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File: 64 KB, 1024x1024, shados_blender_swap_render_1_big_15064689d384dada631aff5b7f1c281c21a20794.jpg [View same] [iqdb] [saucenao] [google]
682188 No.682188 [Reply] [Original]

Cat tats edition
Previous thread: >>674142

>> No.682189

friendly reminder that the sculpting gets a major overhaul in 2.81/2.82

>> No.682192
File: 14 KB, 225x225, genderblender.jpg [View same] [iqdb] [saucenao] [google]
682192

>>682189
>b-blender will be industry standard by 2025, f-for real...we...we promise, A-a-autocucks are 100% defeated!

>> No.682194
File: 2.97 MB, 640x360, This new brush moves the topology of the mesh while preserving its volume, producing a bet.webm [View same] [iqdb] [saucenao] [google]
682194

>>682188
New aditions to the sculpt branch
https://blender.community/c/graphicall/dcbbbc/

https://docs.google.com/presentation/d/1fmjdtajPzeD3ixpGIvseKMRsAzhmKC4etIE8YqacwLk/edit#slide=id.g4f96fdc4c2_1_0
This new brush moves the topology of the mesh while preserving its volume, producing a better geometry distribution and edge flow for sculpting.
This implementation doesn't like meshes with a lot of connected poles, so it goes crazy with the output from the voxel remesher. I should try to fix that before committing it. Furthermore, this brush should have a multires version.

>> No.682195
File: 1.64 MB, 640x360, The performance of the mesh filter tool has been improved a lot, so now it should be usable with high poly meshes when they are partially masked. This.webm [View same] [iqdb] [saucenao] [google]
682195

>>682194
The performance of the mesh filter tool has been improved a lot, so now it should be usable with high poly meshes when they are partially masked. This sculpt has 13M vertices and it works just fine

>> No.682196

>>682192
>being this much of a drama faggot to bring drama into a clean thread

>> No.682198
File: 2.19 MB, 640x360, I added a mask by color operator. If you are not using vertex colors for shading, you can now use them to store different sculpt masks at the same tim.webm [View same] [iqdb] [saucenao] [google]
682198

>>682195
Added a mask by color operator. If you are not using vertex colors for shading, you can now use them to store different sculpt masks at the same time.

>> No.682200

>>682195
>>682194
Really looking forward to those changes.
If you look back at the last couple years, it's actually amazing how much has changed considering how small the team and the funding was. Now they have like 3 or 4 times the funding to work with. I'm really curious what will happen once the heavy jump to 2.80 is finally finished so they can focus on building on that.

Also hoping Retopoflow will be ready for 2.80 soon but apparently they had to rewrite tons of stuff because of the new viewport.

>> No.682202

>>682200
>Now they have like 3 or 4 times the funding to work with.
I think this is free volunteer work from that freelance from Spain, Pablo Dobarro, he maybe get hired this summer to work in Holland with the foundation.

>> No.682203

>>682202
>I think this is free volunteer work from that freelance from Spain, Pablo Dobarro
That is true. I was just thinking about the new possibilities apart from his work. Also, fucking hope they really get him on board. That dude is on fire.

>> No.682207

>>682196
Blender threads are tainted since their very conception.

>> No.682209

>>682207
And you think crying over some software somehow helps you in a way

>> No.682211

>>682188
Post more fat cat tats

>> No.682212

>>682188
How did you make something like this? I find sculpting in general to be very fucking annoying, I'd much prefer not to do it.

>> No.682216
File: 276 KB, 539x541, 2018-11-27-1543301949_539x541_.png [View same] [iqdb] [saucenao] [google]
682216

>>682211

>> No.682218

>>682216
I wanted more of the cat in OP

>> No.682219

>>682216
Fucking Zoomers

>> No.682223

>>682219
You're saying, just because she wasn't made in Blender, you wouldn't fuck her?

>> No.682226

>>682219
you're just jelly that your tits aren't that shapely

>> No.682228
File: 119 KB, 1354x745, Sculpt.png [View same] [iqdb] [saucenao] [google]
682228

>>682203
forgot to say that to test the new mask options you have to add shortcuts and then pick the option from a submenu like this in
Edit > Preferences > Keymap > 3d view > Sculpt > Sculpt (Global)

>> No.682235

>>682226
H-how did you know?

>> No.682242
File: 347 KB, 701x942, untitled.png [View same] [iqdb] [saucenao] [google]
682242

>>682218
Just downloaded her and gave her a look.
Model is really old so depending on if you use 2.79 or 2.80, you'd need to change some stuff

https://www.blendswap.com/blends/view/50358

>> No.682243 [DELETED] 
File: 62 KB, 225x294, 2019-05-16-1557960025_225x294_.png [View same] [iqdb] [saucenao] [google]
682243

>>682242

The things this model must have seen by now...

>> No.682244
File: 62 KB, 225x294, 2019-05-16-1557960025_225x294_.png [View same] [iqdb] [saucenao] [google]
682244

>18925 downloads
The things this model must have seen by now...

>> No.682254

>>682244
Judging from the face it's making, probably.

>> No.682256
File: 301 KB, 1842x1051, screen.png [View same] [iqdb] [saucenao] [google]
682256

I drew lines using vertices and then converted it to a curve to extrude it and the top is completely flat instead of extruded. how do I fix this?

>> No.682260

>>682188

how do i actually make a character like this?

>> No.682264

>>682260
low poly modelling and handpainting the textures

>> No.682297
File: 132 KB, 1250x859, Cattura.png [View same] [iqdb] [saucenao] [google]
682297

I'm trying to do an open-world game in Godot
I thought about doing the world in Blender, and then export it into Godot, but even with this shitty graphics it's still starting to become slow... should I give up?

>> No.682299

>>682188
Semi-newfag here.
How do I do clothing?
I thought about the following:
1) copy character model
2) delete unneeded body parts
3) use "solidify" modifier to the rest
Is this a good idea?

>> No.682301

>>682297
I suppose you'll have to play with the draw distances,.lod fog and things like that, I don't know if Godot support that, try unity or unreal instead

>> No.682319

>>682194
How the hell are you viewing quads while sculpting? Every time I try I only get tris, and which is this new brush? It's difficult to tell from the clip.

>> No.682322

>>682297
Are you copying the trees or instancing them? Because if it's the former, that would explain the slowness. Otherwise I would look at the tools, Blender is known for its poor performance.

>> No.682335
File: 1.40 MB, 1920x1017, quads_sculpt_mode.png [View same] [iqdb] [saucenao] [google]
682335

>>682319
>How the hell are you viewing quads while sculpting?
I suppose it is a texture
unwrap > reset the uvs

>> No.682336

>>682319
the brush is called Relax, but it isn't working to me

>> No.682342

>>682335
I was afraid of that, I was hoping there were changes to the viewport wireframe display to allow quads while sculpting.
>>682336
I figured that was the one but it isn't working for me either no matter the brush strength or how much tinkering I do.

>> No.682343
File: 314 KB, 1920x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google]
682343

>>682335
Just fyi, you don't need a texture for this.

>> No.682345

How do you get the latest blender 2.8 version everyday on linux when you update your computer?

>> No.682348
File: 610 KB, 1100x763, WIVAGHN.png [View same] [iqdb] [saucenao] [google]
682348

>>682343
This is a pretty tidy solution, my only issue is it doesn't tile very well on cubes with some lines doubling and some with no lines. Which is a shame since cubes are what I typically start a sculpt when I'm not using dyntopo.

>> No.682349

>>682299
>Is this a good idea?
whatever works well and quick is a good idea.
so yeah, wherever it's possible you could select some faces on the character, separate them, solidifier modifier them and use that as a base

>> No.682351
File: 76 KB, 310x463, 2019-05-16-1558024617_310x463_.png [View same] [iqdb] [saucenao] [google]
682351

>>682343
>>682335
what the actual fuck are you guys doing? why over-complicate things?

>> No.682353

>>682351
oh I see you want to see quads rather than tris.
I guess your way works then.

>> No.682354
File: 46 KB, 337x317, 143742753876554.jpg [View same] [iqdb] [saucenao] [google]
682354

>>682353
Still a bit strange because at sculpting stage you shouldn't be worrying too much about quads since that comes later in the retopo phase anyways.

>> No.682355

>>682297
armory3d is better than godot if you're using blender already

>> No.682356

>>682343
>you don't need a texture for this.
the problem with that it is that adds more quads if you subdive the mesh in multiresolution and with a texture looks cleaner because you keep the original quad size.

>> No.682359 [DELETED] 

>>682354
you can do the high poly sculpt and then retopo and bake or do a medium poly sculpt and then use multiresolution to finish the detalis, usually the 2nd way gives better results because you can work with more polygons

>> No.682360 [DELETED] 

you can do the high poly sculpt and then retopo and bake or do a medium poly sculpt and then use multiresolution after the retopo to finish the detalis, usually the 2nd way gives better results because you can work with more polygons

>> No.682361

>>682354
you can do the high poly sculpt and then retopo and bake or do a medium poly sculpt and then use multiresolution after the retopo to finish the detalis, usually the 2nd way gives better results because you can work with more polygons

>> No.682369

>>682299
1. make a primitive shape along the contours of the body using vertices editing
2. subdivide smooth
3. sculpt for extra detail

>> No.682379
File: 189 KB, 1026x534, bait.jpg [View same] [iqdb] [saucenao] [google]
682379

>>682207
So as your presence here, that's why you should hang yourself immediately.

>> No.682381
File: 38 KB, 750x254, muh-industry-standard.png [View same] [iqdb] [saucenao] [google]
682381

>>682192
Stay salty autofag

>> No.682382

>>682381
>dat like to dislike ratio

>> No.682394

>>682244
it's such a boring model too, even if you slap proper genitals on it you still are stuck with a boring gray bunny

>> No.682416

>>682394
>you still are stuck with a boring gray bunny
>he rather prefers loud and visually offensive thots

>> No.682428

>>682299
You can try cloth sim on a low poly and apply it to a higher resolution mesh to approximately equal effect. It depends on the style you're going for, I suppose, that's not to say that you can't alter it once the sim is complete. I've heard Blender's cloth sim isn't great, and with my limited experience I can't really say either way, but there are a lot of parameters to tweak. I'm sure you can get good results.

>> No.682432

>>682194
So has anyone got the relax brush working or am I retarded? I know I'm not the only one with this problem.

>> No.682449

>>682432
Increase Autosmooth to 0.1

>> No.682475

>>682428
Blenders simulation is only good for table cloth, i export animations to marvelous designer then import the mesh cache back into blender.

>> No.682479

>>682475
Out of curiosity, what's the difference? I haven't gotten to try out Marvelous, but it's on the agenda.

>> No.682484

>>682479
the workflow is more intereactive and the modeling is made with curves, wich is easier
https://www.youtube.com/watch?v=j01Xly3w8gw
https://www.youtube.com/watch?v=ZT78_QCHIaY
https://www.youtube.com/watch?v=ZT78_QCHIaY
https://www.youtube.com/watch?v=3_A3rDGVzQU

>> No.682546

>>682188
Is there an easy way to have bones react to physics?

>> No.682583

>>682546
If by physics you mean bones with mesh deformations, then there is a "set wright to default" option or something when you set the default pose.

>> No.682646
File: 126 KB, 480x640, fixedversion.png [View same] [iqdb] [saucenao] [google]
682646

>> No.682704

>>682546
bones can't be affected by gravity or collision in blender.. not without some kind of hack that's slow and painful to setup.

>> No.682716 [DELETED] 

>>682546
I don't know if you want to do ragdoll phisics or you are rigging tiddies, you have tutorials for both in yt

https://www.youtube.com/watch?v=HryXEpIz-cg
https://www.youtube.com/watch?v=R-4ivgyP_6Q


https://www.youtube.com/watch?v=k5TeXW11TUw
https://www.youtube.com/watch?v=18woi-A6OqI

>> No.682717

>>682546
I don't know if you want to do ragdoll physics or you are rigging tiddies, you have tutorials for both in yt

https://www.youtube.com/watch?v=HryXEpIz-cg
https://www.youtube.com/watch?v=R-4ivgyP_6Q


https://www.youtube.com/watch?v=k5TeXW11TUw
https://www.youtube.com/watch?v=18woi-A6OqI

>> No.682718

>>682704
wow, blender truly is a pro-level tool

>> No.682723

>>682484
you have this paid addon for blender too but it isn't that good, something like this should be included by default inside the cloth simulator as modeling tool

https://www.youtube.com/watch?v=qvdxE6YbOSU

>> No.682729
File: 1.91 MB, 640x360, New Sculpt Mode Transform Tool - - It supports meshes with millions of vertices. No need to enter edit mode to transform a sculpt - - Same keymap, giz.webm [View same] [iqdb] [saucenao] [google]
682729

>>682198
sculpt branch

New Sculpt Mode Transform Tool
- It supports meshes with millions of vertices. No need to enter edit mode to transform a sculpt
- Same keymap, gizmos, snapping, constraints..
- Compatible with sculpt mode symmetry, mask and undo
- New operators to move the pivot for posing

>> No.682734

>>682704
Is this true? Damn it, I got a bit more respect for the animators using Blender.

>> No.682753

>>682188
the triangulation modifier seems to simply connect the quads by splitting them into 2 triangles. Is this good (enough) for game engines with animation? I'm afraid some triangles are too long for proper animation. Should I be worried about this?

Maybe my question would be, when am i supposed to triangulate when exporting to an engine like unity/unreal?

>> No.682761

>>682753
Triangulate after animation, make sure that the triangulation doesn't change per frame, and triangulate using FBX's algorithm for maximum compatibility.

You'll probably need Maya for this, so export your quad animation from Blender into Maya, and do the rest from there.

>> No.682765

any good blender tutorial on cgpeers? There are so many dunno where to begin. It's for gamedev specifially, how to create characters and retopologize, uv mapping, etc. The whole workflow basically

>> No.682770

>>682765
Most of what I see there looks like shit. Everybody do at first this https://3dtotal.com/tutorials/box-sets/joan-of-arc for begginers try this
https://www.youtube.com/playlist?list=PLc4Igh5xe93rlE6xOeWiXaey073j11MHo
from there you can go with more advanced modeling and texturing tutorials, I really like this one, it isn't for blender but you should be able to follow it
https://www.youtube.com/playlist?list=PL5254wVvvPeaCjulsrovknRgHlV-I4UYh
you can try this too
https://3dtotal.com/tutorials/t/low-poly-character-modeling-and-texturing-athey-nansel-moravetz-model-man-low-poly
this is for anime characters
https://www.youtube.com/watch?v=5Xuf6ODN_xY&list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM
there's also a couple of dota 2 guides that are interesting
https://support.steampowered.com/kb/8700-SJKN-4322/dota-2-character-texture-guide

And you can try in http://wiki.polycount.com/wiki/Tutorials too

>> No.682772

>>682734
Didn't you see the post directly below that one showing the solution?

>> No.682773
File: 342 KB, 1054x837, 14936143745253.jpg [View same] [iqdb] [saucenao] [google]
682773

Why isn't it possible to just use a selection you made in the edit mode as mask for painting?

I want to paint the body but the eyelashes are in the way, so I just selected the eyelashes by their material and now I'd like to use that selection to mask them out when painting the face area.
But apparently this isn't possible and you have to awkwardly do a manual selection with the face selection tool in the texture paint mode.

>> No.682774

>>682773
Well now I selected the faces manually, hit H to hide them and now it hid them correctly BUT won't let me draw on the other parts like I wanted. Switching out of face selection mode lets me draw again but shows the hidden faces again and the brush bugged out too lmao.
I guess 2.80 really isn't there yet.

>> No.682778 [DELETED] 

>>682773
>>682774
Alright apparently this was possible in 2.79.
https://www.youtube.com/watch?v=smFviHV_whw&feature=youtu.be&t=93
>You see all the faces you hid in edit mode still because you're in material viewport shading! Change to texture and it works.
Not only doesn't this make any sense it also doesn't work anymore in 2.8.

>> No.682783
File: 2 KB, 79x40, 2019-05-18-1558204230_79x40_.png [View same] [iqdb] [saucenao] [google]
682783

>>682774
>>682773
Got it to work. For anyone else looking for this:

>go into edit mode and hide the shit you want to hide
>go to paint mode (in lookdev shader)
>face selection masking and either select faces you want to draw on or just select them all. in any case, the stuff you hid in edit mode is hidden there too now

>> No.682821

>>682770
thx a lot bro

>> No.682836

>>682821
Anyhow if you want to get more into video game design, after doing the Collin's Massive Blender Tutorial, you could go with modular desing tutorials, these are harder to find for free and CGPeers have few of them that are really good, just type modular and don't be afraid if it isn't for blender, you can port most of the knowledge

>> No.682849
File: 6 KB, 223x226, images.png [View same] [iqdb] [saucenao] [google]
682849

Why is topology so hard

>> No.682850

>>682836

I dont use blender but does it have vertex snaps, angle etc.

>> No.682855

>>682850
Yes it does have the ability to do those functions if your in the 3D view it’s along the bottom of that panel near the right hand side, there are snapping options there

>> No.682891

this is even harder than I would have imagined.

I open blender, delete everything in the scene (camera, etc), import an FBX. I rotate it 90 degrees the way I want it, export again. Nothing else done to it.

When I open it in my game again, it's fucked up:
1) The size is way off
2) It's rotated so it's laying down instead of the rotation I did in blender
3) inspecting the FBX in unity shows it now also contains a ball in addition to my mesh. There is no other mesh in it in blender, I deleted the default cube.

tl;dr just want to rotate my model 90 degrees in the mesh instead of in code or unity, but it fucks the entire FBX up

>> No.682893

>>682891
it also isn't centered

>> No.682896

>>682891
>>682893
Somehow fixed all of it by playing with import and export settings, but any rotation I do now at all aren't saved. Appears with the same rotation in unity no matter what I do to it.

>> No.682897

>>682896
Fixed. Apparently nothing you do in blender matters until you CTRL-A and apply it

>> No.682903
File: 273 KB, 800x578, pandur_2_l8.jpg [View same] [iqdb] [saucenao] [google]
682903

I'm only interested in modelling hard surface stuff, specifically military vehicles and props for illustrating my sci-fi RPG/wargame rulebooks.

Anyway, seeing as how the meshes will never need to be deformed, do I really need to lose much sleep over topology? Can I just boolean my way through and say fuck it as long as the shading looks correct?

>> No.682909

>>682897
Yeah, same as pivots in autodesk programs.

>> No.682910
File: 447 KB, 1920x1080, hammer1080.jpg [View same] [iqdb] [saucenao] [google]
682910

Did they improve Cycles in 2.8 because HOLY FUCK the rendering makes me want to fucking cream my pants!
I tested this model with the Eevee render and it gets the job done but feels like a downgrade, will reply to this post ASAP.

>> No.682911
File: 279 KB, 1920x1080, hammerEEVEE1080.jpg [View same] [iqdb] [saucenao] [google]
682911

>>682910
Eevee render

Also can anyone post 2K renders, cause I have those and the website can't fucking post them because it thinks I didn't match the captcha.

>> No.682913
File: 267 KB, 1920x1080, hammerEEVEEAOSSR.jpg [View same] [iqdb] [saucenao] [google]
682913

>>682911
Okay I slightly improved the Eevee version by adding Ambient Occlusion and Screen Space Reflections.

>> No.682915

>>682913
PS2 graphics

>> No.682916

>>682911
eevee renders can look very good, it just takes extra time to set up your settings/materials just right

>> No.682918

>>682915
Not him but I highly doubt that

>> No.682923

>>682903
No because you have to subdivide it, and quads work better with subdivision

>> No.682932

>>682381
What did they do?

>> No.682965

>>682923

Okay, help a tard out here. Why exactly do I need to subdivide anything?
I made this half-assed thing up to illustrate; just a bunch of boxes boolean'd together, not a single edge loop or subsurf modifier added.

I had to adjust the position of some of my cuts, and add a weighted normal modifier to the main hull to avoid some weird shading, but otherwise it seems okay... Am I missing something?

>> No.682966
File: 170 KB, 1536x648, what me subdivide.jpg [View same] [iqdb] [saucenao] [google]
682966

>>682965
>Speaking of tard, forgot my pic
Ahem.

>> No.683002
File: 18 KB, 424x650, DELETE-VERTEX.gif [View same] [iqdb] [saucenao] [google]
683002

Why does this happen?
How can i delete a vertex (or segment) without changing the handles on nearby points?

>> No.683009

>>682966

Ya that's all you need to do. If blender supports creasing that would be even more ideal. Topo is just for gameart or animation.

>> No.683014

>>683009
Thanks, anon.
I'm gonna try applying all these bools to this thing, unwrapping and taking it over to Substance. Fingers crossed.

>> No.683018

>>683002
Dissolve?

>> No.683022

>>682965
>Why exactly do I need to subdivide anything?
it depends on the angle or if you want to reuse the model after to do detailed shots of some parts, escale it to do some scenes, if you do some kind of postprocesing etc ... it that's enough for you just do that

>> No.683042

>>682932
The 3dsMax userbase got for their 2020 update only bugfixes.
I don't know what new features they wanted added because last time I used 3dsmax was around 2009.

>> No.683048

>>682381
Are they depreciating max in favor of maya or do they just think that they can solely exist on bribing universities to only teach Autodesk software to remain "industry standard"?

>> No.683049

>>683048
max has been like that years but modeling in Maya is a piece of shit and max is industry standard in Archiquecture and it has a big chunk of the game industry

>> No.683058

>>683049
You have to be 18 or older to post here

>> No.683059

Blender 2.8 trailer
https://www.youtube.com/watch?v=Kq5KWLqUewc

>> No.683061

>>683042

You cant improve upon perfection.

>>683059

I never asked for this.

>> No.683062

>>683059
Damn, EEVEE is looking good.

>> No.683064
File: 13 KB, 600x600, 1488335527140.jpg [View same] [iqdb] [saucenao] [google]
683064

>>683059
>>683061
>>683062
>Eidos/SquareEnix
>2010
>Blender

>> No.683065

>>683061
Apparently you can, that's why they're disappointed.

Coming back to Blender, latest meeting most relevant notes in my opinion:
https://devtalk.blender.org/t/20-may-2019/7242
>>Interface freeze unless changes are important
>>API freeze
>>Bugfixing begins and should end around June
>>Google Summer Code program begins next week

>> No.683069

>>683061
reading the comments people are unhappy about lack of new features as well as are wanting things like bring the software closer to houdini.

>>683064
Anon I don't think you get the joke.

>> No.683071

>>683069
haha indeed i don't think i do
whats this meme now?

>> No.683072

>>683071
I don't get it either but I'm 100% sure it wasn't claiming that they used blender 2.8 to make a video in 2010.

Probably something to do with the icarus thing in the video or something.

>> No.683073

>>683072
I think it's the "I didn't asked for this" quote. Lot of people didn't like the UI changes to 2.8

>> No.683076
File: 131 KB, 608x815, moo.jpg [View same] [iqdb] [saucenao] [google]
683076

>MY WINDOW LOOKS COMPLETELY DIFFERENT THAN YOURS
>WHY DID YOU MOVE THE BUTTONS AGAIN
>WHAT IS UI FREEZE IS THAT DANGEROUS

Somehow I think it's a bad idea to advertise their development versions that much to normies

>> No.683096

>>682299
One more method:
1) Make naked model
2) Use Marvelous Designer to make clothes on its base
3) Sculpt details, retopologize

>> No.683104
File: 329 KB, 673x382, (GIF Image, 673 × 382 pixels).gif [View same] [iqdb] [saucenao] [google]
683104

I'm just starting out with 3D modelling with Blender, and I'm finding out about all the noise and fireflies problems.
I don't have a good computer so increasing the samples is often not optimal.
Do other programs have the same problems or it's just Blender?

Also, I'm using Cycles.
Does Eevee have the same problem?

>> No.683105
File: 171 KB, 1366x768, 1533429006113.png [View same] [iqdb] [saucenao] [google]
683105

Does Blender even care how hard I press with the pen? You can see the pressure is activated in the tool settings, but no matter how light I press the result is pretty much the same as if I had used a mouse. And even so it seems to be detecting the pressure from that small circle within the brush circle. Is there something I'm doing wrong? Is Blender just a meme?

>> No.683108

>>683105
well first of all the snake hook needs more resolution, go put on a multrisolution modifier and subidivide a couple times. and second of all the snake tool doesnt use pen pressure its only a manual thing. you can tell by the pen pressure being missing, aka strength.
the default sculpt brush uses pen pressure.

>> No.683109 [DELETED] 

>>683105
Go into you for a moment and ask yourself why you're trying to sculpt with your graphics tablet on something with 6 edges on the side.
There might also be the answer to your problem.

>> No.683111

>>683104
other programs let you control what you can sample more (subsurf, reflections,refraction ect), i dont know if cycles can.

>> No.683112

>>683104
>>683111
just checked, it should. mess around with the light paths in cycles see if you get anything desirable.

>> No.683113

>>683111
So those other programs still have these issues but can reduce them by finetuning the settings?

>>683112
Cool. I guess I'll need to learn what all of that is then.

>> No.683116

>>683104
Fireflies are a normal ray tracing problem and you can combat it with good lighting (very small light sources tend to cause bad FF problems) and using sufficient samples in the settings. Also, check out d-noise. It's a denoiser that uses AI to get the FF out so that you can get away with using lower samples than normal but you might lose some details.

Eevee works completely different than cycles and it might get you cleaner and faster results but it sucks massive ass with shadows. Every eevee render I've seen has sloppy as fuck shadow accuracy, making it look like a video game still. As intended it works well as preview though but if your computer is pretty old already eevee might not be able to run anyways.

>> No.683152

how do i gitgud

>> No.683162
File: 13 KB, 562x568, 2019-05-21 12_28_12-.png [View same] [iqdb] [saucenao] [google]
683162

>>683116
Thank you very much.

>if your computer is pretty old already eevee might not be able to run anyways
Why is that?
Is it more intensive or it's because of compatibility issues?
I have a 2014 laptop with the following specs:
i3-4010U CPU @ 1.70GHz
NVIDIA GeForce 820M GPU
4 GB of RAM
500GB HDD (5400 RPM)

Is there a way to render with both the integrated and the dedicated gpu?

>> No.683237

>>683162
Ouch, those specs are quite horrible if you want to dive into 3D content creation.
I'm don't know how much you know about computers so I kinda try to condense it down a bit..
Basically with B2.80 they went with a newer underlying framework for everything viewport (OpenGL) and some older hardware doesn't support this anymore. You might be lucky since you still have that dedicated Gforce chip but usually integrated old graphics don't go far or won't do it at all.
You might be able to do some really simple stuff with eevee but MIGHT run into some strange issues like materials just being pitch black suddenly or having no material at all and the like.
Another issue is that your laptop only has 4GB of RAM which with a modern Windows OS is borderline unusable if you try to do anything other than text editing. Also, only 1GB VRam which means you're really limited in how many textures you can use in your projects and how big they can be so in the end Blender might also not render at all if you use too many too big textures.
The 4th gen i3 was already bottom end back then but as mobile CPU it's way worse.
The 5.4k RPM HDD must also make your life hell because everything takes ages to load. A "normal" desktop HDD runs at over 7k RPM and usually also have bigger internal cache which makes things WAY more responsive. If you don't want to have to deal with HDDs anyways anymore, get some 50 bucks SSD and even that cheap one (from a local store, not ebay or amazon since if you buy cheap from there you often end up with some china crap that doesn't even perform 50bucks-like) will make an absolute incredible difference.

My actual advice though would be to get some sort of scrap desktop (if you're poor). Many offices literally throw them out every couple years to keep their equipment funding numbers up and while most have contracts with recyclers you still might get lucky and either get one for free if you ask nicely or get it for a couple bucks.

>> No.683238

>>683162
Also, try to find a desktop with at least a 3rd gen i7, 8GB ram (16 would be damn nicer), a 7k rpm HDD or just SSD and then get some cheap Geforce 750Ti for like 50 bucks from ebay (used) or anything better you can get for your budget.

>> No.683240

>>683237
>>683238
I'm reasonably computer literate (/g/ is by far my all time most visited board) and I'm very aware of how terrible my specs are.
Unfortunately I'm very poor and have no way to get money at the moment.

I make electronic music (which isn't too problematic on this computer) and my goal is to just make some simple graphics to post on Instagram to promote my music, so nothing super realistic but hopefully something that looks nice and moves along with the music.
I'd be happy with having just a flat plane with something like this:
https://www.youtube.com/watch?v=K91OKfeUT34
And the various parameters being automated by the audio.
Would that be feasible (assuming I'd be willing to wait several hours for the render)?

Thank you very much for your time and suggestions. I'll see if I can find some scrap desktops but I highly doubt it (I don't think it even happens around here).

>> No.683243
File: 196 KB, 1233x761, help.png [View same] [iqdb] [saucenao] [google]
683243

Beginner here, I need some help please.
I'm trying to create a low poly model of the tile on the left, making the carving a texture with a normal map.
I baked it, but it doesn't give the results I want.

What am I doing wrong?

>> No.683254

>>683243
What do you expect it to do? It's doing exactly what it should.

>> No.683255

>>683254
Make the pattern more prominent.
Should I combine with a height map?

>> No.683259

>>683255
maybe the strength slider could help

>> No.683266

>>683240
I'd say just dive into it and give it a try.
If shit actually works and you're okay with the render times too, then cool, if not well, then I wish you luck that you can somehow get a good older desktop for cheap somewhere. I know from personal experience that doing 3D stuff with old laptops is just completely unnecessary pain and that frustration just stifles your creativity in the long run.

>> No.683267

>>683266
I will, thank you.

>> No.683268 [DELETED] 

>>683255
>Make the pattern more prominent.
then why did you make the normal map carving lines so thin? thicken up that shit

>> No.683269
File: 42 KB, 222x723, Capture2.png [View same] [iqdb] [saucenao] [google]
683269

First ever model. Thoughts?

>> No.683271

>>683269
I know everyone wants to get some praise for their first work but just keep going. It's breddy neat so far.
I see you're trying to go the handpainted textures path. If you really want to do this, you NEED to get good at painting, otherwise it is absolutely pointless. Practice painting at least an hour a day to git gud. If not, you have to go back to backing rendered shit like every pleb.

>> No.683272

>>683271
*baking

>> No.683273

>>683243
try connecting your texture to height instead of normal map

>> No.683274

>>683271
I'll definitely be working on my painting skills. I made those in MS paint because I was being lazy but either way I'm nowhere near ready.

>> No.683275

>>683274
>I'll definitely be working on my painting skills.
That's good.
The thing that many people don't understand is that manually painted textures are the reason why models created that way look neat in a really special way and stand out and that with them it's way more important to absolutely nail your texture work. More than the actual modeling even. Just look at old 3D Nintendo or Playstation games. Literally a handful of polygons but the stuff looked so neat because they put a ton of work into the textures to make things shine even with really low poly counts.

>> No.683276

>>683275
Yeah, I'm still amazed how they used just drawn shading to make cubes look like fucking spheres.

>> No.683280
File: 24 KB, 400x400, Pablo.jpg [View same] [iqdb] [saucenao] [google]
683280

*singlehandly changes whole blender sculpting game like a fucking onemanarmy*

>> No.683281

>>683276
>to make cubes look like fucking spheres.
normie maps

>> No.683315
File: 225 KB, 1366x768, Sin título.jpg [View same] [iqdb] [saucenao] [google]
683315

Help!

Uber noob here. i don't know even what to do now. What should i do?

>> No.683316

>>683315
>What should i do?
a barrel roll

>> No.683318
File: 247 KB, 1366x768, dddddsf.jpg [View same] [iqdb] [saucenao] [google]
683318

>>683315
Alright i did something to the tail.

>> No.683319
File: 229 KB, 1366x768, eeeee.jpg [View same] [iqdb] [saucenao] [google]
683319

>>683318
but how i fix this mess?

>> No.683335

>>683319
>but how i fix this mess?
by learning topology.
seriously, your project is the perfect base to learn this stuff and you have to learn it, otherwise your whole 3D creation life will be nothing but pure PAIN.

>> No.683349
File: 2.48 MB, 640x360, This new masking operator generates a mask that follows the topology by clicking and dragging on the mesh. You can use it with the mask filters and th.webm [View same] [iqdb] [saucenao] [google]
683349

>>682729
This new masking operator generates a mask that follows the topology by clicking and dragging on the mesh. You can use it with the mask filters and the transform tool to pose a sculpt.

>> No.683350

>>682915
what kinda roided up ps2 and ps2 games do you have?

>> No.683385

>>683349
The tech is awesome but the effect looks fucking creepy. Will probably turn on stone transformation fucks while modeling tho.

>> No.683386
File: 167 KB, 1366x768, IMG_20190522_124740.jpg [View same] [iqdb] [saucenao] [google]
683386

>>683335
Do you have any tutorials or materials to learn this?

I was on the early stages of a video course of blender and was supossed to make a simple plane, but i got very into the plane that skipped the whole course so i ended with this.

>Pic related. First stage when i decided to make the plane on my own.

>> No.683387

>use 2.8
>have the right click select option checked
>been right clicking since the begging
What is wrong with me?

>> No.683388

>>683387
You gambled on the wrong horse instead of using left-click from the beginning like any sane person.

>> No.683412
File: 345 KB, 483x560, Capture.png [View same] [iqdb] [saucenao] [google]
683412

Am I retarded or something? Why is 2.8 making the reflections at this kind of angle?

>> No.683414
File: 519 KB, 673x707, 2019-05-22-1558559771_673x707_.png [View same] [iqdb] [saucenao] [google]
683414

>>683412
no idea wtf you were doing there.
what graphics card do you have?

>> No.683415
File: 148 KB, 442x511, Capture.png [View same] [iqdb] [saucenao] [google]
683415

>>683414
It's an amd. I think it's most likely a cycles bug in my github build since in 2.79 it looks absolutely fine.

>> No.683421
File: 908 KB, 430x408, 1558369109231.gif [View same] [iqdb] [saucenao] [google]
683421

>>683415
>Blender
>github build

...um

>> No.683427

>>683421
It's an open source program. A lot of the 2.8 features started in separate builds for Grease Pencil, eevee, etc.

>> No.683447

>>682192
It took an Adobe shill a matter of seconds to spring into action.

>> No.683461

>>683447
So now it's Adobe?

>> No.683497

is it alright if my topology is not super perfect and clean and symmetrical while making the model? that's what retopology is for?

>> No.683500

>>683427
so essentially is like a lego set where most of your pieces are stolen from around the block

>> No.683509

>>683500
>stolen
That's not how free software (and software development in general) works.

>> No.683557

>>683497
depends on what your model is for

>> No.683558

>>683500
You can be glad you don't need usernames around here. What a piss embarrassing post.

>> No.683570

>>683509
Consumer cucks can't comprehend something like shared knowledge and resources. They been brainwashed by the corporate lobbies to believe that even the most basic of ideas should be compartmentalized and locked away behind paywalls that criminalize the use of those ideas or spread of them. Because if you don't suck the asshole of the mega-corporations, you must be a commie, or poor, or lazy.

>> No.683628

>>682910
>I tested this model with the Eevee render and it gets the job done but feels like a downgrade

do people think eevee is designed as a replacement for a proper, offline, pathtracer?

>> No.683651

>>683349
Holy fuuuck. Is this what people mean when they say blender is miles behind zbrush. Are these the features I've been missing?

>> No.683656
File: 1.38 MB, 2560x1440, 5_22_2019.png [View same] [iqdb] [saucenao] [google]
683656

>>682188
I made a thingy

>> No.683661

>>683651
dude its just a simple mask and you can do that with zbrush too

>> No.683693
File: 694 KB, 640x480, o_0001-3250.webm [View same] [iqdb] [saucenao] [google]
683693

>>683651
Nope, these are just basic functions that should be in the sculpt mode years ago, people want better performance and polygroups mostly, I really want the transpose, I hope he add some of the things from the linear deformer from Mira tools
https://blenderartists.org/t/miratools/637385

Also some mask options like extract mask and cut

>> No.683718

>>683693
Cool falloff, like the ones in Modo. It needs to be in the master branch.

>> No.683720

Is there anything in Blender that lets me array duplicates of an object onto a mesh? Like one for every vertex, mid-edge or mid-face. The Array modifier doesn't seem to have the option.

>> No.683723

>>683720
you can do that with particles
https://blender.stackexchange.com/questions/50695/emit-hair-particle-from-center-of-face

>> No.683731
File: 431 KB, 606x700, 1555447670086.png [View same] [iqdb] [saucenao] [google]
683731

>>682188
Is CGCookie good and worth watching as a scrub?

>> No.683733

>>683731
for basic shit you better try the official tutorials
https://cloud.blender.org/p/blender-fundamentals/
from there look for architectural tutorials, I really like Wayward Art Company and CG Geek, if you want to do characters do this
https://3dtotal.com/tutorials/box-sets/joan-of-arc
it is the hello world tutorial for characters

>> No.683801

>>683720
Either particles like that other anon said or you could also learn animation nodes.

>>683731
They used to have the best introduction to blender tutorial in my opinion. You may have to dig into their archives to find it.

>> No.683833

https://code.blender.org/2019/05/user-interface-and-api-freeze/

>Confirmed ui and api freeze
>There may be minor adjustments to the interface but nothing that will break the documentation
>Writing of documentation and tutorials can begin now

>"The Python API will also remain compatible. Add-ons that work now should continue working in the final 2.80 release."

>> No.683840
File: 444 KB, 540x429, 1469551626814.png [View same] [iqdb] [saucenao] [google]
683840

>have some abandoned addons that don't work in 2.8
>only thing I can do is learn python to rewrite them for 2.8

>> No.683861

>>683840
>learn Python
>instead of creating 3D art
gg ez

>> No.683898

>>683104
Increase samples, enable denoising, decrease max bounces.

>> No.683899

>>683269
Are you painting directly on blender?

If you are I would recommend baking those textures.

Then finishing the texture on Kirita or Photoshop CS2.

Buy a pen tablet with pressure sensitivity if possible.

>> No.683901

>>683899
>bake textures that are already there
wot? do you know what baking is?

>> No.683910

Can I install the 2.8 beta to try it out alongside 2.79, or will it overwrite the older version?

>> No.683913

>>683910
The 2.8 beta is in a zipped folder, no need to install it.

>> No.683914

>>683910
yes and no

>> No.683915

>>683913
Cool, thank you.

>>683914
What do you mean?

>> No.683916

>>683910
>will it overwrite the older version?
JUst take care and don't overwrite the .blends, you can't open 2.8 files in 2.7x

>> No.683923

>>683916
Yes, but I meant the program itself, not my project files.

>> No.683926

>>683915
>What do you mean?
yes and no

>> No.683927

>>683923
there's only the portable version, no the installer, you can keep both

>> No.683929

>>683910
It won't overwrite anything, it's a zip file and 2.8 will create its own configuration folder.

>> No.683930

>>683927
>>683929
Thank you.

>> No.683932
File: 19 KB, 381x400, 1400451009762.png [View same] [iqdb] [saucenao] [google]
683932

>rendering an animation in 2.79
>1 hour elapsed
>almost at the end
>get bored
>middle mouse click in one of the 3d viewer to take a look at my scene again while it renders
>blender crashes without warning to desktop
I fucking hate my life.

>> No.683933

>>683932
>>get bored
Don't you have anything else meaningful to do?

>> No.683934

>>683932
This is why you render image sequences.

>> No.683935

>>683934
Oh my fucking god am I so retarded holy shit it should be an achievement to be this retarded. Why the fuck haven't I thought of this? God fucking dammit.

>> No.683936

>>683934
doesn't blender automatically render to images into a temp folder and then use ffmpeg to convert?
maybe his shit is still in the temp.

>> No.683937

>>683936
That would make sense. Hopefully it is.

>> No.683948

>>683932
>blender crashes
Caught the Autodesk shill. Stop spreading misinformation.

>> No.683949

>>683948
Not him but I haven't been able to use 2.8 yet because every time I open the material tab it crashes immediately.
A lot of people seem to have the same problem as well.

>> No.683951

>>683936
The avi file is corrupted unfortunately.
>>683948
I don't even have money for autoshit. Don't give me this "shill" bullshit, no software is perfect, yes, blender 2.79 crashes but it's rare and when it happens it fucking sucks.

>> No.683952
File: 73 KB, 800x726, 1387490562212.jpg [View same] [iqdb] [saucenao] [google]
683952

Sup, anon, please upvote this addon https://blender.community/c/rightclickselect/D8cbbc/
I so fucking hate these extra clicks during simple deletion.

>> No.683953
File: 27 KB, 516x587, tree.png [View same] [iqdb] [saucenao] [google]
683953

How do I make a fractal out of this?

>> No.683959

>>683951
>The avi file
I meant a temp folder with individual image files that it used to compile the avi. Look for it.

>> No.683961

>>683898
Thank you very much.

Just a question:
If I get 2.8 and do everything with Eevee, will the render times be shorter?
Or it's just faster in real time renders (so in the viewport and whatnot)?

>> No.683963

>>683961
Eevee is a realtime rendering so what you see in the viewport is 90% similar to what your final render will loom like. Yes, the render times will be significantly shorter, a render of mine took an hour at 1080p and only 15 seconds in eevee. However since it's a realtime renderer it's not by any means as realistic as cycles so be aware of that.

>> No.683964

>>683961
Eevee isn't meant to replace cycles.
Shadows are shitty with it so only use it for preview or certain cartoon shit.

>> No.683965

>>683963
>>683964
Ah, good, thank you very much.
I don't need it for super realistic stuff (I explain it better here >>683240), so from what I've seen it's more than realistic enough.

>a render of mine took an hour at 1080p and only 15 seconds in eevee
You mean it took an hour in Cycles and 15s in Eevee?

>> No.683966

>>683965
Yeah, 1h in cycles, but I had to do some readjusting for eevee since some materials and lights were fucked.

>> No.683967

>>683966
Nice.
Thank you very much.

>> No.683981
File: 383 KB, 1920x698, catwithtats.jpg [View same] [iqdb] [saucenao] [google]
683981

I didn't use blender to make this, nor have I ever used blender. But here's a cat with tats I made last year since it's relevant.

>> No.683982

>>683981
Ignore the shiny shoulder pads, i had a weird setting turned on in marmoset and didn't realize until well after I considered the project done.

>> No.683992
File: 152 KB, 1808x984, creasing.jpg [View same] [iqdb] [saucenao] [google]
683992

I also posted this in /questions/ but this is a ded board so I figure it'd be good to get it here. I surrounded all my major details with face loops like topology lessons told me, but there's this one area where 3 such face loops are close to each other and cause this creasing. Is there any way to relax the creasing without losing the artifacting protection of those face loops?

>> No.684003

>>683349
Why would you pose this way instead of using bones?

>> No.684004

>>684003
because having to skin it is a waste of time when its not going to be taken any further than just to pose it.

>> No.684017
File: 56 KB, 1277x981, tetrahedron.png [View same] [iqdb] [saucenao] [google]
684017

Bah, I'm worthless. I want to make the top shape. I add a cube, I scale the bottom, I select the top and front face, hit E and Enter. What now? So far scaling to normals and solidify haven't given me the desired result.

>> No.684019

>>684017
You could use the solidify modifier with even thickness checked

>> No.684020

>>684017
Make flat shape then solidify?

>> No.684022
File: 77 KB, 1466x819, 1.png [View same] [iqdb] [saucenao] [google]
684022

>>684019
>>684020
No luck.

>> No.684023

>>684022
For fuck's sake just take top inner edges and drag them down to outers' level and you get your box or whatever it is.

>> No.684024

Anyone got a link to HardOps? I can't afford it. Exchange rate.

>> No.684025

>>684023
The edges wouldn't be parallel then and also the lip's faces aren't planar.

>> No.684026

>>684025
You can press G twice to slice along edges but honestly, just eyeball it. It's a cup, not a science experiment.

>> No.684027

>>684025
>wouldn't be parallel
That's what you have "snap to" for.

>> No.684028
File: 264 KB, 1920x1040, 1535322520231.jpg [View same] [iqdb] [saucenao] [google]
684028

>>684017
I don't get your problem. Solidify plus literally 30 seconds of adjustments do the job.
%%inb4: >2.79%%

>> No.684029

>>684026
It has to be precise, which is why I'm wasting so much time and patience trying to get it right. If I can't get it to work and understand the concept on a simple shape then how will I apply it to a complex mesh?

>>684027
I don't see how snap to would help. Whatdo you have in mind exactly?

>> No.684030

>>684029
Are you from India or what?

>> No.684032

>>684030
No, but I am an ESL. I'm talking a little funny atm because I'm trying to stay emotionless instead of exploding at the people who are trying to help me.

>>684028
Part of what pisses me off so damn much about this is that it's a 10 seconds thing in Sketchup, but Blender can't import from Sketchup properly and Sketchup crashes if you try to import anything from Blender like it has 3D AIDS.
Anyway. All sides are supposed to be diagonal, otherwise I could make the lip's faces planar with simple scaling. I could do what you did and then use boolean but that won't work on more complex objects and it's still too much trouble for something that should be working in the first place.

>> No.684033

>>684032
Well it looks like you're wasting your time. Go and watch tutorials instead, you'll get much more profit than trying to perfect out that thing.

>> No.684040

>>684032
If you need precision, why not use CAD software?

>> No.684050

>>683899
>Are you painting directly on blender?
No, I'm using MSpaint

>> No.684081
File: 1.43 MB, 940x634, particle.webm [View same] [iqdb] [saucenao] [google]
684081

is there a way to make a particle spawned object play its keyframed animation at the time that it's spawned by the emitter? So, in the case of this video, I'd like each cube spawned by the emitter to play the "stretch into a long bar" animation independently of each other. I can't figure out how to do it, I don't see any setting that lets me do that sort of behavior.

>> No.684102

>>684081

https://www.youtube.com/watch?v=rmkiRjv7j5c

https://www.youtube.com/watch?v=uawfOac5oRw

>> No.684170
File: 820 KB, 1120x841, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
684170

I'm pretty new to blender and 3DCG in general. Any tips to how I could improve the lighting in this scene?

Everything is lit by a subtle HDRI, acouple dozen point lights and volumetric scattering. But the overall result is pretty boring. Any immediately obvious ways I could improve the look of the scene?

>> No.684172
File: 2.01 MB, 1120x841, 1559094406220.png [View same] [iqdb] [saucenao] [google]
684172

>>684170
tons of tiny light sources will cause tons of fireflies (the white pixels). the meme guru also did some videos about the matter: https://www.youtube.com/watch?v=bum0F00TaKU

also, learn to use "levels" in any graphics program, pic related

>> No.684173

>>684172
just realized the fireflies almost make it look like rain, fitting the intended rainy weather kek

>> No.684174
File: 1.62 MB, 1124x849, Untitled-1.gif [View same] [iqdb] [saucenao] [google]
684174

>>684172
Fireflies aren't a huge problem I think, I'll just render it out longer and denoise it. Thanks for the video, I'll watch it

I toyed around a bit with the color management settings. Which one would you describe as comfier? One is darker and slightly gloomier, and two is warmer and brighter overall. The third one is both combined in photoshop. Personally I think the third looks best... Any input?

>> No.684178

>>684173
>just realized the fireflies almost make it look like rain, fitting the intended rainy weather kek
>>blender tips

>> No.684184
File: 2.81 MB, 1440x1620, THH_WIP3.jpg [View same] [iqdb] [saucenao] [google]
684184

Which one looks better? Top or bottom?

>> No.684185

I like the bottom one better, i think it looks more like you're in the setting and its welcoming you in, and its warmer

>> No.684187

>>684184
Top one is better, try making the lights on the right even more yellowish - thus, warmer and more realistic as the candle/gas lamp wouldn't be as cold and white as on the bottom pic.

>> No.684188

>>684187
Thank you, I appreciate it. On a second look it's obvious the top one looks better

>> No.684189

>>684170
>pretty new to blender and 3dcg
>posts something that a professional would make

>> No.684190

>>684189
You really think so? Well, thanks man.

>> No.684192

>>684185
Sorry I missed your post, I actually agree the bottom one has a more welcoming feel to it. I might end up going with it after all... We'll see.

>> No.684221

Can you align a face to an axis in Blender? If so, how?

>> No.684223

>>684189
>>posts something that a professional would make
>what's downloading complete scene stages and dicking around with them in blender

>> No.684228

>>684223
I didn't though. Every asset in that scene is created by me.

>> No.684229
File: 2.74 MB, 498x372, guts.gif [View same] [iqdb] [saucenao] [google]
684229

how do i make two versions of a material? i want to be able to tweak the material for different objects without changing all of them. ive been at this for hours and no fucking clue what im doing

>> No.684230

>>684229
Create a new material, SELECT ALL PARTS OF THE MESH THAT YOU WANT TO CHANGE and hit assign, then edit the material and mesh like normal

>> No.684232

>>684190
I have serious doubts on whenever you actually made that scene all by yourself, without buying anything. I think you're just lying for attention or you've spent months practicing before posting something worthy. I don't think I could do one thing from that scene and I've been dicking around in blender for a year.

>> No.684233
File: 789 KB, 1920x1016, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
684233

>>684232
I dunno what to tell you. I modeled out building pieces and props from picture references off google and screenshots taken inside Assassin's Creed Syndicate, used Substance Painter to texture them, set up the materials, scene layout and lighting in blender, then post-processing in Photoshop. I've been using blender for a year too. I didn't think I was doing anything particularly mindblowing

>> No.684236

>>684233
You're putting me in depression when I look at my scenes and they look like some shit from a 90s game cover. I guess 3D isn't for everyone.

>> No.684237

>>684236
Don't worry, anon. We're all gonna make it. Just stay motivated and stay true to your ideas and you can't not get better.

>> No.684252

anyone knows how to do creases and folds on clothes?
something like this
https://www.youtube.com/watch?v=CEwlwlLabaY

>> No.684256
File: 72 KB, 1920x1080, 1547373060100.jpg [View same] [iqdb] [saucenao] [google]
684256

How do i denoise animations without flickering in blender?

Can 2.8 do smoke / fire / volumetric fluids yet?

>> No.684280

>>684256
you mess with the light paths

>> No.684286

>>683243
That better be the start of a daisangen and not a yakupai hatsu you shitter.

>> No.684298
File: 220 KB, 1650x704, leaves.png [View same] [iqdb] [saucenao] [google]
684298

Pic related is the leaves of a tree of a model I was inspecting. There is an amorphous, low poly base and then hundreds of quads spread on its surface. There were maybe 10 different leaves in the texture file for the quads.
I'd like to replicate it. Question: is there a method to place quads on a surface, with random rotation, easily? Or does it have to be done by hand?

>> No.684299

>>684298
Use particle systems. I'm not sure but perhaps you'd have to make a separate system for eash type of your leaves. Use weights or vertex groups to distribute leaves as you see fit. I don't know mush about particle systems, so you'd want to play around with settings or watch some tutorials.

>> No.684300

>>684299
I don't know a thing about particle systems, I'll check it out. Thanks.

>> No.684301

>>684300
For starters, you can watch tutorials about hair/fur, as it is usually done using particle systems. And read the docs ofc.

>> No.684303
File: 49 KB, 407x627, leaf particles.jpg [View same] [iqdb] [saucenao] [google]
684303

>>684301
Thanks again. It'll take some time to get it right but setting the basis is very quick.

>> No.684304

>>682188
>>download blender
>>opens up
>>whew very quick
>>Z is up and down
>>closes blender
>>into the fucking trash it goes

what the fuck?

>> No.684307 [DELETED] 
File: 43 KB, 600x503, DTbWux8WkAUOZZx.jpg large.jpg [View same] [iqdb] [saucenao] [google]
684307

>>684304
Have sex

>> No.684308

>>684280
wait...w-a-a-a--a-a--aa-a---aa-t?

>> No.684319

>>684307
Houdini is right-handed, Y-up. Your argument is invalid.

>> No.684320

>>684304
>Unable to adapt
That makes you a failure. not the program.

>> No.684329

>>684307
Wish they got that shit standardized already. I don't even care what, make it X-up so everybody loses, just make it the same everywhere.

>> No.684330

>>684329
PROTIP: It doesn't fucking matter.

>> No.684331
File: 188 KB, 897x699, help.png [View same] [iqdb] [saucenao] [google]
684331

>>682188
So I've never really done facial topology before and have been experimenting. How would I change this so that the edge loop goes around the highlighted faces as opposed to the current purple line?

>> No.684335
File: 126 KB, 897x699, 1469327437077.jpg [View same] [iqdb] [saucenao] [google]
684335

>>684331
Edge loops always run through opposite edges of a single face. You have to merge red vertices and create an edge where green line is to turn edge loop in that direction (dotted blue is what your quad should turn into). It'll make that quad in the middle into a n-gon, obviously, so you'll have to find your way around it.

>> No.684337

>>684335
Oh, and that will also mess up other nearby quads, keep that in mind. Well you said you are experimenting anyway, so, like, good luck with that.

>> No.684353
File: 159 KB, 947x735, help.png [View same] [iqdb] [saucenao] [google]
684353

>>684337
Thanks bro. Can't do loop cuts on an ngon but I completely didnt realize that its just following the opposite edge.

>> No.684355

>>684304
>>684307
>>684319
>>684320
>>684329
>>684330
Lol I don't give a shit, it's just three meaningless fucking letters. It could be A B and C for all I care.

>> No.684417
File: 2.93 MB, 640x360, Sculpt vertex colors Color filter tool - This new tool allows you to tweak all the colors of the sculpt at once. It has the same adjustments modes a.webm [View same] [iqdb] [saucenao] [google]
684417

>>683349
sculpt branch

This new tool allows you to tweak all the colors of the sculpt at once. It has the same adjustments modes as the current vertex color operators, but with much better performance.

>> No.684420

>>682188
Blender 2.8 takes a retarded amount of time to compile shaders (Shaders Compilation). Is there anyway to stop it from happening automatically whenever I make changes to a node tree? It really slows down progress when just connecting one node to another takes 60+ seconds to calculate.

>> No.684421

>>684420
Are you using cycles? If that case, obviously go into solid view or lookdev when making changes to materials. If you're using Eevee you got some bigger problems.

>> No.684428

Do you guys know any add-ons for xshade .xsh files?

>> No.684431

>>684417
A real 3D app with good sculpting functionality? Soon, ZBrush is gonna be rekt.

>> No.684433

>>684431
>ZBrush is gonna be rekt.
not anytime soon

>> No.684434
File: 1.73 MB, 315x295, 1558634821105.gif [View same] [iqdb] [saucenao] [google]
684434

>>684417

The guy has a Patreon now so I guess for whatever reason the Blenderfoundation didn't take him in (too meddlesome for them?)

>> No.684436

>>684434
He's probably not liberal enough. I mean, have you seen his artwork? Full of joyful, lighthearted feminine grace. He didn't choose to represent LGBTIAQ+ culture, and deaf ears from the Foundation is how he's paying for it.

>> No.684437

>>684436
What?
Please elaborate on the foundation being like that.
How extremist are they about their beliefs?

>> No.684439
File: 13 KB, 309x351, 3673.jpg [View same] [iqdb] [saucenao] [google]
684439

>>682192
>>684436
I'm assuming you're the same guy.
What exactly makes you think that the BF is hysteric in that way?
Whenever I see photos or videos with the staff I don't see dozens of trannies or pink haired butchdykes, so what exactly are you on about?

>> No.684440

>>684439
>I don't see dozens of trannies or pink haired butchdykes
That is exactly their problem. They're not inclusive enough like the industry standard companies. They will never make it.

>> No.684448

>>684434
>The guy has a Patreon now
Blender really need developers like him. The problem is that the blender fundation will pay him a couple of months at best this summer, if he had a studio that supports him like the grease pencil team he could keep the develop I suppose ...

>> No.684450

>>684448
>inb4 he's hired by Pixologic

>> No.684454

>>684450
and then spit out again a year later after they sucked out all the knowledge out of him lmao.
it's all so tiresome.

>> No.684458
File: 17 KB, 707x728, i keep screaming but god wont aswer me.jpg [View same] [iqdb] [saucenao] [google]
684458

First ever try at sculpting. It was supposed to be a human face, somehow.

>> No.684464

>>684454
If they hire him is not to gain from his knowledge, but to stop Blender from growing and chipping away at their user base.

>> No.684466
File: 30 KB, 246x200, 1458523541588.png [View same] [iqdb] [saucenao] [google]
684466

>still no object-based motion blur in 2.8
HURRY UP AAAAAAAAAAAAAA

>> No.684485

>>684428
The files is from an old game and I can't find any guides for it so if anyone knows anything that would be cool. If I open them in a hex editor they all start with SHPX if that's any help

>> No.684493

>>682723
>>682484
Modeling cloth was also recently updated for Blender 2.8.
https://www.youtube.com/watch?v=jNXBYI-WPU4

Nowhere near MD yet, but the basic principles are there, so it might get pretty good in time.

>> No.684494

>>682546
>>682704
>>682717
Ooor you can just use the free jiggle bones-addon?

>> No.684495 [DELETED] 
File: 197 KB, 1521x821, fireflies.jpg [View same] [iqdb] [saucenao] [google]
684495

Does Blender have some sort of community made startup for cycles that makes rendering as easy as SFM? Like a script that applies a bunch of lights, such as rimlights.

>> No.684498
File: 1.80 MB, 1920x1080, baby's first render.png [View same] [iqdb] [saucenao] [google]
684498

pls, rate baby's first render.

>> No.684513

>>684421
Sounds like I've got some bigger problems, lol.

>> No.684514

>>684493
The dev of that addon is a damn hero and you're amazing for informing me about the update! Made my day.

>> No.684523
File: 7 KB, 412x180, blender_2019-06-01_00-05-30.png [View same] [iqdb] [saucenao] [google]
684523

I have some .fbx files im trying to open but when I do I get this message. If I convert them first then they get all jacked up and the text file is saying it couldnt find the texture because it is leading to the hard drive of the person who made them originally. Anyonw know how to fix this?

>> No.684524

>>684498
The cup looks fake but the rest looks believable

>> No.684533

>>684498
Try plugging fresnel into the roughness of your material and setting it to the IOR of glass or ceramic for the cup. That should get you a less mirror-like result without reducing the reflectiveness, it just makes it so that angle influences the brightness of reflections.

>> No.684545

>>684523
Use the official FBX SDK to avoid most issues when working with that format.

>> No.684547

>>684545
how? I got these from someone else I dont have autodesk

>> No.684553

>>684523
You could try converting from FBX to another format first. Autodesk has an FBX converter available for free on their website.

>> No.684579

>>684493
looks great, this guy and the one from the sculpt branch should be hired to integrate all that

>> No.684582

New bNPR show
https://www.youtube.com/watch?v=uweAo4VkqFY

>> No.684603

>Help my IK doesn't work!
>Move the knee/elbow/joint forward
Okay yeah sure that ""works"", but what's the actual solution?

>> No.684610

I model primarily in blender. But I have an AMD laptop with a 5750m GPU that cycles will not render on. Will marmoset toolbag render on my gpu? Is it better than cycles? Pros and cons? Anyone with experience can share?

>> No.684614

>>682192
Holy shit shut the fuck you fucking jew nigger faggot cuck, no one gives a fuck

>> No.684624

>>684458
just look at some sculpting tutorials. should also watch some quick quides on how to draw a human face, same principle applies.

>> No.684636

>>684547
Use any of the tools with standard FBX support (Maya, Max, Houdini, C4D, Modo come to mind) to convert the file to a format supported by Blender.

>> No.684696
File: 2.67 MB, 1298x720, 1528996103262.webm [View same] [iqdb] [saucenao] [google]
684696

FUGGEN MAGIC
https://www.youtube.com/watch?v=PwfSlPpBfbw

>> No.684702

>>684696
>Meanwhile at DE's Warframe dev team

>> No.684703

>>684696
Oh wait my webm uses another addon
https://gumroad.com/l/KZllV

>> No.684727
File: 11 KB, 645x773, 1546685793811.png [View same] [iqdb] [saucenao] [google]
684727

>>684696
OH BOY, will you see that being overused in every fucking portfolio and upload now with the original presets or maybe one thing slightly changed.
His idea and addon are great but it automates too much in one go that it's too much simplified power in the hands of those who made their first donut a week ago.

The road to hell is paved with good intentions.

>> No.684728

>>684727
That's nothing new. Good artists will know not to rely on it too much.

>> No.684732

>>684727
So what? You know good art when you see it, no matter how much cheap stuff is lying around.

>> No.684745

Alright, I'm new to the board, new to Blender, and have a few questions and/or requests.
A) What Blender Addons or Scripts do you highly recommend for Hard Surface Modeling, or organic Sculpting. They can be Free, Paid for, or Included with the basic package.
B) What are your thoughts in general on the MeshMachine, Kit Ops, and Hard Ops/BoxCutter addons and Community/Ecosystem? New BoxCutter looks amazing with the whole Non-Destructive workflow, but I want your criticisms and the general community view on them.
C) Do you guys have a Repo/Mega/Share Thread dedicated to housing these resources?
D) Lastly, are there any Alternatives to the Wonder Mesh addon? It seems Dead and won't go to 2.8, and as the one addon I purchased, it's the only one I can highly recommend: Parameter-based Primitives, leting you insert a basic Cylinder, Enter an outer Radius for the width of the cylinder, an inner radius to let you turn it into a pipe, a full XYZ segmentation parameter option so you can add loops in easily, and a radial setting so you can make Half-pipes or Pie Slices out of it, and entire set is much the same..
Not trying to be a shill for this, I just want those features in an addon for 2.8, and want any substitutes you may have.

Apologies if I'm unknowingly repeating some bait or meme that you guys have to deal with, and also apologies for being new in case I just missed the answer to one of my questions in the Pinned Thread. Thanks for any prompt response.

>> No.684763
File: 13 KB, 523x74, 2019-06-03-1559521987_523x74_.png [View same] [iqdb] [saucenao] [google]
684763

>>684493
ok who of you fuckers was this,
his channel is even filled with nothing but skyrim mod milf walkcycle videos he made kek

>> No.684852

>>682192
>implying there's an industry standard
based mongoloid poster

>> No.684853
File: 2.04 MB, 1920x1080, cup Final Contrast.png [View same] [iqdb] [saucenao] [google]
684853

>>684524
>>684533

Finished the scene. What do you think?

>> No.684864

I'm just getting started with blender 2.8, never tried modeling before, I'm so-so at drawing and got a shitty tablet from 2012 or something.
I was reading the FAQ and Blender is barely mentioned in comparison to Max or Maya, how come? is the FAQ outdated? Me being an ignorant faggot regarding modeling have never heard about those programs and it's only Blender this and Blender that.

>> No.684915

>>683932
>wait for a 2 day render to finish because PC is shit
>hop back on and miss click to shut down blender
Just went to bed and started fapping to futa girls for a while

>> No.684919

>>684915
You deserve it for being a fucking futa faggot. Next time instead of jerking off just go throw yourself in front of a train.

>> No.684941

I'm sory if it's one of those questions asked all over again, but can you guys direct me to a good course (paid or free) that teaches you character modeling for games?

>> No.684950
File: 2.92 MB, 1920x1080, mug8.png [View same] [iqdb] [saucenao] [google]
684950

my first ever 3d objects! i've been playing with blender all day, it's pretty fun

at first i only wanted to use it for drawing reference, but i might actually learn 3d as well

>> No.685077

>>684745
Definitely would recommend RetopoFlow (free) for your retopology needs, BoolTool (included) for quick booleans, you can also play with AMD ProRender, if you have AMD card, didn't test it too much, but it renders faster and looks better than Cycles (especially since my AMD GPU isn't supported by Blender).

>> No.685092
File: 585 KB, 960x600, Sculpt_Rubberbanding_thing.webm [View same] [iqdb] [saucenao] [google]
685092

I'm a complete absolute newfag with blender, I mostly use models made by people better than me.

I need to move a part of a model for a scene, but it keeps rubberbanding back to it's original shape.
Anyone know what might be causing this or what I should google?
I tried googling sculpting issues and reverting and stuff but I only found threads to an unrealted sculpting bug.

Attached is a webm showcasing the issue.

Thank you for your time.

>> No.685345

>>682189

>> No.685384

Noob to blender, really want to learn how to use this. Anyone have any decent guides for retards such as myslef?

>> No.685388

>>685384
https://www.youtube.com/watch?v=VT5oZndzj68

>> No.685838
File: 128 KB, 1389x871, invisibones.jpg [View same] [iqdb] [saucenao] [google]
685838

Problem i've noticed when opening older 2.8 files is that the bones aren't visible. Unhiding or display settings seem to be the same and they will still rotate if selected from the outliner. New bones or imported models show up fine.

>> No.685955
File: 68 KB, 516x588, blender_12ObJnQYfe.png [View same] [iqdb] [saucenao] [google]
685955

first attempt at poly stitching a character model; it's not finished.

>> No.685997

>>682188

Is it true that you can't use vertex group with the multiresolution modifier? It would be very useful for creating masks

>> No.686003
File: 55 KB, 706x615, drzewo.png [View same] [iqdb] [saucenao] [google]
686003

my first blender model from a tutorial
i will now try to make other objects on my own

>> No.686107

>>685838
Maybe dumb question but have you checked that they're not on a hidden layer?

>> No.686108
File: 18 KB, 462x156, unknown[1].png [View same] [iqdb] [saucenao] [google]
686108

>>686107
Yeah. Turned out it was a visibility options that somehow got clicked off. Must have been a ui change thing.

>> No.686333

Why are my blender models lower poly in object mode than in edit mode?
I don't understand anything.

Also, is there an addon that makes the camera not absolute garbage, I have been spoiled by working on CAD programs with better controls.

>> No.686379
File: 2.29 MB, 1920x1080, wysepka.png [View same] [iqdb] [saucenao] [google]
686379

why all of yours first try shit looks a light years better than my stuff

>> No.686380

>>686379
That's fine for a first one, you humblebragging seeker.

>> No.686440

>>684702
kek

>> No.686455

>>686380
>humblebragging seeker
Hah, gottem.

>>686333
Do you have subdivision modifier on?
Check when it's enabled - object mode, edit mode, render.
It's the three buttons on the Modifier.

>> No.686511

>>686455
Only modifier I have is armature.

>> No.686531

>>686333
the camera is nice once you get used to it. make sure you select what you are working on and press the period key on your numpad to center yourself on it.

>> No.686546

>>686531
I can't seem to get used to it.

How do you reset it after you dolly it around with shift and middle mouse button?
I can't find a clear answer to it, everytime I google it, the results are about the rendering cameras.