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674142 No.674142 [Reply] [Original]

last thread >>666179

what are you working on?

>> No.674143

how come when i close the system console window it closes blender all together?

>> No.674144

>how do I computer?
Because blender is being run from that console, silly... That's like asking why your account logs out when your power off your computer.

>> No.674149

I believe the console should disappear from the taskbar once Blender is fully initialized, no?

>> No.674158

No, when you run blender explicit from the console the console stays open in order to spit out program information... At least, it does when its run from a linux terminal which is the linux equivalent to a windows console.

It usually spits out pretty much the same information that you see in blender's "info" view. However, if blender crashes, the terminal/console will stay open. Therefore, instead of having to root around in your temp file for the crash log you can just look at the info in the terminal/console.

>> No.674165

I just installed blender what tutorials should I look at if I want to make a heart canopy bed to use in unity

>> No.674227

>that character sheet


>> No.674238
File: 279 KB, 554x523, file.png [View same] [iqdb] [saucenao] [google] [report]

Beginner in blender but I know how to do some stuff in maya. Anybody here knows how to average the normals of these 2 meshes so they match?

Attempt number one at making a pokebal, so it's not accurate by any means. I hit tons of walls learning blender but I'm slowly getting the hang of it.

>> No.674246

why is my render not showing things off in the distance?

>> No.674270

id use mirror instead of duplicating it

>> No.674272


>> No.674275

To answer your question, blender doesnt include an option to smooth between two different meshes. For that you will have to use an addon. A quick google search tells me the "Transfer Normals Add-on for Blender" could do the trick.
Now on the other hand, are you going to animate that pokeball opening? It might be better to make that edge loop sharp or it will look weird once the pokeball opens. If you are not opening it, why have them as separate meshes? Do as >>674270 says and mirror the entire ball.

>> No.674302
File: 2.44 MB, 755x514, NoSeparationSeam.gif [View same] [iqdb] [saucenao] [google] [report]

Aiming for something like this, where even when they're merged, it's still seamless. Just Wanna be able to do everything I can do in maya, but in blender.

>> No.674314

Your cameras clipping is probably set to its defaults.

>> No.674339
File: 199 KB, 1622x710, asdasda.png [View same] [iqdb] [saucenao] [google] [report]

first time using blender.
Am i doing this right?

>> No.674343
File: 222 KB, 1622x710, 1553889710022.png [View same] [iqdb] [saucenao] [google] [report]

You really don't need all that geometry on the areas that are flat (red square), but.... yes?
Watch out for quads that have weird plane changes though (circled).

>> No.674346


i'll need the geometry there if i want to do more hills or ditches tho right? also if i were to get rid of the geometry there how would i do so? do i just dissolve all the edges or what?

>> No.674350

Yeah if you add more hills and stuff you'll need it.
But if it's flat at the end it's kind of a waste, not so much in smaller scales, but just big areas that are flat. I'd just do an edge collapse to get rid of areas like that.

Take a look into ANT Landscape in the plugins menu though, you might be better off starting with that, and then sculpting what you want for features.

>> No.674354
File: 39 KB, 726x336, Blender-Tip-nr-207-BN.jpg [View same] [iqdb] [saucenao] [google] [report]

why would you make a tutorial like this?
kinda suspect

>> No.674357

That is a pipe? That's not a pipe.

>> No.674364
File: 53 KB, 900x627, E690BEB5-3A5B-4251-A543-1F0070951B49.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.674367
File: 51 KB, 285x248, 2019-03-30-1553901787_285x248_.png [View same] [iqdb] [saucenao] [google] [report]


>> No.674385

>I recognize that donut!

>> No.674401
File: 217 KB, 1024x819, Overgrownlocations-1.jpg [View same] [iqdb] [saucenao] [google] [report]

if i can model something like this would i be employable?

>> No.674402
File: 64 KB, 1118x784, sdfgsdf.png [View same] [iqdb] [saucenao] [google] [report]

anyone know why some of these faces are black?

>> No.674405


nvm my light was messed up

>> No.674415

Structural racism

>> No.674425


I think this should do it, but I may be wrong. Basically you'll force a vertex group to inherit the normal information from another group. You can use weighting to smooth the transition, but it might cause artifacts depending on what you're doing. I've never used it though so I don't know.

>> No.674440


no but you will get close..

>> No.674467
File: 693 KB, 1920x1080, bbe.png [View same] [iqdb] [saucenao] [google] [report]

currently working on this. will add grass and more trash later

>> No.675065
File: 449 KB, 1920x1080, Transicion_Inicial0070.png [View same] [iqdb] [saucenao] [google] [report]

Does anybody knows why this happens? I'm turning the visibility of an object off and that of another on in this frame. This happens to me always, what's the correct way of animating the renderability of objects.

>> No.675095

fuark i asked this the other day but forgot where i asked so i cant see of any replies

im learnin 2.8, im likin it and following along well with some tutorials especially using eevee to see projects progressing but


how often should i be baking? i cant really figure it out
is there a guide somewhere that tells me what baking the lighting actually does?
like do i need to do it every time i change a material that affects a lot of a scene, like walls or floors?
or just when i move objects around? like if i add a curtain that blocks half the window, do i need to rebake now?

i have been doing it quite frequently but sometimes i dont notice much difference adn other times i do, bit of a waste of time but good to do while i go for a pee break, but im sure im doing it too much because in the tutorials i watch, the seem to just bake at the start then leave it but i dunno

>> No.675096
File: 86 KB, 1374x734, really nice.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.675098

>what's the correct way of animating the renderability of objects.
Have you tried setting its location to one bajillion x, two bajillion y, and three bajillion z? It'd still be visible, but your scene camera would need to have a telescoping lens to see it.

>> No.675104


>> No.675181

Hi! I'm just started learn blender and have a question abut Blender Render.
It actually used or rudimentary?

>> No.675185

cycles render is the norm because it's PBR

>> No.675186
File: 31 KB, 487x262, voo.png [View same] [iqdb] [saucenao] [google] [report]

Question about Blender Render engine.

>> No.675188

Blender Internal isn't used anymore. Stick with Cycles.

>> No.675189


>> No.675201
File: 311 KB, 1920x804, 1534594058456.jpg [View same] [iqdb] [saucenao] [google] [report]

Spring will be released in 9 hours

>> No.675206

Too bad the Blender hair rendering still looks like everyone is wearing their pubes on their head. Outside that, I'm pretty hyped.

>> No.675228

half an hour


>> No.675229

The comment section there is pure cringe.

>> No.675232
File: 24 KB, 372x229, blender_users.png [View same] [iqdb] [saucenao] [google] [report]

lol just wait for the voice acting

>> No.675233

I think this only has a bit of narration and the rest has no dialogue.

>> No.675234

Starting now

>> No.675235

Look at all these volumetrics

>> No.675253

Just watched it. The story deserved better than those lumps of cotton trying to pass as clouds. And the flickering at the start? Ruined it for me.

>> No.675255

Highlight the faces in edit mode and hit ctrl+N

>> No.675259

Those are some very ugly volumetrics. Character animation, cinematography and sound mixing are still as bad as ever but that's not really Blender's fault.

>> No.675275
File: 27 KB, 583x616, blendlet.jpg [View same] [iqdb] [saucenao] [google] [report]

>b-but...blender will be Industry standard by 2020...

>> No.675276

meant for >>672381

>> No.675277

Look at this guy. Blender is so bad, even its detractors fail at criticizing it properly.

>> No.675282

It is hereby proven that blender causes confusion and insanity in everyone trying to operate it, in their relatives and in their pets.
It also crawls into your bed at night to molest you.

>> No.675292

>It also crawls into your bed at night to molest you.
I wouldn't mind actually

>> No.675326

Is Blender an SCP?

>> No.675340
File: 106 KB, 757x616, guruidol.jpg [View same] [iqdb] [saucenao] [google] [report]

>guru criticizing typical asian idol photography

uh oh, weaboo subscribers dropping like flies

>> No.675350

Where does this happen? Can you give a link? I still haven't filled my daily cringe quota.

>> No.675359

Can anyone help me with this? I think it's causing me to waste a fair bit of time when making scenes.

>> No.675361

Doesn't he have real strong yellow fever though? Like he even wifed a chink or something didn't he?

>> No.675362

Lol, contain your racism, amerimutt.

>> No.675383

I don't know much about eevee, but if its anything like vidya games then you should only be baking during the optimization phase of development. Any other time is just a waste seeing as you'll mostly be changing lights around and moving objects in the scene... But again, I don't know much about Eevee. "baking lights" could very well mean something different in that render engine.

>> No.675387

There's really only the irradiance and reflection probes to bake in Eevee and both can be handled automatically.

>> No.675395


What's that image in the op.

>> No.675396


>> No.675400
File: 90 KB, 1525x782, unwrap321.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm still learnin about unwrappin, for a fairly simple box object like this that im just gonna put a tiled texture on, is doing a smart UV project unwrap good enough?

>> No.675406

The important aspect of unwrap is the seams. Is smart project enough if you don't care about where the seams are? Sure, but I doubt you want to see the seams so you'll want to do a proper unwrap.

>> No.675466
File: 288 KB, 861x1782, 3020228 - Devil_May_Cry Devil_May_Cry_5 JuiceSFM Lady blender.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm new here.
So I'm considering picking up blender and learning some shit(I've read half the sticky so I'm probably jumping the gun).
My main purpose for wanting to learn animating is I think it would be a cool hobby but more importantly there isn't enough DMC lady porn so I'd like to create some.
Is blender easier for porn? Cause I keep hearing that being used in alot.

>> No.675467

Just begin with Maya and avoid plenty of headaches. If you want to do porn, you want a top-notch animation suite with plenty of high-level courses available.

>> No.675508

tutorials. apparently everything in blender is considered a "trick" lmao

>> No.675510

Blender is the biggest trick they can pull on you.

>> No.675513
File: 302 KB, 700x677, file.png [View same] [iqdb] [saucenao] [google] [report]

Got this sorted out! Used the normal edit while highlighting the outer edges with a vertex group.

>> No.675515
File: 607 KB, 1204x708, file.png [View same] [iqdb] [saucenao] [google] [report]

now I just gotta learn how to do rendering properly. Saw a video with tips to reducing noise and optimizing it, but I still oughta play more with the materials

>> No.675521


>> No.675544

And Maya's interface is such a clusterfuck some of its features are considered secrets

>> No.675570

Blender's feature list is so short there's nothing to overlook

>> No.675650
File: 1.73 MB, 209x213, 1520645729515.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.675659

ur mum is gay lmao

>> No.675660

She's right and you know it.

>> No.675703
File: 132 KB, 461x391, unknown.png [View same] [iqdb] [saucenao] [google] [report]

>> No.675704
File: 68 KB, 1002x1206, 630affe8-1670-4e1c-993c-ee33bad3f7b5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.675707
File: 149 KB, 572x248, Screenshot 2019-04-07_11-50-33.png [View same] [iqdb] [saucenao] [google] [report]

i have soon 900 hours in blender and i find it really handy.
i also learned the hard way where i hard surface modelled a body moving every single vertice. took one month

>> No.675741
File: 48 KB, 1360x872, 1545584082731.jpg [View same] [iqdb] [saucenao] [google] [report]

>getting Blender over Steam
I have never seen something so Zoomer like that

>> No.675748

the future is now old man, and i am just 20

>> No.675757

man that dumb blender cursor ruins screenshots

>> No.675759
File: 43 KB, 1002x1206, 1554630383059.jpg [View same] [iqdb] [saucenao] [google] [report]

gotchu, senpai

>> No.675776
File: 388 KB, 800x471, unknown-6.png [View same] [iqdb] [saucenao] [google] [report]


>> No.675826

>blender cursor
>he doesn't know
I was like you once, blind to the truth. In time you will come to know the full extent of your failings.

>> No.675892

Experiment with decimation and you should be good to go.

>> No.675924
File: 393 KB, 1920x1080, tank three image.png [View same] [iqdb] [saucenao] [google] [report]

finished my tank baby

>> No.675986


Linking this because I didn't even know Grease Pencil could do 'tweening'.

>> No.675988

i saw this one in another thread.
good job anon, looking sharp

>> No.676024

How to make Blender support Chinese in filenames?

>> No.676103

How'd you punch the holes in the exhaust stack, homie?

>> No.676104

looking good anon! It's motivating to see stuff like this!

>> No.676108

i use a boolean modifier. of course not one for each pair of holes, i ctrl+j a lot of cylinders together to get that form

>> No.676115
File: 48 KB, 800x128, unknown-7.png [View same] [iqdb] [saucenao] [google] [report]

also, i would like to point to this anon right here. he deserves the attention (you) since he seems to have put a lot of effort into
>searching all my recent posts
>changing the background color to the discord dark theme so its nice to the eye
>actually starting a drama out of thin air

however and that is my only complaint in your design, you could have used a different color for the text. next time try a strong red, that usually goes well with grey

>> No.676138
File: 14 KB, 213x277, 462524.jpg [View same] [iqdb] [saucenao] [google] [report]

>i use a boolean modifier
I thought you made a small portion of the thing, used the mesh to your advantage with looptools to get the round shape of the hole and then the array modifier to generate the whole exhaust part.

Still well done though.

>> No.676139


>start with a circle, extrude verts out, align those as a square plane
>mods: array (x and y), simple deform (bend 360), solidify

>> No.676166

keep it simple is a good way to approach things

>> No.676189

I find bools are a fucking mess, personally. I use the project method, but >>676139 seems like an even better option depending on circumstance.

Do you have a video or could you go more in depth? I'm lost on the align as square plane.

>> No.676204
File: 13 KB, 435x439, 2019-04-10_17-33-19.png [View same] [iqdb] [saucenao] [google] [report]

How to move two selected vertices around their median point?

>> No.676221
File: 82 KB, 355x357, top verts scale to 0.png [View same] [iqdb] [saucenao] [google] [report]

>I'm lost on the align as square plane.
just scale the verts to 0 on y for top/bottom. x for sides.

alternatively, you could just have a faceless plane with the same number of verts as the circle surround it, then bridge the edge loops.

for the rest see this https://youtu.be/wFmto_d212c?t=54

>> No.676227
File: 908 KB, 500x473, animation faces.gif [View same] [iqdb] [saucenao] [google] [report]

Whats the smart way to setup lots of 2D facial expressions in blender for animation? I'm trying to do something like pic related, where the smiles and eyes are just drawn on the head like a sticker.

>> No.676233

You could use image sequences for their textures, I believe... Donutguru did a tutorial about using image sequences as displacement maps. Just copy that tut, but plug the image into the diffuse color instead of displacement.

>> No.676236

Eyes and mouth setup with a UV warp modifier, letting you control the characters face textures with bones https://www.youtube.com/watch?v=5NlvgMYZgaY

>> No.676241

How to see the weight paint of all vertex groups at the same time?

>> No.676248

Oh that's fucking dope, thanks anon.

>> No.676252


if you plan your shapes ahead of time (look for symmetry and repeating elements), you can get away with a lot just by using simple planar meshes. learn your modifiers, kids :^)

hows about a sphere from a plane? easy

>> No.676277
File: 64 KB, 960x932, B8A00A55-49E1-41FF-9ED5-AB887BC2553C.jpg [View same] [iqdb] [saucenao] [google] [report]

What are the best paid blender courses?

>> No.676278

well if you're gonna shell out money to learn blender, might as well go with a Blender Cloud subscription


>> No.676280


>> No.676311

I'll check him out

>> No.676324

Is there a way to control the speed of a video texture?

>> No.676326
File: 99 KB, 960x540, 56448936_1188072271359974_7802022901678342144_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Working on some Sci-fi design

>> No.676328
File: 95 KB, 960x540, 56997596_1193448120822389_1019027290723450880_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Another more neon-wave

>> No.676420

ducky3D slowly dethroning donutguru

>> No.676444

animation playback in the viewport with even just the rigify rig visible is about 8fps (the same with 10k meshes visible)
if i create a blank new file and animate a bare metarig, it plays back at about 24fps
is this normal? is it some slow constraint or something?

>> No.676455

The rigify rig is very heavy. It gives you a lot of tools and freedom, but it's horrible to work with.

>> No.676461

Maya user posting multiple times trying to impersonate different people defending maya.
l m a o

>> No.676474
File: 21 KB, 350x350, 12Kolker1-square640.jpg [View same] [iqdb] [saucenao] [google] [report]

Aww, how cute, thinking that Maya needs defending!

>> No.676507

It's not just object visibility, it's also modifier visibility affects that.
Turn armature modifier visibility on objects off.

>> No.676541

does blender have an equivalent to 3ds max's target weld for vertices?

>> No.676547

Snap to vertex with merge on snap.

>> No.676552
File: 154 KB, 1920x1026, sculpt.jpg [View same] [iqdb] [saucenao] [google] [report]

first time ever sculpting, thoughts?

>> No.676554

practice more.

>> No.676555

of course, but this was my very first time

>> No.676556
File: 56 KB, 668x547, problem.png [View same] [iqdb] [saucenao] [google] [report]

The only problem I'm having with 2.8 is the Object Mode undo not working.
When I CTRL+Z it goes back to Edit Mode.
Searched can't find solution, it is always the same replay "check the Global Undo".
Global Undo is checked by default. It does not solve the problem.

>> No.676557

also can someone explain to me how the smoothing tool works? every time i try to smooth things out it just removes a ton of detail

>> No.676563

are you trying to make an imp?

>> No.676568

you need to somehow (many ways) add polycount to the area first before smoothing out to not lose detail


>> No.676570

check the Global Undo

>> No.676571

i have no idea, i just started sculpting and created something random

kk, tnx for the tip

>> No.676572

I think they changed the way it works. It used to undo edit mode edits as a whole, but now it undos... Undoes... Undus... Whatever... It reverts individual edit mode edits even when you drop out of edit mode before hitting CTRL+Z. Maybe turning off global undo gets rid of this behavior? I haven't checked it myself.

>> No.676574

i should start charging consulting fees


>> No.676575
File: 2.56 MB, 1920x1080, 56691220_2093452617443037_589643325489807360_n.png [View same] [iqdb] [saucenao] [google] [report]

Recently got the Real Grass addon, so I've been playing around with that a bit

>> No.676596


I think that is it.It happens with the 2.79 Experimental build too.
Looks like a bug. I see no difference with global undo checked or uncheckd.

>> No.676597

thinking about molecular models

>> No.676601

Can you pirate the "Real Sky" addon somewhere? It's not on cgpeers. Kind of wonky looking clouds, but good enough for my purposes. Seems like a improvement over the Hosek-Wilkie model.

>> No.676604

>having your community pay for basic features instead of integrating them in the master branch of Blender
wew lad

>> No.676606

>"Real Sky"

>> No.676608
File: 881 KB, 2312x1360, Screenshot 2019-04-13_00-54-43.png [View same] [iqdb] [saucenao] [google] [report]

current progress with a body

>> No.676617 [DELETED] 

Using third party addons for each and every tiny bit of convenience is such fucking bullshit

>dev makes addon that makes one thing really easy to do
>you get used to it
>dev just vanishes and newer and his addon is no longer compatible with the current blender version
>heh nothing personell

Learned it the hard way

>> No.676618

Using third party addons for each and every tiny bit of convenience is such fucking bullshit

>dev makes addon that makes one thing really easy to do
>you get used to it
>dev just vanishes and his addon is no longer compatible with the current blender version
>heh nothing personell

Learned it the hard way

>> No.676620

>uses "addons"
>probably doesn't know python
just update it yourself bro
is it even useful?

>> No.676629

her butt is weird.

>> No.676630

>not having multiple blender installs for this exact reason

>> No.676649

>RenderMan hasn't been updated for the latest Blender :/
>JuSt UpDaTe It YoUrSeLf BrO, sHiT's OpEnSoUrCe

>> No.676655

i'M nOt RaRtEd I sWeAr

>> No.676656

>Using third party addons for each and every tiny bit of convenience is such fucking bullshit

Least they're not for basic fucking functions and costs hundreds like with Autodesk apps.

>> No.676680
File: 153 KB, 1920x1028, 3.jpg [View same] [iqdb] [saucenao] [google] [report]

ok heres the 2nd attempt after the tutorial

>> No.676694

silly anon thats her pant

>> No.676695

again with the blender is bad argument, its not like actual artistic skill is determining your product and not the software you use for making it. hell id even make clay figures if i wasnt born in the digital age

>> No.676697
File: 12 KB, 436x183, Screenshot_2019-04-13 prman-pixar RenderManForBlender.png [View same] [iqdb] [saucenao] [google] [report]

Pic related. Before you get your hopes up, it appears Pixar has left the add-on in hands of the community; they don't seem to have the intention of updating it directly even after their API for DCCs is made public.

>> No.676713

Still waiting for Grease Pencil 2.8 to work with panoramic cameras.

>> No.676714
File: 7 KB, 336x191, 1540960560093.jpg [View same] [iqdb] [saucenao] [google] [report]

My model has head and body overlap like pic related. What would be the best way of combining them?

>> No.676717

There's boolean but you'd still have to clean it up after. It's probably best to just go in there and delete the intersecting ends and join them together manually.

>> No.676720 [DELETED] 

Join the objects and remesh is the new thing
You have to download the sculpt branch to try it

>> No.676722

Tried boolean but things got way too fucked up. I deleted faces and merged some vertices, ended up with couple of triangles. The things is, head has way more loops than body, should I add loops to the body for the flow meme?

>> No.676723
File: 634 KB, 600x338, ezgif-4-40f914a52737.gif [View same] [iqdb] [saucenao] [google] [report]

Join the objects and remesh is the new thing
You have to download the sculpt branch to try it

>> No.676729

You could try retopology. Just do the join and add that to the original model after.

>> No.676731

Doing low poly. Is it retarded?

>> No.676733


>The following release schedule was agreed on at the Homestretch workshop:
>Mid May: finish remaining features and polish user interface (list of tasks on developer.blender.org). These are relatively simple changes to the design, or additions to really complete the new functionality.
>First week of June: developers focuses on updating user manual in their areas of expertise.
>Mid June: fix all high priority bugs. Other bugs may be fixed as well, but bugs marked as high priority are the ones that we consider to block the final release.
>July: 2.80 release

>> No.676737

It's just building new mesh over old. The tutorial uses a subdivision modifier to fill things in but that's optional.

>> No.676740

>July: 2.80 release
buildbot dgaf

>> No.676749

MeshFusion, lol.

>> No.676758
File: 997 KB, 640x360, ezgif-4-119ed251641d.gif [View same] [iqdb] [saucenao] [google] [report]

More videos from the sculpt branch, idk how to setup this but should be working :^)

>> No.676759 [DELETED] 
File: 958 KB, 640x360, ezgif-4-90a8765eb95e.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.676760
File: 849 KB, 600x338, ezgif-4-854a51965083.gif [View same] [iqdb] [saucenao] [google] [report]

And paint in sculpt mode

>> No.676761
File: 2.85 MB, 600x338, cube.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.676762

try using webm instead of gif

>> No.676764
File: 236 KB, 580x563, 1534000687432.jpg [View same] [iqdb] [saucenao] [google] [report]

>this + guided autoretopo

>> No.676766
File: 230 KB, 741x574, dragon.png [View same] [iqdb] [saucenao] [google] [report]

this is my first project. what should i improve?

>> No.676767

>using webm
I don'ty know if there's something to do that online and fast without audio or if I can remove that manually.
there's a couple of videos more in the twitter of the developer.

>> No.676769

cloudconvert.com if I understand you right.

>> No.676777
File: 2.35 MB, 640x360, This is how you can sculpt a Poké Ball in Blender using the new tools b3d.webm [View same] [iqdb] [saucenao] [google] [report]

ok ty

>> No.676865

how to straighten the distorted vertices?

>> No.676867
File: 159 KB, 330x392, 2019-04-14-1555229501_330x392_.png [View same] [iqdb] [saucenao] [google] [report]

>I'm proud of you son

>> No.676878
File: 135 KB, 1134x923, 5746-172150438.png [View same] [iqdb] [saucenao] [google] [report]

I have a couple of questions. First, is there a way to create faces between two loops without making them one at a time? Second, is there a way to mark certain loops such as the lips of drinking glasses as sharp so that the subdivision modifier won't soften them?

>> No.676879

Yes. Bridge edge loops. Creasing.

>> No.676886

Thank you.

>> No.676904

Newfag here, should I switch to beta or stay on 2.79 until release in july?

>> No.676905

There's no point in starting out with 2.79 if you're just going to switch to 2.80 in a month.

>> No.676907

2.80 is pretty stable now. I'd go with that.

>> No.676909

What are some good 2.8 tutorials/courses?

>> No.676910

I'm guessing you can't get 2.8 on steam yet?

>> No.676912

Nope, just the website. It's as simple of unpacking a zip file where you want to use it though.

Steam would have been nice for automated updates but again. Not a hard thing to do yourself.

>> No.676913


>> No.676915

I'll check that out, thanks

>> No.676935

>models in hipoly
>still gonna use a subd mod
and summer is still 2 months away

>> No.676945

Don't be surprised, that's how things are usually taught in the Blendersphere.

>> No.676954

i woulda done that with only 8 verts cuz I was taught in the Blendersubdividedcube

>> No.677028

is there a way to relax or smooth just topology without changing the actual shape so much?
i've tried the smooth operator in edit mode and the smooth brush in sculpt mode, no luck

>> No.677029

Yes, you have to use a smooth algorithm with what is usually called "volume preservation". I don't know whether Blender has it. It's not perfect, though.

>> No.677032

vertex menu has a relax op with iterations parameter

>> No.677043

this works great
sadly apparently isn't ported to 2.8, extremely useful

>> No.677044

>isn't ported to 2.8
but I just used it on the latest build

also learn to use blender search. F3 then type e.g. relax

>> No.677046
File: 47 KB, 659x353, ss.png [View same] [iqdb] [saucenao] [google] [report]

that's the first thing i did before checking 2.79

>> No.677049
File: 73 KB, 843x263, Capture.png [View same] [iqdb] [saucenao] [google] [report]

weird. latest builds have it.
also looptools addon has a more powerful relax op

>> No.677062


I just made some hair for a character using this tutorial and I was wondering what would be a good method for eyebrows and eyelashes. I'm not sure if particle eyelashes/eyebrows would look good with this type of hair

>> No.677071
File: 169 KB, 1124x736, Tusker_Goblin_03.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.677072
File: 181 KB, 1105x776, Tusker_Goblin_02.jpg [View same] [iqdb] [saucenao] [google] [report]


like my 3rd time using zbrush, never 3d sculpted before this last 2 weeks

>> No.677073
File: 85 KB, 978x668, peachy green mech-made by noob.jpg [View same] [iqdb] [saucenao] [google] [report]

made this thing too , was thinking about that one guy who shows up in sega space harrier, maybe a tribute of sorts i gues

>> No.677119
File: 205 KB, 804x1150, 1384c538-c309-43e4-9fac-566b202fd377.jpg [View same] [iqdb] [saucenao] [google] [report]

update on the model

>> No.677152
File: 1.30 MB, 1282x622, file.png [View same] [iqdb] [saucenao] [google] [report]

Do any of you have models that are ripped from this game?
I feel like if i learn how the polygons were used i might get some insight

>> No.677160
File: 7 KB, 318x92, 2019-04-15-1555347961_318x92_.png [View same] [iqdb] [saucenao] [google] [report]

do it faggit

>> No.677166
File: 72 KB, 522x678, gizmo_popover.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, I have been using the buildbot since january. Already got used to it

From today's meeting:
>A new Industry Compatible keymap was added, based on typical shortcuts in other 3D apps. For those familiar with other software or who want similar shortcuts when working in multiple applications.
It's just named Industry Compatible in the settings panel
>Transform gizmos can now be enabled in the 3D viewport independent of active tools, from a popover menu in the header. The same popover also has controls for display of other gizmos. The Transform tool was removed as it is now redundant.
Pic related

List of high priority taks, currently 17 tasks:

>> No.677168
File: 1.72 MB, 260x260, 1528185613216.gif [View same] [iqdb] [saucenao] [google] [report]

I can never use those gizmos, Im too used to press g/r/s to transform objects, except when my finger slips and I hide whatever Im moving.

I have some questions about 2.8 that I couldnt find anywhere:
- Where the fuck is the xray overlay for bones? A blender foundation video showcased this new feature in the overlay menu, but it doesnt appear there for me. More puzzling I have actually activated it in one of my blend files but I cant find it in my other files.
- How can I enable the items panel in the N sidepanel? I used that to rename objects and bones quickly in 2.79, but it is gone now.
- Why is the vertex groups panel from the N sidepanel sometimes visible and other times not? How does it work?

>> No.677173

>Where the fuck is the xray overlay for bones? A blender foundation video showcased this new feature in the overlay menu, but it doesnt appear there for me. More puzzling I have actually activated it in one of my blend files but I cant find it in my other files.
Didn't found anything in the popover menu. However, if you go to Properties -> Armature, there is a section called Viewport Display.
There is a checkbox named In Front. I think that's what you want
>How can I enable the items panel in the N sidepanel? I used that to rename objects and bones quickly in 2.79, but it is gone now.
Don't know about this one. But if you just want to rename quickly, select your object and press F2. A small textbox should appear to rename the object
>Why is the vertex groups panel from the N sidepanel sometimes visible and other times not? How does it work?
Don't know about this one either. It may be mode dependant but from my quick test didn't found it. But you can always rely on Properties -> Object Data -> Vertex Groups

>> No.677176

I'm talking about the feature that lets you see bones through other bones, called transparent bones. There is a workaround making the armature display in wire mode, but I prefer to toggle a buttons instead of modifying properties, specially if Im checking many armatures at once. It doesnt work properly for me and I don't know why.
>names with F2
Thats neat. I'm sure that that will speed things up for me while rigging.
>vertex groups
The N sidepanel shows the influence of each vertex group in any given vertex and lets you modify them on the fly. But, for some reason, it doesn't always appear for me. The properties panel doesn't have that option sadly.

>> No.677178

>see bones through other bones
there's a general x-ray mode for the entire scene (alt-z)

>N sidepanel shows the influence of each vertex group
seems to show when you have only 1 vertex selected

>> No.677182
File: 60 KB, 327x743, 1526391098233.jpg [View same] [iqdb] [saucenao] [google] [report]

What would be the settings for sunglasses? Should be something like highly reflective plastic.

>> No.677186

metallic 1
specular 1
roughness 0.1

>> No.677188

specular and roughness are the same thing retard and thats for highly reflective surfaces.

>> No.677189

>2 input sliders
>the same thing
>i'm the retard
maybe he doesn't want metallic cranked up?

>> No.677190

Ouch, I'm getting second hand embarrassment from this.

>> No.677191

That'll be a yikes from me

>> No.677194


>> No.677195

I would have thought the opposite, since he doesn't know how it works.

>> No.677197
File: 98 KB, 403x578, transparent.png [View same] [iqdb] [saucenao] [google] [report]

It doesn't work for bones I'm afraid. It seems the only way to enable transparency is going into wireframe mode, which is a shame because I want that option in lookdev. The option I'm looking for is pic related, which is from an old 2.8 build from earlier this year.
>seems to show when you have only 1 vertex selected
Yup, seems you are right. It only works if there is an active vertex, so it doesn't work with select box or pressing L unless an vertex is clicked afterwards.

Also, F2 seems to open the file context menu, not the object renamer.

>> No.677198

They are opposites. I don't know how 2.8 handles them, but in previous versions decreasing the roughness makes the material shinier. There is no actual specular setting.

>> No.677200

Ok, found a post of the devs. Wireframe mode and making the armature display as wire have the same functionality as the option from my screenshot, but there is no switch button anymore. Oh well.

>> No.677201
File: 148 KB, 447x599, pose mode xray.png [View same] [iqdb] [saucenao] [google] [report]

xray seems to work in pose mode

>> No.677202
File: 59 KB, 300x424, edit mode xray.png [View same] [iqdb] [saucenao] [google] [report]

and edit mode

>> No.677203

that armature looks like a long legged woman with wide hips and a hime cut

>> No.677204
File: 78 KB, 500x500, 1497941260224.jpg [View same] [iqdb] [saucenao] [google] [report]

It seems my blender copy from mid march didn't had that option. After downloading the very last build it started to behave like in your screenshots. Also F2 is now working like it should (no idea what was going on there), so everything is good now, ty anon.

>> No.677205

>no idea what was going on there
it's crunch time lol

daily builds are changing wildly lately

>> No.677264

I hope Grease Pencil 2.8 will work with Panorama cameras at some point. Right now it renders them on a separate layer as if the camera was set to Perspective.

>> No.677472
File: 2 KB, 125x120, Huh.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the biggest improvement/best addition in 2.8?

>> No.677474


>> No.677487
File: 90 KB, 320x415, 2019-04-18-1555551438_320x415_.png [View same] [iqdb] [saucenao] [google] [report]

>> No.677488


>> No.677492
File: 178 KB, 700x700, VIRUS0202.jpg [View same] [iqdb] [saucenao] [google] [report]

animation being done in c4d

>> No.677497
File: 644 KB, 979x778, weeb-lantern-both.png [View same] [iqdb] [saucenao] [google] [report]

Very much a beginner. I've just eyeballed it, so parts are out of proportion. I have a feeling I've gone about my mesh the wrong way, particularly near the top.

>> No.677504

>particularly near the top
indeed lol

good job as a beginner.

so I don't know how you modeled this, but when you get better, you'll realize you can do this quickly in 5 minutes using extrude, inset, bevel, maybe even smooth bridging.

you could even do it in separate pieces too. like that cube and sphere are easily modeled separately. you could use modifiers too.

>> No.677507

Nothing very wrong here, Anon.
That's a fine lowpoly game asset.

>> No.677513

Thanks. I started with the cube, and used extrude and inset up to the lantern part. There, I added another cube mesh for the "light" part. I didn't use any modifiers, but I'm guessing that could have made it easier since the model is symmetrical in both X and Y axes. It seems odd that I made it more detail-dense at the top.
Would not have occurred to me to use multiple objects, though. Interesting how other people do things.
Cheers, that's pretty much what I'm going for.

>> No.677516

wasn't really talking about the mirror mod here, as that is a bit useless here on this shape

take a cube, delete only faces, and slap a skin modifier on it. boom shakalaka

>> No.677540


>> No.677679
File: 148 KB, 1354x877, blender231.jpg [View same] [iqdb] [saucenao] [google] [report]

am i doing this right

this started as a cube, then i cut it into quarters to mirror both ways and create the thing
now i got this shape, i marked seams lone the corners and the tops i just want to bring it into SP for a fairly simple metal material

>> No.677682

For an object like that I'd probably delete all, but one of the corners and use a some mirror modifiers instead of modelling the entire thing. You'll only have to UV unwrap 1/4 of the model, and as a result textures will be 4 times the resolution.

I can't quite tell what the models shape is on its faces, but it looks like you're unwrapping wrong as well. You're seams don't appear to be in the right places... At least they aren't if those shapes on the model are actually inset into the pillar (i can't tell if they are based on the shading as is).

>> No.677683

Ah, shit. Didn't read all of you're post... You don't need to apply the mirror modifiers. Even if you want separate materials for each of the model's corners. You can use different texture maps even when using a single material with a model that is mostly produced by mirroring; at least, you can with such a simple model like that.

Just use the Geometry node in the materials editor and compare its "position" output's x and y coordinates with a math greater than/less than math node. If its x is greater then 0 and its y is greater then 0 use texture one; if its x is less then 0, but its y is greater then 0 use texture two; x greater and y greater, use texture three; etc. It sounds complicated, but its only actually like 5 nodes to find the correct factor for the mix colour node. Gimme a min and I'll post a quick screen cap.

>> No.677684
File: 245 KB, 1920x1080, Screenshot from 2019-04-19 02-25-00.png [View same] [iqdb] [saucenao] [google] [report]

Just use textures instead of solid colours... This isn't even needed if you intend to use the same image for all the corners. Just make sure it tiles

>> No.677685
File: 215 KB, 1516x945, blender2332.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks anon

dont i need to apply the modifiers if i am going to export and use it outside of blender?

i did unwrap it again, i forgot to have conforming selected, does this look better? It certainly looks much better in SP

>> No.677688

>dont i need to apply the modifiers if i am going to export and use it outside of blender?
Sometimes... Sometimes its applied automatically at export, but, if when you import it into the other program it only ends up being a single corner, you'll have to apply the modifier. It just depends on what you are exporting it as and the setting used while exporting (there is usually a checkbox that says "apply modifier stack" or it just does it automatically). The mirror modifier will produce identical UVs for mirrored section of the model. They'll be in literally the exact same spot so just make sure the texture tiles nicely.

Now if you want to super duper optimize the program you are working in; an object like that could be made with a prefab. I assume your making that pillar for unity or something, and I believe that is the name they use for the technique I am referring to. Basically you'd just model one of the corners, as I've said above, but you explicitly do not export the entire pillar... Instead you export just that corner, and imported just that corner into Unity (or whatever). From there you "instantiate" the other three corners from the one corner and turn one of the instances 90 degrees, one 180 degrees and one 270 degrees on its Z axis. When all four of those corners are bundled together into a prefab, you end up with a full pillar that takes up 1/4 of the memory (well, slightly more then 1/4, but its really close to 1/4).

From their, you'd just use the prefab like any other object.

As for the unwrap... I'd probably at least mark a seam down the middle of the pillar faces as well.

>> No.677691

>those insets tho
those finer details are ripe for a displacement texture/map, probably even a normal map

>> No.677714
File: 38 KB, 1214x782, blandet.jpg [View same] [iqdb] [saucenao] [google] [report]

what setting am i looking for to make this cloth fall into the steps a bit more?
right now im just kina tweaking everything but im still not getting a look im liking

>> No.677715

You could animate some collision bars to push the cloth into the steps, one by one. It's what people do by hand with real carpet.

>> No.677716

thanks il look into those

>> No.677717

Sewing springs and pinned verts. Its a lot cheaper then adding more collision objects.

>> No.677721
File: 116 KB, 1219x706, er2323.jpg [View same] [iqdb] [saucenao] [google] [report]

im pretty happy with waht i endedu p with, didnt do anything weird just moved some verts into each step before starting the collision

>> No.677781

fuck I really want to dive into 2.8 already. really wish it had everything of 2.79 but I guess that still will take some time

>> No.677782
File: 2.84 MB, 482x262, voxl.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.677783

>market leader by 2025...w-we promise guys

>> No.677784 [DELETED] 

What do you find missing in it? The old renderers are a lot of stuff changed around but it's still functioning the same for me.

Wow, you're desperate.

>> No.677786

What do you find missing in it? The old renderers are gone and a lot of stuff changed around but it's still functioning the same for me.

>> No.677792

Why is blender's interface such autistic garbage? I've been dicking about with it on and off since the fucking shareware days, it's still retarded. Every single other 3D program is intuitive and makes sense. Why the fuck?

Shit sucks since everything is a (((subscription))) these days and I'm too lazy to pirate, so blender is about it, since Equinox3D is even more autistic and K-3D is for all intents and purposes dead. Wish there was a decent open source 3D program.

Anyway, are there any good tutorials to start from scratch with learning Blender (2.80 preferably)?

>> No.677796

>dicking about with it on and off
found your problem

Here's a little starter pack I put together:

>> No.677800

Yeah that's why I want to learn from scratch, not using any other programs these days. It's just that since the mid 90s I've been able to intuitively figure out every different 3D app I've come across, and that's a shitload, except Blender (even Equinox3D makes sense, it's just tedious as fuck to use). Blender alone remains anti-intuitive. It's just strange, you know?

Anyway thanks for the start pack.

>> No.677801

lol just looked at teh starter pack, I did read some of the manual and glanced through a lot more. Lots of shit missing in the program or just doesn't work the way described in the manual. That's literally what lead me to making my post, spending the previous hour or so trying to start from first principles reading the manual.

>> No.677802

just like tab into edit mode and like drag a vert or two bro

or see this >>677205 then this

>> No.677814

Who uses the interface? Blender encourages hotkeys for a reason.

G, R and S. Learn them well.

>> No.677853
File: 411 KB, 1920x1080, first sculpt.png [View same] [iqdb] [saucenao] [google] [report]


>> No.677855

keep working on it

>> No.677885

Is Blender trying to jump in on the retarded hard-surface sculpting bandwagon? Please, no.

>> No.677895

cute cat but it looks a bit too evil honestly

>> No.677896

the only thing i miss is the possibility of doing a before and after comparison between edits with CTRL+Z in object mode.
i could add edges, extrudes, move vertices no matter the amount of edits and then if i not liked the result i just pressed CTRL+Z once in object mode.
in 2.8 you cant go back so far as you could in 2.7 i feel much more secure modeling in 2.7 because of this.
that was very useful i hope they change their minds and bring it back.

>> No.677937
File: 220 KB, 1920x1080, untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

First time actually using subsurf. Excuse me this shitty nosiy render, just a quick pic to show what I'm currently doing. I don't usually use subsurf since I make models for SFM that are Team Frotress-related.
This car is still wip as you can see. So tell me how bad is it.

>> No.677938
File: 1.27 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google] [report]

and the frond view

>> No.677946
File: 1.79 MB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google] [report]

holy crap, would you look at those typos, I'm so sorry I'm just retarded like that and didn't check my typing.
Also my other work in progress, this time for SFM. Even though I follow the modeling up to the blueprint the car turns out to be way too narrow and "boxy". And also I on't like those wheels, so gonna think something about them in the future.

>> No.677949

I like them Anon but if you want good feedback you should show the wireframe too.

What did you use for your reference?

>> No.677972
File: 264 KB, 1674x873, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

Never done this before so I'll do my best to show the wireframe.
I used some free blueprints I can find online.(well most of the time they're just reference pictures with no real dimensions or anything)

I know my wireframe isn't good at all, there are better ways to model the needed details more efficiently, but I always get too carried away by the proccess to notice that my geometry looks like shit in some spots.

>> No.677973
File: 125 KB, 1703x873, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

Second car, far less polys because obviously Souece has some polygon limitations for models, and I don't have interior and other small bits done yet.

>> No.677977
File: 1.35 MB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google] [report]

DESU i don't really like the way this one turns out. Looks a bit weird. This is supposed to be a '69 Chevy Opala, as I mentioned before, but since I'm planning on using it in SFM there won't be any badges\brands on this model. I also want to make adjustable seats for better character positioning, fully functional doors, wheels and suspension(my first try at this resulted in implicit bones, but this time I have a different idea on how to fix this issue).

I also post my crap on SFM's workshop but honestly I think the only person who's actually using my models is me.

And I need some help with texturing and uv-mapping, still learning how to do it the best way possible.

>> No.677986
File: 222 KB, 1277x762, Annotation 2019-04-20 234844.png [View same] [iqdb] [saucenao] [google] [report]

Doing this Corvette, I have no idea how to make the doors open and close. The shrinkwrap and the reflections will be destroyed if I cut out the guide mesh. Any ideas?

>> No.677987
File: 867 KB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google] [report]

Amazing job anon, looks very smooth and detailed.
The way I do doors on my cars might look dumb but still
I mark out the beginning of a door, then extrude it all the way forward until I reach the end of the door and stop there. I know it sounds stupid and probably doesn't make sense but I cannot explain it better. I guess what I'm trying to say is that i make my doors as a part of a body, and then just cut it out. After that, I just turn that piece of mesh itno a separate object.

>> No.677988
File: 1.05 MB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google] [report]

Here's another example. I just copy the "edge" verticies, and then make a separate mesh out of them. In this case - the boot lid. That way two separate objects line up nicely, I can move individual object the way I want and I can assign a bone to this object easily once I'm adding bones for animation.
I hope you get the idea. I don't make doors from scratch, I'm trying to "utilize" my base bodty mesh in order to get the best seams and gaps.

>> No.678114 [DELETED] 

Hey I made that model

>> No.678115
File: 292 KB, 512x512, yammy.png [View same] [iqdb] [saucenao] [google] [report]

I made that model... It was my first project after the donut. Didn't get too much further with it

>> No.678119

weighted normals modifier
mitered bevels modifier

>> No.678139

Anyone got a copy of Pro Lighting: Skies? My old copy crapped out on me not that long ago, and the one on CGPeers is a piece of shit that doesn't install properly.

>> No.678146

>being such a guru that you need a plug-in to load HDRIs

>> No.678164

HDRIs are slow as shit though. Plus I just want skies, not an entire ground to go with it.

>> No.678166

Should also add that most HDRIs I've been able to find have both sky and ground, and I'd rather my own ground than having to rely on someone else's ground that likely has shit that only serves a purpose in some scenes or have things like houses in the background.

Besides, it and the rock thing are the only good things Andrew has been able to pull out his ass (not saying much, but still). The problem is that he's expecting 200 bucks for something that's really only worth half that at most.

>> No.678174

Unironically go get hdri's from the daz3d pirate sites. They have heaps.

>> No.678204

mind linking me one, Google's retarded and won't give me any results on them.

>> No.678218


>> No.678222

well done anon, they look great

>> No.678241

I want a medieval city town 3d model icon for a world map. Right now.

>> No.678275

Is there anything in Blender 2.8 like 3DS Max's slider objects and can you bind them to the viewport?

I'd like to set some controls for camera zoom and distance, that's easy to access in the texture paint mode.

>> No.678282

well fuck you then. If you're not going to help me.

>> No.678330

Custom hotkeys would probably do the trick

>> No.678331

I'm not going to link them because whenever they get linked in the Daz thread they often get shut down

But here's a tip to find them.
Go to any Daz product on the Daz store, copy paste the nane exactly into Google and you will get several sites.
Then do a search for hdri on the site.

>> No.678333

For analog options though?

I guess I could bind a shape to the camera and wire it up and moving it animates the camera's zoom. Moving it means selecting and hitting G on the shape though.

>> No.678339

There's a storm brewin in the sculpting branch.

>> No.678341

Elaborate and link

>> No.678346 [DELETED] 
File: 469 KB, 1000x600, Works In Progress.jpg [View same] [iqdb] [saucenao] [google] [report]

New WIP thread and a new day. Let's go down to the river.

>> No.678347


>> No.678356

>"Voxel Remesh solves most of dyntopo problems without any performance penalty."
>sounds like bullshit, let's check the video
>>one sec wait for remeshing a sub-1k poly mesh
>yep, it's bullshit.

>> No.678357
File: 140 KB, 1155x270, merged-topbar-blender.png [View same] [iqdb] [saucenao] [google] [report]

Got the last 2.8 buildbot version now that the notes of april 29 seem to be applied
Most noteworthy is that they merged the top toolbar into the viewport, so users can get back that space

>> No.678360

Damn it rubs me the wrong way, so much empty space. I hope it is not the final design, just a transitory one.

>> No.678361

It is actually:
>The top bar with tool settings is now part of the 3D viewport and image editor headers instead. The design for this is still being tweaked, what is there is only the first iteration.

>> No.678364

Good to know, they will find a cool configuration for it hopefully, I have never used that bar when it was on the very top.

>> No.678380
File: 710 KB, 309x353, 14397639363.gif [View same] [iqdb] [saucenao] [google] [report]

You're of course free to shit all over it but I for one already have tons of ideas how to put those tools to use if they really end up in the main branch and I hope they will.

>> No.678408
File: 84 KB, 703x739, zqhz[1].png [View same] [iqdb] [saucenao] [google] [report]


If you want to contribute and actually make blender better you can go:

Here for general feedback/suggestions:

"Mega"-thread for any smallish UI annoyances

General idea/proposals/improvements board:

>> No.678448

is it just me or is the vertex weight proximity modifier not working in 2.8?

>> No.678450
File: 146 KB, 671x519, 1545197307999.png [View same] [iqdb] [saucenao] [google] [report]

nvm, had to initialize the vertex group

>> No.678454

>I for one already have tons of ideas how to put those tools to use
Why wait? Download ZBrush and explore them.

>> No.678457
File: 35 KB, 408x450, 132352345673.png [View same] [iqdb] [saucenao] [google] [report]

>Download ZBrush and explore them.
you might want to check the thread topic

>> No.678462

I know very well where I am. But I still have hope.

>> No.678469

Good, get well soon.

>> No.678494
File: 178 KB, 834x527, fbx.png [View same] [iqdb] [saucenao] [google] [report]

how do I import fbx with textures
every time I try there are no textures

>> No.678497

that only works with OBJ, or DAE formats.

>> No.678499

the .fbx needs to have been exported with 'embed media' checked, if done there will be a folder named the same as the fbx ending in .fbm containing all textures assigned to the model where your fbx was saved.

>> No.678518
File: 1.12 MB, 1920x1080, 3.png [View same] [iqdb] [saucenao] [google] [report]

Just finished making a better(in my opinion) wheels for my current model, What do you think of them? Do they fit the overall car design? Just found some "steel car rim blueprint" in google and modeled the rim after it. The tyre is just a torus shaped into a, whell, tyre. Perhaps I sohuld make them a bit wider, what do you think fellas?

>> No.678519
File: 1.52 MB, 1920x1080, 4.png [View same] [iqdb] [saucenao] [google] [report]

another shot from different angle, again, sorry for crappy noisy renders, i'm just showing the current state of my work and that's all,

>> No.678529
File: 215 KB, 960x540, untitled.png [View same] [iqdb] [saucenao] [google] [report]

what think ye

>> No.678542

The rotors need to be connected to the rest of the machine.

>> No.678570
File: 729 KB, 1440x900, diff.png [View same] [iqdb] [saucenao] [google] [report]

Recently did some edits on a model I'm working on. Pic related is the difference between edit mode/object mode. There's a single modifier there, which is just a mirror. What could be causing this?

>> No.678587
File: 1013 KB, 640x360, This experimental operator lets you select faces in hard surface sculpts by generating a mask. I also added additional mask operators like grow, shrin.webm [View same] [iqdb] [saucenao] [google] [report]

MOre things from the sculpt branch
This experimental operator lets you select faces in hard surface sculpts by generating a mask. He also added additional mask operators like grow, shrink and reproject

>> No.678588
File: 946 KB, 640x360, I added an option to use the brush 3D location to compute the distance between stroke steps. Now you can make perfectly even spaced strokes across cur.webm [View same] [iqdb] [saucenao] [google] [report]

He added also an option to use the brush 3D location to compute the distance between stroke steps. Now you can make perfectly even spaced strokes across curved surfaces

>> No.678605


That dude is absolute insane (in a good way) and pumps out great additions after another.
I just wish they'd add him to the root staff, especially since they're now actively hiring additional programmers since the funding reached that mark but since we can never have nice things this won't happen.

>> No.678639

I liked the first one the best

>> No.678652
File: 20 KB, 695x420, scrot.png [View same] [iqdb] [saucenao] [google] [report]

>> No.678706
File: 494 KB, 740x807, 1547890086566.png [View same] [iqdb] [saucenao] [google] [report]

I do. They aren't rigged, though.
I'll upload them later today.

>> No.678739
File: 2.80 MB, 640x360, I merged master into the sculpt-mode-features branch, so now the viewport has preview support for sculpt vertex colors. After all the changes, this is.webm [View same] [iqdb] [saucenao] [google] [report]

Sculpt branch
merged master into the sculpt-mode-features branch, so now the viewport has preview support for sculpt vertex colors. After all the changes, this is how sculpt mode in Blender looks

>> No.678741


>> No.678762

How can I import a MMD file to blender and export to CSP as fbx file?

>> No.678763

Use this addon to import it: https://github.com/powroupi/blender_mmd_tools/
Don't know what CSP is.

>> No.678766

>Use this addon to import it: https://github.com/powroupi/blender_mmd_tools/
>Don't know what CSP is.
Clip Studio Paint

>> No.678822

Is there any way to make bones represented by only one transform

instead of a head and tail value

>> No.678841

Is it possible to get blender to simulate something like this?
Where do I start? I've look at a number of semi promising techniques(https://www.youtube.com/watch?v=B_6xXNTB7dc, https://www.youtube.com/watch?v=rzau6SFcNOk,
Ideally I would like to run realtime, but if I need to just set it to pre-render and bake for a week that's acceptable. I have no clue how to get closer to what is seen in the video. I still have a ton of problems just trying to keep my arms from clipping through my sleeves....

>> No.678952

I haven't done any cloth stuff but I doubt you can do that realtime.
Anyway your first 2 blender videos don't even show anything useful for what you want, those have to do with video games.
maybe check out this https://www.youtube.com/watch?v=YPC-T9l1wE8

>> No.678969
File: 47 KB, 547x850, d7061dd6-62e2-4965-b6eb-baa9f241fa58.jpg [View same] [iqdb] [saucenao] [google] [report]

update on the figurine

>> No.679260


>> No.679357
File: 24 KB, 1038x449, Capture.png [View same] [iqdb] [saucenao] [google] [report]

sometimes i feel sorry for foss devs

>> No.679403
File: 3 KB, 215x69, nnn.png [View same] [iqdb] [saucenao] [google] [report]

What's the equivalent of this setting in 2.8?

>> No.679461
File: 11 KB, 172x191, 1551316567022.png [View same] [iqdb] [saucenao] [google] [report]


>> No.679473

"Focal lens" just zooms in-out, it's not the same.

>> No.679474

Nvm, I see that you have to adjust the zoom manually after setting up lens value now.

>> No.679609

That's bretty good. The proportions are a little weird in relation to each other though, the muscle tone of the stomach is beyond superhuman and yet the arms look like balloons filled with water.

>> No.679928

is animating in 3d the hardest shit ever?? fuck me i cannot get into it...

>> No.679939

Not an animator myself but something I've observed it's best to do the keyframes and in-betweens manually instead of letting the program tween between them. I see a lot of animation progresses doing that.


It reminds me of the good 'stop motion' animations between did with Garry's Mod. They have an emphasis on pose and snap timing. When Source Film Maker came out and people had access to keyframe animation, the first vids were terrible because characters would just slowly tween from one position to the next.

>> No.680194

warmly waiting!!

>> No.680195

Ah shit sorry I totally forgot. Uploading now.

>> No.680198

Part 1: https://files.catbox.moe/7bwg63.001
Part 2: https://files.catbox.moe/1mxtut.002
Part 3: https://files.catbox.moe/tkz0k4.003

You'll need to rename the garbage before the extension to something consistent like models.7z.00x

>> No.680234

How to enable symmetrical editing for an already finished and symmetrical model? I can't delete any vertices, so I can't delete a half and mirror the rest.

>> No.680247
File: 23 KB, 590x554, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]

There are mirror options in edit mode but if the mesh has blendshapes, I'm not sure what will happen if you move the vertices around.

>> No.680337
File: 478 KB, 1224x1232, Screenshot 2019-05-03_15-19-30.png [View same] [iqdb] [saucenao] [google] [report]

yes i fixed that

>> No.680561

That's some good shit

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