mesh use that material, I want to be able to see what parts of the mesh are affected by the shape key.

>> No.779892

>>779872
Procedural Noise for wear and grime, based on edges and cavities.

>> No.779925
File: 3.32 MB, 614x426, 1592140678951.gif [View same] [iqdb] [saucenao] [google]
779925

>>778942
>tfw i still have to render in cycles with 2.8 since blender crashes in newer versions with my AMD

>> No.779930

>>779872
Your metal is too rough.
It looks like frosted glass.

>> No.779936

>>779892
what would the best way to do that just a colorramp? It's hard to wrap my brain around this shit

>> No.780033

So why are you learning 3D? What's your goal?

>> No.780037

https://youtu.be/--RS_ISczeY

>> No.780039
File: 971 KB, 512x512, big boi.webm [View same] [iqdb] [saucenao] [google]
780039

>>780033
I saw this cutscene and immediately knew I needed to make more things like it.

>> No.780049
File: 3.73 MB, 2000x3000, 591348_resolution_biquini_anna.png [View same] [iqdb] [saucenao] [google]
780049

How do I do this kind of model and animation? It's from sexx 3d art.
Sorry I'm newbie

>> No.780050

>>780033
I don't know. Because i can.

>> No.780054

>>780049
fuck off coomer watch tutorials on youtube and stop shitting up the board

>> No.780055
File: 16 KB, 600x800, d6b.png [View same] [iqdb] [saucenao] [google]
780055

>>780054
>just watch tooturials on jewtoob

>> No.780056

>>780055
yes

>> No.780059
File: 212 KB, 963x563, vagene.png [View same] [iqdb] [saucenao] [google]
780059

hey guys, do you think this topology will give me weird results in the animation?

>> No.780060

>>780049
LOOMIS

>> No.780062

>>780059
If it's stretching to accommodate a horse-cock it won't. I'd say you're on the money for monster-sized dongs.

>> No.780071

>>780059
test it right now using the pose brush

>> No.780098

>>779611
You cute

>> No.780125
File: 43 KB, 792x833, Model.jpg [View same] [iqdb] [saucenao] [google]
780125

How viable is it to model everything using coordinates?
I work with Solid Edge and other CAD programs and I'm used to modeling stuff based on drawing, but ever since I got more free time, I've been interested in trying a more artistic modeling.
I am looking at all the addons for blender and I am a bit daunted by it, does anyone know of an addon that would make the controls act a bit more like on a CAD program?
I fabricobbled this skeleton using just coordinates.

>> No.780126

>>780125
I should add that I don't mean using coordinates on stuff you could sculpt or put details into.

>> No.780127

>>779852
the dryer and the trash can are too aligned - give them a little twist to the left or right

>> No.780132

How is that process at the beginning of rendering called, where GPU memory is filled up with all the models and textures before it start with calculation? I'm a retard and don't know how to google it to learn more about it lol.

Anyway, I wonder if there's a way to speed that process up? Obvious things are optimizing texture sizes and material complexity, anything else though? It sucks so much when you realize it takes 1 and a half minutes just to fill that shit up and only around 20 seconds to actually calculate lighting.

Is there a way to keep all of it in the memory between frames? It sounds so stupid to have to repeat the process again for each frame when I'm rendering exactly the same scene, only with a slightly different camera position.

>> No.780133

>>780132
Okay so I recently learned this: cycles doesn't have persistant data, so it must reload everything for each frame. You should look other render engines, like octane.
Source: https://youtu.be/OxgOwihThbc?t=540

>> No.780139
File: 2 KB, 233x179, 1603708334097.jpg [View same] [iqdb] [saucenao] [google]
780139

Getting back into this.
Does the principled bsdf play ball with other shader nodes now?
Couple years back it was flaky as fuck and usually you had to choose between principled bsdf or doing your shaders from ground up if you want to combine things.

>> No.780143
File: 982 KB, 3799x1790, XYBtw8c.jpg [View same] [iqdb] [saucenao] [google]
780143

grass yay

>> No.780145

>>780143
Tone down or remove the haze, make the grass more yellowish and then realize you could have 10 times better grass if you just used grass models from Megascans.

>> No.780146

>>780139
Not really sure what you mean by flakey as fuck bc I've only been using blender since 2.79 but principled shader is the base for like 99% of materials people make so I assume yes. I know for a fact you can mix in translucent and transparent etc shaders as much as you want.

>> No.780150

>>780146
That's good to hear.
Years back when the principled was still kinda new, it had some problems if you used it in a bigger node setup.
I remember because of that I tended to do glass stuff from the ground up but nice if that is not necessary anymore.

>> No.780151

>>780143
>this kills the rendertime

>> No.780158

Hey, not exactly new to blender here, but I never learned it properly coming from Maya.
I want to make a new tab dedicated to weight painting, so I duplicated the sculpting tab, and was going to edit it from there. But when I change the mode to "weight painting" it changes it for the original sculpting tab as well. I'd like the two to be completely separate. What's the best way to go about this, if possible?

>> No.780159

>>780039
Godspeed anon.

>> No.780162

>>780151
43 minutes lul

>> No.780168

relatively new, dumb question here, but what does procedural actually mean? use of shader nodes?

>> No.780169

>>780168
Procedural means that instead of making a thing, you create a recipe for making things. Recipes usually take parameters, and varying them changes their outcome. Procedural creation offers more variety in output, although often at the expense of initial setup time or final detail/polish.

>> No.780173

>>780168
Depends on if you're coming from a game design or modeling background. In general it just means using scripts and or randomly generated values to automate part of the design process. The term comes from procedure (no shit), specifically any procedure that produces a useable component for whatever your working on.

>> No.780177

>>780168
yeah it just means all the work is done through nodes

>> No.780203
File: 1.14 MB, 300x200, hhhnnoooo.gif [View same] [iqdb] [saucenao] [google]
780203

>>780158

>> No.780204
File: 1.56 MB, 1000x1000, shitbite.png [View same] [iqdb] [saucenao] [google]
780204

made this in blender

>> No.780207

>>780133
Damn, yeah maybe I should have started this project with Octane instead of Cycles. I actually tested Octane and planned on using it, but I didn't like a few things with it, such as issues with color spaces and also the fact that I have to export everything to Unreal as well, and I'm not sure if it would recognize Octane's materials and lights.

I'll experiment some more with Octane after this project, I don't think I have time to convert everything to it now.

>> No.780208

Asphalt material + denoising = horrible combination.

I would almost just switch the asphalt road to a cobblestone or something similar, that's how bad it is. I feel like I have to add 10k samples to render that detail on asphalt, otherwise denoiser just makes everything blurry as a black glass. I have no clue what else to do.

>> No.780210

>>780204
kek, 10/10

>> No.780215

>>780204
you could've gone harder on the displacement

>> No.780232
File: 146 KB, 533x497, hmmm.png [View same] [iqdb] [saucenao] [google]
780232

rate my ass

>>780062
I need space between the vagina to be able to make the effect of the tight pantsu seen in the anime gerls

>> No.780241

>>780204
I'm going to save this, good shit anon.

>> No.780253
File: 41 KB, 679x1155, 51ytkAVQLKL._AC_UX679_.jpg [View same] [iqdb] [saucenao] [google]
780253

Is it really necessary to still weight paint an object with cloth physics? I'm giving my character a tunic. the upper part is static but the lower part below the belt has the cloth physics. Yet despite having collision detection on the body, they still clip each other during animation.

Is it just a matter of weight painting or is there something I'm doing wrong?

>> No.780255
File: 33 KB, 905x780, foot.jpg [View same] [iqdb] [saucenao] [google]
780255

Any thoughts or advice on my foot?
I'm having a hard time posting anything.

>> No.780256

>>780253
Also I tried to separate the bottom part with physics as a separate object but it still isn't interacting with the rest of the mesh. Not sure what I'm doing different from this guy https://www.youtube.com/watch?v=3YNEn5UdGSw&t=80s where the dress on his mesh works seamlessly.

>> No.780258

>>780255
its literally a bunch of fucking cubes wtf do you expect anyone to say?

>> No.780260

>>779029
This is also the Saga of Daz

>> No.780261

>>780258
I don't know, Something anatomical?

>> No.780262

>>779036
>what are addons I should have enabled
>A L L
>O F
>T H E M
and be sure to shop Shadowcore for several dozen more for braggin' rights.
Everyone needs at least 4 rigging engines and a dozen or so boolean tools to work with.

>> No.780263

>>779042
based

>>779076
Try not using it on Android.
But seriously, everyone experiences a Blender crash from time to time, but something that serious sounding, has to be a problem with your hardware or some shit. Blender basically runs on a potato. Got 2.9 running on a Dell Inspiron 8600 with no problem for shits and giggles, so, yeah.

>> No.780267

>>779290
Make a Deluxo or CJ will ram your poop chute.
Motivated yet?

>> No.780273

>>779137
>>779480
>>779492
>>779495
>>779577
>>779578
>>779581
https://blenderartists.org/t/wiggle-bones-a-jiggle-bone-implementation-for-2-8/1154726

>> No.780275

>>779852
Better shaders.
Everything looks like it's all made of the same plastic, no metal, no paint...

>> No.780276

>>779872
>pours sulphuric acid on trash can
whoa, more subtle :p

>> No.780278

>>780232
Isn't this a blue board?

>> No.780296
File: 26 KB, 781x703, Foot2.jpg [View same] [iqdb] [saucenao] [google]
780296

>>780258
Well, what about now?

>> No.780388

>>780296
now you're cooking. Also I know nothing about feet and its way better than I could do so gj

>> No.780397
File: 54 KB, 932x803, foot3.jpg [View same] [iqdb] [saucenao] [google]
780397

>>780388
It's still just cubes, I just filled the gaps and used subdivision.

>> No.780398

>>780397
>>780296
Holy fuck why sculpting looks so shit in Blender?

>> No.780400

>>780398
Can you ellaborate?

>> No.780408

>>780398
Isn't sculpting done with their own tools?
I'm doing all of this by moving vertices in coordinates.

>> No.780409
File: 68 KB, 1154x752, foot4.jpg [View same] [iqdb] [saucenao] [google]
780409

>>780408
I'm literally a CAD/CAM programmer just trying blender for fun, I just want to see how far I can get by doing everything with coordinates and maths.

>> No.780411

>>780273
About 3 days too late to provide an "answer" that's already discussed in the replies you linked, and used in >>779634 to "decent" but not applicable results.

I can't say I appreciate the effort really, because all you did was post a link.

>> No.780421

so i did every step from this video
https://www.youtube.com/watch?v=PFaqjwpGxOc
but for some reasone my model can't move still

and i can only rotate armatures, i can't move a single part of it to make other connected parts fallow

what's wrong (besides my english)?

>> No.780429
File: 226 KB, 1898x900, symmetry plane.png [View same] [iqdb] [saucenao] [google]
780429

>>778942
can someone tell me what symmetry plane does this shitty program use ?

>> No.780430

>>780429
X, it's written on your image. But you probably need to apply scale /rotation /position.
In Object mode - Object ->Apply -> All transform.
When your move/ scale a object in Object Mode, the object keep it's original state and some operation give weird result because of that.

>> No.780431

>>780430
cheers m8

>> No.780437

>>778986
the hero blender didn't deserve, but desperately needed

>> No.780439

Is Pablo Vazquez the best thing to have happened to Blender?

>> No.780453

>>780439
Brecht van lommel

>> No.780457

must have blender addons?
is 2.9 any good now too btw

>> No.780458

>>780457
Hard Ops
BoxCutter
Photographer
Gaffer
TexTools
UV Packmaster 2

Yes, it's good.

>> No.780459

Is there a way to render every light source in a separate pass so I can control their intensity and colors? I'm afraid to finally render the animation because I don't want to change my mind after everything is done and have to redo it.

>> No.780466

So what's the deal with the emission shader not actually producing light in eevee? This seems like an important thing.

>> No.780468

>>780458
thanks my man
is there anything good for unity? I remember exporting to Y up was absolute arse

>> No.780469

>>780468
Not sure about Unity t b h. I never used any addons for it, but it always exported fine if I checked / unchecked 1 or 2 checkboxes in export settings but now I can't remember which ones and if that changed.

If you ever decide to use Unreal, I can recommend Datasmith though, it's great for exporting full scenes from Blender to Unreal. It can't recognize complex materials and area lights properly, but otherwise it's very nice.

>> No.780470

>>780469
that's pretty cool, thanks. I work with unity mainly atm but plan to move into UE lands at some point so I'll definitely check it out

>> No.780477

Any tips for starting out with fluids in blender? A workflow to get the fluids the way you want with the least amount of simulationtime wasted.

>> No.780478

>>780466
It's not a raytracer. It's that simple.
You want light emissions? Use cycles, or use the eevee light-probes.

>> No.780483
File: 439 KB, 400x400, KosmoCover5SMOL.png [View same] [iqdb] [saucenao] [google]
780483

Spent 4 days straight on this new music video, would love some opinions on it :)
Was rendered 100% in EEVEE with megascans assets, then composited and edited in HitFilm (also free).

oh EPILEPSY WARNING, there's a lot of strobing.

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

>> No.780495
File: 512 KB, 1280x960, Old_computer_1_0_1363626572.jpg [View same] [iqdb] [saucenao] [google]
780495

>>780483
llooks good, but adding more details would have made it look great.

>> No.780497

>>780495
Thanks, I totally agree, I would've loved to put more time into the details if I wasn't on such a tight deadline.

>> No.780514
File: 28 KB, 640x617, 7nhd3Z5_d.jpg [View same] [iqdb] [saucenao] [google]
780514

>>780411
The fuck? I'm supposed to monitor this thread every hour until whatever happens, like it's my job?
Way to be appreciative. And did you want a long-winded rehash of what the link already tells you?
I mean, tell me seriously, so I can better tailor my performance to your stringent needs, oh Great Master.

>> No.780520

>>780253
>>780256
A-Any help would be appreciated

>> No.780532

>>780514
>I'm supposed to monitor this thread every hour?
No, just read the discussion you're joining before you reply to them en-masse.

>did you want a long-winded rehash of what the link already tells you
No, since I already knew and used it in a reply a few posts down to the posts you replied to. All you had to do was scroll down, like 5 posts. Even if you didn't feel like doing that, it's linked to the original post with the question, and a post by another anon replying that you yourself linked.

>better tailor my performance
read more better and comprehend readin good do like.

>> No.780543
File: 401 KB, 2230x1222, OddBending.png [View same] [iqdb] [saucenao] [google]
780543

Broad question incoming, any measure of advice would be appreciated.
If I have a belt as a separate object that I want to follow a character, how would you suggest going about this?
Keeping as separate object and rotation/look constraining?
Parenting to the rig with automatic weights and weight painting?
OR something else?
I've already tried parenting to the rig with automatic weights and putting 100% on the waist bone but that doesn't work, it gives me this weird effect you see here where certain edges become skewed when the bone rotates and others don't.
And I'm trying to do the look and rotation constraint but that's not working for me either.

>> No.780546

>>780253
If it clips that means its not aligned to the edges, just align ur edges.

>> No.780550
File: 41 KB, 450x511, 1536763820935.jpg [View same] [iqdb] [saucenao] [google]
780550

>>780546
When you say "align my edges"... what do you mean?

>> No.780556

>>780550
I mean that cloth edges should be aligned with model edges so that when the animation plays the edges rotate at the same level as ur model edges.

>> No.780562

>>780556
So I went back and made sure my objects of my cloth and mesh weren't intersecting with each other (aligned properly like you said), and I still get the problem.

Am I doing the right thing by parenting my cloth object to the rig? or should it be separate? Because the object is a tunic, like I mentioned. The object is clipping yes but I'm wondering if its even supposed to be parented to it to begin with.

>> No.780567

>>780543
Seems like maybe it should be parented to the appropriate bone, and weighted exactly the same as the other verts it sits atop. If adjacent verts have the same weights, they should all move together, no? Not sure why it would skew like that unless the weighs were a bit different. Are other bones influencing it?

>> No.780569
File: 135 KB, 660x549, underwear.png [View same] [iqdb] [saucenao] [google]
780569

my first pantsu, what do you think ?

>> No.780570

>>780567
Can u include a screenshot of ur problem cause its really hard to figure out what you are getting.

>> No.780572

>>780569
it is good.

>> No.780573
File: 204 KB, 1100x539, Meh animation.png [View same] [iqdb] [saucenao] [google]
780573

>>780570
Actually I think I understand it now, my expectations may have been a little unrealistic but I'll post it anyway. And as shitty as my work is I still had to crop out a lot of it for reasons.

This screenshot is the tunic. It is parented to the armature and has cloth physics but the thing is I actually wanted it to have the presentation of more natural cloth than weight paint. In this image my characters leg is lifted up, and the cloth you see lifts up with the leg in a very unnatural way that is clearly manipulated through bones, instead of simply hanging down and drooping. The obvious solution might be to just unweight it from the bones but when I do that it clips through the body and does not interact with it as you see on the right side.

I can't seem to capture that natural cloth manipulation unless there's something I'm missing.

>> No.780574

>>780573
If you paint the weight from the tunic to upper leg or crouch area when you lift the leg its gonna lift the tunic aswell. Maybe this will help you. https://www.youtube.com/watch?v=18PDK5ekEWc

>> No.780576

>>780573
Also this
https://www.youtube.com/watch?v=7h89tkUJLuM

>> No.780594

>>780574
>>780576
I'll check these out then. Thanks for the help man.

>> No.780629

>>780569
Whats a good source to learn making characters & clothing like that? looks good for a first attempt.

>> No.780631

guys where can i learn more about general art shit like framing and color theory, like i've heard studying photography is supposed to be beneficial but study what?

>> No.780632

Oh god, I rendered one shot from my animation for the first time, and denoising fucks it up so hard. There is no way in hell that I can boost a sample count though, it's already too high and takes too long. Guess I have to deal with this. Is there anything else I can do here? I guess by default the noise seed is the same for every frame? And it still looks completely different in motion... Almost like an animated oil painting. Might be easier to just change a style and say "it was on purpose lol".

>> No.780648

>>780632
In the compositing nodes, are you imputing the "noisy image" in the denoiser node?
If you are, exchange for the "image" node that is on the top of the outputs, it improves a lot.

>> No.780652

>>780631
https://www.youtube.com/watch?v=Qj1FK8n7WgY
https://www.youtube.com/watch?v=O8i7OKbWmRM

>> No.780678

How do I select a group of vertices and see what bones are all effecting them? Assuming this would be done in weight paint mode, but not sure how to.

>> No.780681

>>779029
I know you think you’re making an impact, but anyone in cgi work full time aren’t starving. that’s why so many new middle class Indians are begging for help to become animators from us free world people. They don’t have to worry about shelter or food.

>> No.780682

>>779038
*Parroting insults that got under your skin when you got trolled*

>> No.780686

>>780421
Did you parent your model to the rig with armature deform? Use automatic weights for a start if you didn't, and learn about the shitfest that weightpainting is, if you got decent bone positioning automatic weights will go a long way already.

>> No.780772

>>780686
Thanks, i found a better tutorial for this
At least now i can move the model

>> No.780773

Can someone give me the quick rundown of retopology in blender? What's the most effective tool? Thanks bros

>> No.780775

>>780773
Ez
https://youtu.be/CuQzPDs99yM

>> No.780776

>>780773
Edit mode.

>> No.780778

>>780773
polyquilt as it doesn't replace normal blender functions

retopoflow is a meme but if you want to try it outt check the github you can get it for free legally.

>> No.780779

>>780775
>>780778
using polyquilt thanks man

>> No.780785
File: 741 KB, 369x288, fffffdsa.gif [View same] [iqdb] [saucenao] [google]
780785

Most operators that take input from mouse delta, like mesh shrink/fatten do so vertically, and if you move the mouse past the edge of the screen it wraps around.
Pose breakdown, push pose and relax pose instead use horizontal mouse movement, and when the mouse leaves Blender it just stops registering (gif related). The maximum and minimum values are therefore defined by the size of your window, and that sucks.

Typing in a number works, it's not ideal.
Is anyone else familiar with the issue / doesn't have the issue / has found a workaround for it?

>> No.780786
File: 1.47 MB, 1928x1642, wip_head.png [View same] [iqdb] [saucenao] [google]
780786

First model
Not really sure what I'm doing right or wrong
I'm following these vids, but the eyes are much bigger on my ref so I'm struggling to fit them on the head
https://www.youtube.com/watch?v=BBtgjTiL1XQ

>> No.780788

>>780778
isnt Retopoflow isnt working with 2.90, though maybe im just an idiot and not installing it right

>> No.780789
File: 142 KB, 749x893, 51uo8irlvwL.jpg [View same] [iqdb] [saucenao] [google]
780789

I've made another UV Map for the body, but there's a previous unwrap in UV Editing.
I can swap UVMaps, but the first unwrap is still there.
What to do?

>> No.780795

>>780789
nevermind

>weld

>> No.780798
File: 144 KB, 295x261, 1596196389900.png [View same] [iqdb] [saucenao] [google]
780798

>this addon is neat, but why is it so slow?
>check the code
>metric tons of absolute garbagefire spaghetti
ignorance is bliss

>> No.780800

>>780629
https://www.youtube.com/watch?v=FbcsrGJhUEk&t=217s

also use reference models, there are many in vroid or sketchfab, for animation topology use this.

https://www.youtube.com/watch?v=Y-Ak66N0cAw&t=5s

https://www.youtube.com/watch?v=X5Jksu5Z8AA

the pantsu is actually easy to do, after you have created the body you just have to model the pantsu around it, in blender use snap and the shrinkwrap modifier.

>> No.780810

>>779029
Imagine thinking most plugin devs do this as a main job.

>> No.780811

>>779076
I mean, yeah blender crashes sometimes... But usually when you do some stupid miss-click or when the scene is getting too heavy, that much crashing has to be something out of your hardware.

>> No.780812

not strictly related to blender but do we have good foss pbr painter yet?
or getting substance/mari/radical christian terrorist software is the only way

>> No.780818

>>780812
Armor Painter is FOSS (I think?), Mixer (not FOSS but free); they're inferior to paid products because the thing that makes Substance Painter et al so good is their huge library of drag 'n drop shit that looks good even if you do nothing or looks great if you tweak shit.

You can get the same results with the free stuff but you'll have to work harder. Video related:
https://www.youtube.com/watch?v=FeJFg5uIIrc

>> No.780823

>>780204
haha crapple geddit

>> No.780835

>>780818
>the thing that makes Substance Painter et al so good is their huge library of drag 'n drop shit
Mixer has the ever expanding Quixel library.

>> No.780844

>>780818
yea I remember now, quixel
megascans has much more stuff than substance share
shame you can only legally use it for free if you're doing it for UE tho

>> No.780860
File: 1.46 MB, 1000x1000, shitbite.png [View same] [iqdb] [saucenao] [google]
780860

>>780215
how 'bout dis?

>> No.780862
File: 977 KB, 1079x720, 1112.png [View same] [iqdb] [saucenao] [google]
780862

I decided to leave it here. Processed children's drawing. It seemed to be funny.

Who cares about YouTube: https://youtu.be/-m3HBG2z4Z0

>> No.780868

>>780862
So where's the 3d?

>> No.780888

if my goal is to learn 3d motion graphics, aside from modifiers, do I need to focus much on learning to model? I don't want to avoid it altogether, but I also don't want to spend so much time mastering I skill I won't use much.

>> No.780915

>>780888
youre limiting yourself if you don't and it doesn't take long to get the basics down dont be lazy

>> No.780918

>>780888
>should i learn something pretty basic for 3d stuff

yes. at least a bit of it, maybe you won't need it much but when you do need it you wouldn't want to sit there and not know how to make even a cube

>> No.780920

>>780915
>>780918
yeah, sorry I meant more mastering it, of course I should know the basics of it

>> No.780954

>>780920
>mastering it
I think you're getting a bit ahead of yourself here.

>> No.780970

>>780844
Technically if you render your scene using UE, you can use the megascans apparently.

>> No.780978

Is it possible to merge the faces of two objects without doing it vertex by vertex?

>> No.780979

>>780978
assuming in edit mode

select faces -> f3 -> bridge edge loops
or
select face -> switch to edge selection -> W -> bridge edge loops

don't know why you have to be in edge select mode to find it in the W menu but you do

>> No.780983

>>780979
Thanks anon.

>> No.781065

Double posting this question itt.
So basically I know fucking nothing about making a shader, and I’m making a video game. Do I create the shader in Blender or in the game engine? I would presume the game engine, but not sure if there’s a way to “transfer” a shader between programs.

>> No.781066

>>781065
Unless it's an OpenGL shader, then there's no way to transfer shaders between programs.
Make your shader in your game engine.

>> No.781069

>>781065
in the game engine yes.

part of the appeal of "PBR" has been to unify this kind of thing so a model looks basically the same everywhere it goes, so you can texture it in substance or blender as long as you're using the principled shader and import it into unity or UE with broadly the same result.

>> No.781071

>>781069
>>781066
Nice, thank you

>> No.781086

>>780786
She has big holes where the eyes should be

>> No.781090

>>781086
That's where you're supposed to slot in the soul anon.

>> No.781093
File: 69 KB, 700x650, 2020-11-08-111712_4480x2520_scrot.png [View same] [iqdb] [saucenao] [google]
781093

Is there any kind of matcap making lines that go along the mesh?

>> No.781097
File: 68 KB, 675x813, wires.jpg [View same] [iqdb] [saucenao] [google]
781097

>>781093
Turn these on.

>> No.781098
File: 66 KB, 903x627, Screenshot 2020-11-08 125205.jpg [View same] [iqdb] [saucenao] [google]
781098

Really dumb question: what could be the reason blender refuses to add subdivision surface? Hence the red icon. And for some reason I don't have the "On cage" button.

>> No.781100

>>781098
"simplify" in the scene settings will make it so that subdivlevel = modifierlevel - simplifylevel
so here you probably have subdivlevel <= 0

>> No.781101

>>781100
God fucking dammit I'm so retarded. I completely forgot about simplify.

>> No.781102

>>781101
yeah but apparently I made up that formula, it's just a cap
I could've sworn it had a subtractive effect

>> No.781103
File: 149 KB, 1072x971, Clipboard01.png [View same] [iqdb] [saucenao] [google]
781103

>>781097
he probably wants contour lines, maybe something like this but less bad

>> No.781160

>>781069
>>781066
I have a follow up question. Or two.
1) If I'm understanding you correctly I don't need to worry about applying shaders to my textures in Blender, correct? All I have to do is create my meshes and apply a texture, and when I export it, the shader in Unity will apply it there.
2) You can have multiple shaders in a scene, right? This applies more to the game engine than Blender. Cause I might want to use a different one for foliage versus my characters. Although I presume this might be a bit demanding depending on the shaders.

>> No.781168

>>780458
Not the same anon, but could you give a quick rundown on what each of those addons is useful for ?

>> No.781174
File: 179 KB, 558x608, unknown-19.png [View same] [iqdb] [saucenao] [google]
781174

Why this happen when import model. I can't get the textures to work and i have no idea why

>> No.781176

>>781174
Blendo btw

>> No.781182

>>781160
1) yes
2) yes, scenes and even objects can have multiple shaders in a game engine. unity's default shaders are pretty performant, but if you drop some random model from turbosquid with 128 different material slots into the scene performance will tank.

>> No.781184

Guys I'm really desperate for money, I want to sell 3d models but I'm empty-headed, I was thinking of models for coomers or cyberpunk things, what do you think?

>> No.781186

>>781184
Selling 3D models is probably one of the last things you should do if you're desperate for money, even more so if you don't even know what you want to make. It takes a shitton of time to create content that can compete on the market, you need to be super fast and productive and competition is huge.

>> No.781190

>>781186
I don't know, I have several complex models that I could sell, such as a T62 tank and a 1990 toyota century, but I don't know if someone in addition to collectors would buy it since what is most sought now are anime girls and cyberpunk things.

(I also have anime girls but I don't want to sell them because they are for a personal project)

>> No.781192

>>781190
Look into TurboSquid and CGTrader. You shouldn't expect quick returns however; stock is more of a long game.

But if you have good quality models already to showcase, you could try to find work as a freelance modeler.

>> No.781198

>>781182
Got it, thanks again.

>> No.781252

Arevhere any actually good guide on IK Rigging in blender 2.8? I've been following this one tutorial by Royal Skies LLC and it just doesn't work with my models.

>> No.781283
File: 78 KB, 840x706, rigify.jpg [View same] [iqdb] [saucenao] [google]
781283

>>781252
Are you rigging a human?
If you are why aren't you using the metarig from rigify?

>> No.781294

>>781184
Get a McJob.

>> No.781295

>>781283
Why doesn't the metarig have knee bones?

>> No.781303

>>781295
What do you mean?
You don't want bones for joints?

The knee has a pole target.

>> No.781306
File: 2.32 MB, 1514x1744, Character_01Sheet.png [View same] [iqdb] [saucenao] [google]
781306

Here's a character rig I was working on to teach myself blender, I only just got back onto it and made the hair and shoes the last couple days.

>> No.781310

>>781306
That's lookin' pretty good, dude. How'd you go about making that hair mesh?

>> No.781312

>>781306
Why is her head so yuuge?

>> No.781315
File: 451 KB, 780x771, file.png [View same] [iqdb] [saucenao] [google]
781315

>>781310
It's not the most efficient best looking method but I sculpted hair details onto a poly plane. Baked out the normals then hand painted a mask overtop. I then modeled poly strips over another polyplane with the textures applied to get them in the right UV space. Looks something like this >

>>781312
I suck at proportions NGL

>> No.781321

>>781306
looks like pyrocynical

>> No.781323

>>781321
who

>> No.781324

>>781323
lesbian on youtube

>> No.781329

>>781303
It's a little offset bone so the leg doesn't fold into itself like a switchknife.

>> No.781332

>>781312
She's 12 yo

>> No.781350

>>781329
A solution that is available within Rigify is to use the Smooth Knee/Elbow parameter on the original rig, or the Rubber parameters on the pitchipoy version. (Select the tweak bones.)

>> No.781460
File: 181 KB, 937x548, parent issue.png [View same] [iqdb] [saucenao] [google]
781460

maybe someone here can help me with this. I'm following this tutorial https://youtu.be/q5fjslhomsI and whenever I parent the the empties in green to the cube (Active object) the cube doesnt move. It will move with the treads like its supposed to when its rendering, but if I play it back it stays still.

>> No.781474

>>781315
It looks pretty good.

>> No.781492
File: 42 KB, 963x610, toes.jpg [View same] [iqdb] [saucenao] [google]
781492

I have newfound respect to people who 3D model things for art or games or whatever arstistic purpose.
I have been trying to model something as simple as toes for a while now, and I can't help but feel that I'm going at it all wrong.
I'm doing it by moving each vertex or vertex group in the coordinates, which is how I model anything at work, but nature isn't in perfect angles and proportions.

>> No.781519
File: 120 KB, 767x1001, toes_are_weird.jpg [View same] [iqdb] [saucenao] [google]
781519

>>781492
Toes are weird you're doing OK, remember you have toes yourself you can look at.

Also try to model the flow of things rather rather than geometrically when doing organic things, think of how it bends.

>> No.781524

>>781519
I was thinking about that. Actually, I have a question: If I ever get to rigging this or anything, will I be able to make the calibrate joints?
For example on the toe, I would model it in 90 degree angles, rig it in 90 degree angle, but once I do that, I would twist it to look more natural and then make that as the 0 point in the... Uhh... Joint?

>> No.781529

fresh bread: >>781527

>> No.781535

>>781529
>page 3
>one of the slowest board
>tons of image slots left
What the fuck is your problem?

>> No.781546

>>781524
I think individual toe rigs are extremely rare.
You can but mostly people just have one bone for all the toes in general, unless it's footfetish fags or something.

Most of the time the toes are covered by socks, more often than that they are on the ground and even more often than that they are covered by shoes.

Also yes you can pose bones however you want, then apply a rest post if you want to.

>> No.781548

>>781546
Oh, this isn't a fetish thing or anything, I just... Kinda started modeling toes and kinda rolled with it. I've not modeled anything serious with blender before, although I have many years of experience modeling with CAD programs.
I don't really have an end goal either.

>> No.781584

>>781519
Is that build-a-body model?

>> No.781628
File: 57 KB, 640x643, 122994881_4511339945603029_7407010096948670286_n.jpg [View same] [iqdb] [saucenao] [google]
781628

Where can I pirate addons like E-Cycles?

>> No.781636

I've followed some recent tutorial about rendering tips and now optix is gone

Any idea how to reactivate OptiX? only NLM and OpenImageDenoise are seen in the drop down menu

>> No.781638

>>781628
rutracker?

>> No.781649

>>781638
I kiss your dick, thanks man

>> No.781736

>>781636
Preferences > System > Cycles render devices

>> No.781797
File: 246 KB, 1801x915, Screenshot (109).png [View same] [iqdb] [saucenao] [google]
781797

>>781736
I've tried uninstalling Blendah but I get the same thing
I do have a rtx2070

I've installed studio drivers but I believe this lack optix was before I've installed the driver

>> No.781804

why does blender crash when I try rendering over 250 samples?

>> No.781891

>>781797
That's weird. Probably safe to report it as a bug.

>> No.781903

>>781649
glad it worked, I didn't know if it actually had it, but they've have a lot of stuff for blender so far

>> No.782224

>>781168
google them retard