Quantcast
[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

2017/01/28: An issue regarding the front page of /jp/ has been fixed. Also, thanks to all who contacted us about sponsorship.

/3/ - 3DCG


View post   

[ Toggle deleted replies ]
File: 287 KB, 1440x1920, julien-kaspar-08-28-femmefatale.jpg [View same] [iqdb] [saucenao] [google] [report]
685339 No.685339 [Reply] [Original]

Previous thread: >>682188

>> No.685340
File: 24 KB, 400x400, 1558482237537.jpg [View same] [iqdb] [saucenao] [google] [report]
685340

any info on when this guy will be finally part of the permanent team?

>> No.685357

>>685339
>lol what is perspective

>> No.685359

Retarded question from a beginner. Should I be doing my models in a specific size? I know you can just resize everything but what about the textures and shit? I don't think it would be good to have gigantic files for it.

>> No.685391

>>685339
Whats the best way to light a scene? Are hdri's better than lamps?

>> No.685392

>>685359
usually it's recommended to build them to real world scale, eg the size cars, humans or houses are in the real world. Obviously this is not possible with extremely small (virus) or extremely large (like galaxies) objects.

>> No.685393 [DELETED] 
File: 2.48 MB, 640x360, I ported the dirty vertex colors operator from vertex paint to sculpt mode. It was written in Python and now it is written in C as a mask filter. It i.webm [View same] [iqdb] [saucenao] [google] [report]
685393

>>685340
the last thing that he did was to fix the cavity mask operator now all the previews of the sculpt branch are for his parteons first and after a couple of days for everybody, he also upload builds there, wich is reasonable because you can pick that from graphicall too
"I ported the dirty vertex colors operator from vertex paint to sculpt mode. It was written in Python and now it is written in C as a mask filter. It is up to 90 times faster. You can use it to generate cavity masks and then apply colors or deformation with other filters"

he did a livestream a month ago with other Spaniards too, he is the first guy

https://www.youtube.com/watch?v=xOAx0a2RlRE

>> No.685395 [DELETED] 

>>685340
the last thing that he did was to fix the cavity mask operator now all the previews of the sculpt branch are for his parteons first and after a couple of days for everybody, he also upload builds there, wich is reasonable because you can pick that from graphicall too
"I ported the dirty vertex colors operator from vertex paint to sculpt mode. It was written in Python and now it is written in C as a mask filter. It is up to 90 times faster. You can use it to generate cavity masks and then apply colors or deformation with other filters"

he did a livestream a month ago with other Spaniards too, he is the first guy sculpting

https://www.youtube.com/watch?v=WQeSonSf1sw

>> No.685396
File: 2.48 MB, 640x360, I ported the dirty vertex colors operator from vertex paint to sculpt mode. It was written in Python and now it is written in C as a mask filter. It i.webm [View same] [iqdb] [saucenao] [google] [report]
685396

>>685340
the last thing that he did was to fix the cavity mask operator now all the previews of the sculpt branch are for his parteons first and after a couple of days for everybody, he also upload builds there, wich is reasonable because you can pick that from graphicall too
"I ported the dirty vertex colors operator from vertex paint to sculpt mode. It was written in Python and now it is written in C as a mask filter. It is up to 90 times faster. You can use it to generate cavity masks and then apply colors or deformation with other filters"

he did a livestream a month ago with other Spaniards too, he is the first guy sculpting

https://www.youtube.com/watch?v=WQeSonSf1sw

>> No.685399

>>685391
a combination of both works well honestly

lights are great to design your shot and tell a story through your lighting, instead of relying on plug-and-play results... but I still use HDRIs for look-dev and as fill lights in my scenes

>> No.685400

>>685359
>>685392 this
most renderers produce the most accurate and efficient results at real-world scale

>> No.685419

>>685391
Technically speaking, lights are better than HDRIs as they are easier for the engines to resolve. But artistically, that's the same as asking what lighting works best for a set, a portrait, a still-life, etc.; you have to realize an artistic goal, and it's your job as the artist to come up with the right means for it. If you have absolutely no clue as to where to start, try reading some books about lighting in photography.

>> No.685424

>>685419
>Technically speaking, lights are better than HDRIs as they are easier for the engines to resolve.
I depends on your render engine. Most pathtracing engines vastly prefer HDRIs to lights. Pathtracing works best - converges faster, is more accurate - with lot of big lights completely illuminating the scene, and many HDRIs are 360° lights. You can be an order of magnitude faster by using HDRIs instead of lightings in many occasions.

Lights, especially point-like lights, are a nightmare for pathtracing. Especially when the point-like light is in a recess or the scene isn't properly alight.

>> No.685442

I got so used to looking up, hearing and getting excited about new features that it kinda feels strange when there are longer stretches without a happening...

>> No.685456
File: 108 KB, 658x1634, loop.jpg [View same] [iqdb] [saucenao] [google] [report]
685456

Anyone know a good way to get this crossbar thing to connect to the body without making an entire loop for it?
I feel like a lot of my hard surface stuff ends up using a lot of extraneous loop cuts and makes shit super messy. I feel like I should be using the knife tool in certain places to isolate areas so the mesh isn't a mess of loops, but I've got no clue how I should be using it. If there's any good vids on that sort of thing it'd probably help.

>> No.685469

how do you export if a video has audio? if it doesn't im ok with the default (png) and then ffmpeg but what if there's audio?

>> No.685477
File: 601 KB, 700x2664, blender3d_rendering_eyebrow_in_front_of_hair_by_mclelun-d8netpl.jpg [View same] [iqdb] [saucenao] [google] [report]
685477

what's the 2.8 equivalent of mask as used in this tutorial?

>> No.685480
File: 60 KB, 1280x989, uploads_1520269505260-shrine-s320180304-4-13idtho20180304-4-13m93ik.png [View same] [iqdb] [saucenao] [google] [report]
685480

How do I made quad junctions in blender?

>> No.685486
File: 83 KB, 629x1057, Image 001.png [View same] [iqdb] [saucenao] [google] [report]
685486

>>685469
In the encoding options there's a section about audio. Just pick a video file type, then pick a codec and bitrate.
For obvious reasons, you cant export image sequences with audio. Since they're individual images.

>> No.685489

Hello, blendlets. I have a question about rigging in Blender.
I'd like to make a rig similar to this video.

https://www.youtube.com/watch?v=axr-XZOE6UI

However, I'm not sure what this technique is called.

Does anyone have more information about this style of rigging? What is the technique called? Is there a term for it?

I apologize in advance for being a newb at Blender. I have the general basics of sculpting down, but I'd love to delve further into rigging specifically.

>> No.685512

>>685489
it uses the skin wrap modifier and I suppose Transformation Constraint, it's on the https://cloud.blender.org/p/blender-fundamentals/

https://www.youtube.com/watch?v=9kW8tGrCK1g

>> No.685513

>>685489
just in case you couldn't understand this >>685512 you have to apply Transformation Constraint to the object and control it with the bone rotation, in that example he uses the object to control the bone

>> No.685517

TexTools got ported to 2.8. Time to party. https://blenderartists.org/t/textools-for-blender/700811/393

>> No.685518
File: 32 KB, 688x578, 9ee.png [View same] [iqdb] [saucenao] [google] [report]
685518

I'm a completely new to Blender and I just wanted a quick 3d box with a png texture for my Unity game and I have watched 3 tutorials and sill don't know how to do it, my results are always different than on the video
why is something so simple as adding a texture so complicated

pls help

>> No.685519

>>685512
>>685513
Thanks anon! I'll check this out. Really appreciate it.

>> No.685520

>>685518

nevermind, I have figured it out

>> No.685522

>>685480
For 2,3 extrude, scale down, grid fill

>> No.685525

>>685517

B a s e d

>> No.685528
File: 1.48 MB, 925x1238, blender_lTqRj3iBsJ.png [View same] [iqdb] [saucenao] [google] [report]
685528

hey so heres a blender waifubait thingy i made

>> No.685530

>>685528
Nice start, now finish it.

>> No.685541

>>685528
>>685530
This. And don't cum on it this time.

>> No.685563
File: 325 KB, 877x654, Untitled.png [View same] [iqdb] [saucenao] [google] [report]
685563

>>685339
I am currently looking for a blender artist to help clean up and port models to the Unity engine for an H-Game. I am willing to setup payment, and offer other stuff: code, changes to the game you want, etc. As of now a huge chunk of the code is done and ready to go.

>> No.685569

>>685392
>>685400
This sounds like bullshit but I'm too retarded to know if it's true or not.

>> No.685570

>>685569
It's real man.
Having everything modeled on real dimensions makes sure that everything is proportionally consistent.
It's not a hard-and-fast rule, but if you do use the proper scale and stuff, everything ties together nicely.
It also helps if you've got multiple assets in different files and shit. Say you modeled a car earlier using the proper scale, and you bring it into an environment that you've also modeled at a proper scale. The car will just work with the scene as soon as it's put in without any fucking around with scaling the car to look right.

To quote a true visionary...
"It just works."

You don't have to be super duper accurate and anal about every little measurement (often times just having a human model to compare against for scale works), but it's a good practice overall.

>> No.685580
File: 406 KB, 2518x1024, 15533653556200.png [View same] [iqdb] [saucenao] [google] [report]
685580

>> No.685584
File: 49 KB, 762x960, 1552343053688.jpg [View same] [iqdb] [saucenao] [google] [report]
685584

>>685569
>classic /3/

>> No.685585

How or where can I change the shortcut for the "Change Pivot Point" option? I can't find it in the Input preferences.
I'm using the pie menu addon btw.

>> No.685588

>>685585
I just set it to the quick menu (Q). Specifically "Origin to 3d Cursor". It's been way quicker than a shortcut.
I think you can just right-click the menu item and set the shortcut there though if you want.

>> No.685617

>>685339
I'm not sure how to phrase this, but how do i prevent selections on vertices/edges that are facing away from the view?

>> No.685619

>>685580

fucking kek

>> No.685623

>>685359
3dsmax dude here.
Reescaling actor characters is a fucking PAIN IN THE ASS: because how morph targets works, the reescaling make the morphs either extreme or inexistent, so you also have to reescale the morph target models and re-apply all morphs and re-make all controllers.
What is the best scale for a model/actor? Well, ask the FUCKING SOFTWARES YOU´RE WORKING WITH - Zbrush handles very large models completely wrong, even the largest brush scale appears tiny in those cases, and the normal scale (using Zbrush standard t-pose male model as a base) results in a biped with the size around 8 or 10 in 3dsmax (when standard scale is 100). Now, suppose you´ve exported from zbrush to 3dsmax and rigged the bastard. Now export it to Unity, to the standard starting scene (that one with the workbench): where the fuck is the model? Oh, it´s in the viewport alright... in a MICROSCOPIC SCALE.
Enlarge it 1000% to make it BARELY VISIBLE, and another 456% to fit in the scene.

>> No.685624

>>685623
So I take it you have a ZBrush cowboy in your team?

>> No.685627

>>685623

Why would you import a fucking rig inside zbrush.

>> No.685630
File: 46 KB, 1280x720, mist.jpg [View same] [iqdb] [saucenao] [google] [report]
685630

Why does blender still use legacy rendering techniques like the laughably outdated mist pass which doesn't even work with a glass shader because it's added in post, like unless you are designing ironic hipster vaporware graphics that are made to look like 90's 3d why the fuck would you even use this garbage?

>> No.685637

>>685630
There aren't any better free options.

>> No.685639

>>685637

Well, there's the volume scattering shader too that you can asign to a domain. I've just started playing with it but it seems to give much more realistic results.

>> No.685640

>>685623

Zbrush mesh scale determines brush strength, dynamesh and zremesher too. You have to hit a sweet spot every fucking time to have a good zbrush experience.

>> No.685645
File: 15 KB, 307x167, Annotation 2019-06-10 224848.jpg [View same] [iqdb] [saucenao] [google] [report]
685645

>>685617
There's this button.

>> No.685660

I imported Travis Touchdown's Collada model to blender but for some reason when I zoom in shit disappears, like clipping into the model, is it something with Collada models or what?

>> No.685663
File: 16 KB, 185x231, 1548400936520.png [View same] [iqdb] [saucenao] [google] [report]
685663

>>685660
Check your object's scale and camera clipping settings in the "N" panel.

>> No.685664

>>685637

Plenty of free options on CGPeers.

>> No.685680
File: 96 KB, 1920x1080, untitled.jpg [View same] [iqdb] [saucenao] [google] [report]
685680

>model gets worse the more work you put in it

>> No.685684

>>685664
I'm not going to commit a felony just to make 3D in my spare time. Plus fuck Autodesk.

>> No.685695

>>685630
Just because you're to retarded to actually see if there's other options doesn't mean that there isn't.
There's Z-buffers and other options as well.

>> No.685703
File: 595 KB, 476x351, silhouette_brush.gif [View same] [iqdb] [saucenao] [google] [report]
685703

2019, I am forgotten

>> No.685710

>>685703
sad!

>> No.685712

>>685684

>moralfagging usmutt goy

kys

>> No.685733

>>685703
why do this and waste time trying to clean up, when you could just extrude and resize then mirror all done.

>> No.685734

>>685630
mist pass? no. that's not the only way to make mist im 80% certain.

you can do it with volumetric effects, its an old feature actually.

>> No.685747

>>685663
Cheers.
Also where do i see the data of a single object? Because on the lower right I can only see the data of the whole collection.

>> No.685781

>>685733
>unable to understand examples giving some hint of what you could do with a tool
That's why you won't get anywhere.

>> No.685810
File: 201 KB, 730x754, Catalina.jpg [View same] [iqdb] [saucenao] [google] [report]
685810

>> No.685814
File: 13 KB, 657x527, ok.png [View same] [iqdb] [saucenao] [google] [report]
685814

Im usually a sad and unmotivated stoner but im almost done with my Donut and its kinda fun, i struggle sometimes cause i dont know how to control the camera and shortcuts like i want but its ok

Thanks /3/ ill show you my donut soon

>> No.685819

>>685810
thhats fucking secksy

>> No.685842

>>685810
This is a blue board.

>> No.685845

>>685842
Hey, if that turns you on, it's entirely on you, mate.

>> No.685865

>>685810
The expression is cool, but that elbow is broken.

>> No.685870

>>685734

Uh yeah, that was the point of my whole post. Why do people still use it?

>> No.685880

>>685810
>Furshit

Burn in hell degenerate

>> No.685882

>>685870
because its faster. shader effects are really heavy

>> No.685901

>>685580
Should've made the bulge look like Suzanne.

>> No.685903
File: 18 KB, 470x179, Untitled-1.png [View same] [iqdb] [saucenao] [google] [report]
685903

So I imported a .fbx game model with the armature but the armature seems to be at the top , containing the mesh which is strange since it should be the opposite. Anyone know why, cause I can't even toggle xray.

>> No.685908

>>685901
kek

>> No.685913

>>685865
Thanks for pointing it out, i'm going to fix it.
>>685880
Tbh i don't like furries but i like money.

>> No.685919
File: 82 KB, 589x486, interdasting_.jpg [View same] [iqdb] [saucenao] [google] [report]
685919

>>685913
>Tbh i don't like furries but i like money.
Well and it shows.
For some reason every furry artwork made by artists who solely do it for the money make them with expressions that kinda tell it right away. Can't point it out exactly but yeah, technically ok, lighting is kinda shit and no soul in it whatsoever.

>> No.685922

Anyone know how to set up a collar bone rig like the one shown in the second gif here: https://blender dot stackexchange.com/questions/41539/shoulder-deformations

I can do it in a really simple fahion with copy rotation constraints, but I was looking for the gradual increase in motion as the upper arm is raised.

Unfortunately the model that's linked in the comments doesn't help. Any other sample rigs for this out there?

>> No.685923
File: 1.01 MB, 563x361, UtWf0.gif [View same] [iqdb] [saucenao] [google] [report]
685923

>>685922

>> No.685924

>>685923
How2blue circle things?

>> No.685925

>>685924
simple constraints, different types of constraints, those are just rotation constraints, and they need to be in their respected hierarchy if they are to follow the movements of objects higher in the hierarch.

>> No.685927
File: 11 KB, 225x225, 1531583928441.jpg [View same] [iqdb] [saucenao] [google] [report]
685927

>>685919
>every furry artwork made by artists who solely do it for the money make them with expressions that kinda tell it right away

>> No.685939

>>685870
Faster to render, quicker to set up to get a result instead of fiddling around with camera settings and shit, don't have to worry about scene scale and volumetric shit.
I'll use mist pass just use as a quick depth render to use in post for atmosphere. Just to get things looking right, then when I'm happy I'll use volumetrics and other effects.
It's about giving people options to use whatever they need to solve whatever problem they have. There's other uses for mist passes than just mist.

>> No.685941

>>685919
Yeah, Tbh i think that i need to improve the lighting too.

I feel that i was ambiguous in my last affirmation, i don't dislike Furries (The people), its just not my thing.

As for the soul, i'll call a spiritualist to see what we can do about it.

>> No.685942

>>685810
Finally some good fucking yiff model.

>> No.685949 [DELETED] 

>>685923
That`s really good anon, could you please show me the weight paint on these bones?

>> No.685950 [DELETED] 
File: 31 KB, 315x271, these.jpg [View same] [iqdb] [saucenao] [google] [report]
685950

I forgot the picture

>> No.685960

>>685941
>i don't dislike Furries (The people)
It's okay to dislike most the community.
They have a lot of awesome artists but oh boy you better stay the fuck away from the community. There are tons of people who're literally in only for the art/porn.

>> No.685961

>>685960
>There are tons of people who're literally in only for the art/porn.
How is that bad?

>> No.685976

So I looked up the base artwork for OP, and, I must say, I'm quite disappointed in the way it was translated to 3D. It got all blobby and with inaccurate proportions. Yet the comment section on FartStation is full of jerking off from Blender users.

I don't think we deserve this. We ought to be more critical with what we create. Otherwise, no one will ever take Blender seriously, and we need that of we are to some day take the place of Autodesk.

>> No.685984

>>685976
artstation sucks in general, blender is a good tool with 2.8 since its actually intuitive now (3dsmax fag here, no more license fees thanks to this update), blenderfags who dont just use the tool within an actual development pipeline will always jerk it over corn syrup shit made with it

>> No.686004
File: 2.06 MB, 7680x4320, merged.jpg [View same] [iqdb] [saucenao] [google] [report]
686004

I wish I could model better. I'm sick of posing pre-made stuff.

Can anyone recommend a good free tutorial for making photorealistic human characters? I know there's a lot out there, and that's part of the problem. I don't need a million different ones, just one good one.

>> No.686005
File: 155 KB, 2033x1230, 1557246238823.jpg [View same] [iqdb] [saucenao] [google] [report]
686005

>>686004
This Udemy tutorial was posted here some time ago. I think it nails what you're looking for.

>> No.686006

>>686005
>this kills the man

>> No.686007
File: 49 KB, 950x558, a.jpg [View same] [iqdb] [saucenao] [google] [report]
686007

how do I make this scene better ?
the thing should be a robt with head blown off.
Im too tired to set up texturepainting or any textures with normals, or more than 1 texture at all

>> No.686008

>>686007
That terrain's got that stock Windows 95 pattern wallpaper vibe going on my dude.

>> No.686009

>>686007
Overlay a scaled up terrain texture onto your terrain material.

>> No.686015

>>686007

Ground and textures are flatter than the lies us gov peddled during Vietnam war

>> No.686027

>>686015
>>>/pol/

>> No.686038

>>685976
>Fartstation

All "normal" art communities highly encourage asslicking and criticizing is frowned upon, especially since that particular place became kinda the modern business card to show around for artists. In some communities even really good constructive critique gets replies like "oh so you have to be THAT guy..." or "there goes the good mood" by the group of fans flocking around the account.
So far I only get good replies when I explicitly fucking ask for them. /3/ used to be good in that regard since replies were usually harsh but often actually fair and to the point and they actually helped. Couple years back it was like a 1/3 shitposts, now it's like 3/4 and more with those brain amputated software faggotry thrown in so I don't know what even the use of /3/ is at this point despite all those ledditfags coming here, saying the place is to shitpost or for those who got banned over there.

>> No.686039
File: 57 KB, 1280x800, low-poly-tree-3D-model_D.jpg [View same] [iqdb] [saucenao] [google] [report]
686039

this question is corelated with Unity

is it possible to create a random animation? not just a "recorded" animation that was randomized that is the same every time
but one that is different always
say I have a tree and I want the leaves or whatever to move slightly but the movement to be random
I know I can use c# scripts in Unity to randomize transformation/scaling but this is too basic
say the tree is more complex and I wanna add bones into it, now I can't do this in Unity
so it would have to be an animation that I do in Blender and then export to Unity
is this even possible?

>> No.686055

>>686039
Just load a couple of shapekeys and mix them
https://www.youtube.com/watch?v=unFd5a9-Ga8

>> No.686056

>>686005

Cant believe these fuckers are millionaries.

>> No.686058

>>686056
They do make good money, but not like it may seem from the number of enrolled students.
Almost all of these tutors give away 100% discounts to other teachers on their FB group so they can give feedback to each other, and those codes get leaked on forums where thousands of people sign up for free.
And that's not counting when they do actually release promo codes themselves.
I wouldn't be surprised if more than 75% of the students of the average course got in for free.
Then consider all the discount codes that get passed around (most of which last much longer than the free codes), and all the promotions that Udemy does where courses get as much as 85% or even 95% discounts (if you want Udemy to promote your course you have to agree to this, because if you don't your video will be much harder to find).
So of even the students who paid (already a mall amount), almost all of them didn't pay the full price.
Then take Udemy's cut (which IIRC is 0% on discounted purchases) and taxes out of the equation, and you're left with much less than what it looks like from the outside.

t. guy who used to add these courses for fun a few years ago (my account has more than 10k courses, most of which non-free, and I never paid anything except time), so my info might be a bit outdated, but I don't think it's changed much.

>> No.686123

I've got a shitty laptop and as soon as I open the Materials tab with Eevee, Blender crashes.
Did anyone have the same problem and managed to solve it?

>> No.686149
File: 50 KB, 884x748, cornholio.png [View same] [iqdb] [saucenao] [google] [report]
686149

I'm trying to make a ring split into 4 interlocking quadrants to later 3d print and assemble. I cant figure out how make dovetail like sections that will print correctly.

>> No.686155

>>686149
booleans

>> No.686162
File: 82 KB, 800x600, me irl.jpg [View same] [iqdb] [saucenao] [google] [report]
686162

>mfw one fucking hour of my life wasted trying to fix all the common problems as to why blender 2.8 refuses to automate the weights to my model and it still won't work

>> No.686164

>>686162

The only problem ive ever ran into was when my model was not one connected piece. Tried that?

either way, i'd really suggest just manually painting that shit. sure its slower but youre wrestling with the software less. also its relaxing lol

>>
Name (leave empty)
Comment (leave empty)
Name
E-mail
Subject
Comment
Password [?]Password used for file deletion.
reCAPTCHA
Action