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690744 No.690744 [Reply] [Original]

Previous thread: >>688942

>> No.690747

The sudden wave in funding is really strange.
The software has been around for literal decades, the official funding site has been online for a long time too but SUDDENLY they all jump on it like there's no tomorrow.
Funding itself is great of course and there literally can't be enough but sadly especially in the software biz lots of despicable shit is wrapped in cute words and good intentions.

Lets hope it's just PR stuff since reports on funding usually make the rounds.

>> No.690749

So what kind of changes would we see with Ubisoft x Blender? New tools? Increase Power/Technology?

>> No.690751

A Transgender modifier.

>> No.690759

DAZ has those sliders already

>> No.690762

Will blender ever support .nif

>> No.690765

Not without paying some autistic on their marketplace you don't :^)

>> No.690769

Better UV tools, proper UDIM support.
Sims more current than 2004. Better cloth simming could be cool, maybe something close to MD that's not as ass backwards as it is now in Blender (especially some kind of tool to pull the fabric like MD).
Better animation tools, and some further functionality in shit like the actions/NLA editor would be useful.
Sculpting is getting alright in Blender, but I don't know if I'm missing it or not, but a tool like Zbrush has where it recalculates the geometry when polygons get too stretched would be good. Dunno if sculpt branch or whatever has it already, but having better sculpting tools in the main program would be great.
Better rigging tools and weight painting would be great.

There's probably other shit, but I can't remember for the life of me.

>> No.690784
File: 24 KB, 400x400, 1558482237537.jpg [View same] [iqdb] [saucenao] [google] [report]

that pokemon was a total madman on the show, blackpilling the fuck out of everyone watching at times. kept saying that the viewport is broken and the mesh system needs to be completely rewritten (which they're doing now though) but it will take a long time. the show host also was a bit struggling to keep the mood up each time those things were mentioned.
to be clear, it's amazing where blender is right now but all of that gets ruined by the bad mesh editing mode performance so I hope they can get it done somehow in the near future and not in a matter of years. also, do you guys remember the retopoflow addon? they were waiting for blender to freeze the API but then more and more they were realizing how much they have to rewrite for 2.8. now let's say the viewport of 2.8 gets completely overhauled, will they have to restart ANOTHER time?

I also wonder if there will be tensions inside the team since he stated himself he's been working on blender for only 6 months now while putting out all these amazing improvements but then also heavily criticizing the current state of many parts of the software. hope everyone will get along fine but I have to admit if I worked on something for many years and then someone does all this as a noob to it and points out all the problems I'd feel quite awkward.

>> No.690785

GIMP could use like 3 of that guy's format.
Shit was never good.

>> No.690801

He's not a noob, he has a B.Sc. in Computer Engineering or however it translates. He's new at the codebase but can probably pick up the architecture easily. Besides, he's not saying anything that people outside the Blender bubble didn't know already -- that the viewport performance, especially in edit mode, sucks ass. I hope the people already established within Blender give him space and, ideally, resources, to do a much needed work.

>> No.690808

why dont they integrate basic retopo features into blender itself ffs

>> No.690814

A good push for the animation 2020 project as well as the everything nodes project. Other than that I hope they'll open-source their internal tools and plugins.

>> No.690821

Sculpt branch has a very good remesher, and Pablo is now an officially paid dev, so things are looking promising for the future of Blender sculpting.

>> No.690822

>basic retopo features
that was bsurfaces in like 2010 or so.

but the pokemon dev will take care of that too at some point

>> No.690836
File: 36 KB, 423x408, 78066759.png [View same] [iqdb] [saucenao] [google] [report]

whats the fastest way to stack similar uvs?

>> No.690839

he said on the spanish livestream that he was using 2.79 just for retopoflow and I suppose he'll end porting that, they have done one of the tools alredy i think, the polypen

there's an addon to do that
https://blenderartists.org/t/textools-for-blender/700811 it has been ported recently to 2.8 too

>> No.690854

Blenders UV tools suck donkey balls.
Import it into Maya, Max, Modo and use proper UV-tools.
textools doesn't do that. There might be another addon doing that, but i never found it.

>> No.690855
File: 461 KB, 453x396, screenshot_version_0.3.0_demo.gif [View same] [iqdb] [saucenao] [google] [report]

>textools doesn't do that

>> No.690863

why isn't it just one click? what tedious bullcrap

>> No.690870

Still sucks

>> No.690887

>>blender can't do that
>>proceeds to write +100k lines of code to demonstrate that blender *can* do it
You insufferable faggots.

>> No.690913

Release candidate 3 is here, next week final, we swear
Critical bug in RC2


>Due to a critical bug in 2.80 RC2 that was causing crashes in
sculpting and texture paint, we are going to do another release
candidate. We intend RC3 to be identical to the final release, which
would then be targetted for Tuesday next week.

>We intended to do an ahoy for the RC3 later today and put it online tomorrow.
>This is the list of fixes we are considering to include from master in RC3.

(can't post the rest, too long)


>> No.690917

I'm kind of new to this, what way is most recommended for managing a model's facial expressions in 2.8?

>> No.690930

Also interested in hearing what other anons have to say.

I think the most likely way is to save them with shapekeys so you can blend multiple types together (like eyebrows down, mouth open).
Then again, animating that might be a bitch, so a pose library with bones might be better.

I don't really know. I've seen both.

>> No.690948

What the actual fuck
Why did they remove the orthographic view image slot in 2.8?
Fuck whoever decided to remove it

>> No.690960 [DELETED] 

I refuse to believe the facts therein described. Orthographic view must remain.

>> No.690969
File: 207 KB, 1350x689, rope_2.png [View same] [iqdb] [saucenao] [google] [report]

I'm new to all this.All I want to do is to create a straight bone structure for the rope. I've parented the two together so the rope follows the bone, but whenever I pose it doesn't follow. Any tips or suggestions to where to go to learn about this?

>> No.690973

Too many people just like dark themes and left click select.

>> No.690974


>> No.690979

>Implying they won't bloat it even more

>> No.690980
File: 146 KB, 404x316, ass.png [View same] [iqdb] [saucenao] [google] [report]

>> No.691010

Quality and speed are usually at odds. By making you work slower, Blender is helping you create works of higher quality. It wouldn't surprise me if this even saves you time in the long run.

>> No.691096

Parenting an object to an armature does not give it vertex group weights for deformation. You need to select "with automatic weights" when parenting it.

>> No.691118
File: 49 KB, 349x560, Capture.png [View same] [iqdb] [saucenao] [google] [report]

I really hate the vertical placement of the properties panel buttons.
It takes too much space,

It was just fine being on the top, at 2.79.
At least make it smaller, I don't have a 3K monitor, I'm on a laptop. and I need all the screen space I can get.

Where can I complain officially? I'll probably make a thesis on why the current vertical placement with huge buttons is retarded.

For their need to cater to newbies I feel like they completely ignored usability for experienced users

>> No.691131
File: 442 KB, 1799x1012, pokedstudio.jpg [View same] [iqdb] [saucenao] [google] [report]

pokedstudio is my favorite blender artist currently

i could EASILY create his models, but the shaders and lighting are a little outside my grasp. any suggestions on how to level up a bit?

i've been experimenting with shaders and procedural textures (which i read somewhere in an interview with him that is the majority of his stuff). apparently he's made a huge library of shaders, procedural textures and models that he just plugs in to create dense scenes quickly. i'd like to build up my own library of stuff like that.

i'm pretty good at doing tin metal, plastic, wood, brass, gold, etc. without looking at node setups. i just need a really good text lesson (i hate videos)

>> No.691199

I want to make my own GTA game scene. Lets say, few buildings, a road, few cars

Is Blender suited for that?

>> No.691206

I just jumped into making human models after geting to know some of the basics. And kinda making a plane with relative success. But i onky have one axis as reference. How much ill suffer and how can i qork around it?

>> No.691211

Why don't you just try and see? It could be educational. I'll tell you, though, while it may end up looking OK, I bet it will look off to people familiar with that model of plane. Unless you only show it from that angle, of course. Even then...

>> No.691238

So can I make a realistic buildings and cars in Blender

? For my GTA clone game, AAA-tier
It HAVE to be better than GTA V, Watch Dogs 2 and new Assassin's Creeds, so the graphics and optimization should be TOP NOTCH

>> No.691240

Learn to make a donut first

>> No.691247
File: 288 KB, 1600x881, snescontroller.png [View same] [iqdb] [saucenao] [google] [report]

a SNES controller

>> No.691263

Ah no i meant. Im making a human model. The plane model is coming along nicely and i have all the axis i meed for reference

>> No.691284
File: 157 KB, 2162x944, trails.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm trying to make a trailing effect for an animation and I'm having a hell of a time of it.
Normally I'd just use a curve and animate it, but in this case the motion has to be based on another object.
I tried using softbody on a string of verts, but it spazzes the fuck out or doesn't animate properly, so I'm giving it a go with particles. That being said, they look like shit. I don't really know the best way to go about it. Any help?
I'm using Eevee to render, so unfortunately motion blur is off the table (seriously they need to get on object MB).

>> No.691295

Just like use curves with a bevel?

>> No.691301

What advice you guys can give when making human models? Im kinda new to that part but i know part of the basics

>> No.691302


With humans your only options are reference orthos and a lot of practice. The first several humans you make are going to look like shit. That's just how it goes. Pay close attention to typology and edge flow.


Yes it's old as shit, and for a different software, but you want to pay attention the tips about edge flow. If you get it right early it'll save you a headache

Some people don't even bother with modeling humans, and just sculpt them.

>> No.691303

Thank you. I did tried sculping but sculptris just melted my brain. I know how i could do it if i had actual clay but not how to translate that into the software. So ill stick to actually modeling it from scratch. Again thank you

>> No.691311

>Normally I'd just use a curve and animate it, but in this case the motion has to be based on another object.
Reading comprehension. There's more to it than just the first sentence.

>> No.691315

2.8 keeps crashing on me what the fuck

>> No.691318


install first from exe file. then deinstal and after that you can use zip file versions.

>> No.691322

Not him but unless this is interactive there is no reason why you can't use hand-placed curves if you are willing. Put bones on the object where you want the curves and generate motion paths in the armature settings then just copy the paths. There may even be an addon that converts motion paths to curves already.

>> No.691325

It loads. Just that when I do texture paint, it always crash when I move back to default view.

>> No.691326
File: 331 KB, 1000x1000, helppls.png [View same] [iqdb] [saucenao] [google] [report]

For some reason, I cannot get this to mirror properly. (Top image)
I have the origin of this eye set to the center of the map (pictures and circled; bottom of related image).
What am I doing wrong? I am feeling a bit frustrated.

>> No.691329 [DELETED] 
File: 234 KB, 740x753, mirror.png [View same] [iqdb] [saucenao] [google] [report]

you could mirror to the object instead of the origin

>> No.691330
File: 234 KB, 740x753, mirror.png [View same] [iqdb] [saucenao] [google] [report]

you could mirror the eyes with the body instead of the origin of the eyes

>> No.691335
File: 175 KB, 128x128, 1560025609821.gif [View same] [iqdb] [saucenao] [google] [report]

what are some good blender 2.8 technique tutorials

>> No.691337

Entering and exiting edit mode caused a lot of random crashes for me with the first RC, but I think they fixed it. Have you tried updating?

>> No.691338

There are no good Blender 2.8 techniques. If you want to get fast you need to change to the 2.7 keyset in preferences.

>> No.691341
File: 942 KB, 366x278, a_remarkable_journey.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.691355
File: 25 KB, 512x384, studio.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.691357 [DELETED] 

wtf no blender today?

>> No.691368

My first attempt at organic modeling. I just said fuck it and put up some scenery to be finished with it.

It's my second render after the cup doughnut shit.

>> No.691369
File: 2.98 MB, 1920x1080, received_503120110451018.png [View same] [iqdb] [saucenao] [google] [report]

Fuck. Here's the render.

>> No.691370
File: 220 KB, 1280x720, viewport.webm [View same] [iqdb] [saucenao] [google] [report]

The way the scene is set up there's only an illusion of movement. The camera is behind the subject. Webm is a dumbed down example of what I mean.
I've got the ground moving, but the subject isn't actually going anywhere, so curves really wouldn't work as I said. Unless I'm not thinking about it correctly. It just seems like the curves would just all be in the same place, and the "tail" won't really move the way it should because there's only horizontal movement.

I had something working using a chain of verts with a softbody ( hooking it to the parent, using 0 gravity, and a wind force to keep it behind), but for some reason it breaks when using it on my proper scene, because the framerate can't keep up, and straight baking doesn't work.

>> No.691373

Is Eevee a meme or should i drop cycles?

>> No.691376
File: 85 KB, 1306x697, CCD68643-6B48-4F0D-AAE1-0FDDCA7F9B81.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to get better at cars :(

>> No.691381
File: 36 KB, 400x400, 1163895214024.jpg [View same] [iqdb] [saucenao] [google] [report]

How do people get so far to know about Eevee but then stop right before they understand what its purpose is?

>> No.691382

iirc there's actually a setting that does that.

>> No.691386

RTX support for cycles!

>> No.691402

>the year is 2019
>linked libraries are still a broken mess
>but look at how pretty 2.8's UI is uwu
god damnit blender

>> No.691417

Here we go guys

>Blender 2.80 is now planned to be released tomorrow on July 30, we aim to add the last commits and make the builds today. See bf-committers for coordination.

>The master branch is open for 2.81 development.
(Empty page for 2.81 notes): https://wiki.blender.org/wiki/Reference/Release_Notes/2.81

Notes of August 5 (pre):
>NVIDIA contributed an Optix backend for Cycles 43, to take advantage of hardware-accelerated ray tracing in RTX cards. The next step is for Cycles developers to review the code.

>NVIDIA developer Patrick Mours releases patch for Optix raytracing acceleration in Cycles.

>Over the past few months, we worked with @BlenderDev to add hardware-accelerated ray tracing to #Blender Cycles for creators on #NVIDIARTX GPUs. Enjoy significant speedups in render times with #NVIDIARTX GPUs, also available in #RTXStudio laptops! @blender_org #SIGGRAPH2019

Ton Roosendaal receives award:
>Jon Peddie Research rewards me with their Technology Advancement Award! Previous winners were Jensen Huang (CEO Nvidia) and Tim Sweeney. Quite good company!

>> No.691438
File: 131 KB, 548x327, moving-ahead-with-development-2019-07-29_23-58.png [View same] [iqdb] [saucenao] [google] [report]

The buildbots have been updated to 2.81
So tomorrow's release of 2.80 is happening.

>> No.691440

What changed in the Foundation? Why is it now accepting corporate money? I don't know how to feel about this.

>> No.691441

Anyone can become a member and request support/additions
>Linux Foundation does it
>OpenDocument (LibreOffice) does it
>Blender Foundation does it
I think they just had enough of pumping money and not being heard. After all, one major perk with Blender is that with the correct amount of money, they prepare a meeting with you and you can request additions, see how the project is going or give directions.
I don't know how is with Autodesk, but atleast here is how it goes.

>> No.691447

It's midnight PST, WHERE IS IT

>> No.691455


What is it for?

>> No.691470

they always accepted

>> No.691483
File: 449 KB, 812x600, afeiahf.png [View same] [iqdb] [saucenao] [google] [report]

I once saw a fellow anon adding creases onto cloth by modelling them in manner similar to this, then using the data transfer modifier to merge the normals to make it look seamless. I tried my hand at it but couldn't really achieve the same effect. Could anyone spoonfeed me on how to do it? Most tutorials on this modifier are shit and don't cover this specific use case.

>> No.691493

>I don't know how is with Autodesk, but atleast here is how it goes.
It's the same but requires more money. Remember that Pixar has a custom Maya build.

>> No.691518
File: 1.22 MB, 1308x670, file.png [View same] [iqdb] [saucenao] [google] [report]

2.8 now and did they update the site?

>> No.691520

Siggraph reel.

>> No.691530

Yes they did, now it has a dark theme and shit.

>> No.691536

Did you remember to turn on auto-smoothing in the object's normals properties like it specifically tells you to?

Other than that it should be no trouble. Just create a vertex group of the areas that you want to copy the normals to and pick it in the modifier. That's it.

>> No.691537

Oh, I figured it out. You have outline on in the viewport settings. Just turn it off.

>> No.691578

Just got the 2.8 update and now every time i press middle mouse to rotate my view I only get a response some of the time. what the fuck is going on?

>> No.691579
File: 153 KB, 384x390, 1500798998377.png [View same] [iqdb] [saucenao] [google] [report]

>no Blender Today today

>> No.691580

They're at siggraph

>> No.691581

Ah, well that's cool then.

>> No.691584
File: 11 KB, 370x86, why-so-slow.png [View same] [iqdb] [saucenao] [google] [report]

Just how many people are downloading?
An hour ago it was at 4.5 KB/s
Now 20
wtf, I can download at 500 every other day

>> No.691592

blender 2.8 is so slow what the fuck is takes me a like two seconds just double tap a to deselect everything. this wasn't t the case in 2.79

>> No.691603
File: 46 KB, 480x600, 8aeab6b3ced34ecfe5d9d577bc18dc50.jpg [View same] [iqdb] [saucenao] [google] [report]

2.49 master race

>> No.691612

You want pretty modern UI, but didn't want pay prize. This is where you are now, pig american.

>> No.691627

I never complained about the UI that was Autocucks

>> No.691631

Is the multires modifier broken or am I just retarded?
Whenever I hit "apply base" the base mesh doesn't behave as expected. It gets inflated instead of fitting it to the highest subdivision level. If it's broken, is there any workaround to this? Shrinkwrapping isn't entirely accurate.

>> No.691639

Why do people have such a problem with using ALT? It's been in use to undo a lot of things for many years so using ALT+A to deselect everything is a logical step.
On top of it you can now also just do one click into open space in the viewport and that does also deselect everything.

>> No.691647

Apply it outside of sculpt mode. You should make a bug report about this though.

>> No.691652
File: 643 KB, 1920x1080, Monkey Madness.webm [View same] [iqdb] [saucenao] [google] [report]

Anyone know of a good way to make an object follow a curve, but only lock it to one axis?
Like in the example, I'd want the monkey to stay a fixed distance from the camera, but also follow the curve left and right.
I had figured I could just animate the path, and then make the monkey follow the curve at the same speed (so the speeds would match), but it doesn't work like that apparently.

I have to keep the camera fixed in this, otherwise I'd just follow the monkey without any problems. I could always hand animate the motion as well, but I'd like to have it follow a curve so it's not as messy.

>> No.691656

>On top of it you can now also just do one click into open space in the viewport and that does also deselect everything.
I was so ingrained from doubled taping A to deselect everything throughout the years that I had no Idea you could do this

>> No.691658

>I had no Idea you could do this
I'm not sure but I think it's a quite recent addition

>> No.691660
File: 106 KB, 678x381, dbz-kakarot-2-678x381.png [View same] [iqdb] [saucenao] [google] [report]

Kind of a specific question, but how can I make a dbz aura that looks and behaves the way it does in the show?

>> No.691665

You haven't really done a good job of explaining what you want. If you want the camera to follow the path but only on one axis, you can use a limit location constraint. If you want the camera to remain the same distance from the object you can use a limit distance constraint. You can't both have the camera not move on two axis while also staying a set distance from the object if the object is moving on those axis. If you need the camera to remain focused on the object, use a damped track constraint.

>> No.691667

why does 2.8 run like shit?
>GTX 1070
>16GB ram
>6 core i5
>getting >10FPS trying to edit a 50k triangle mesh

It was silky fucking smooth working in 2.79, what the fuck happened?

>> No.691670

Okay, I may have figured out a method to do this.

Add a child of constraint to the camera linking it to the subject and turn off any axis you don't want it to move on. Then scrub through the timeline to the point where the subject the camera is following is at its greatest distance from the camera's path. Add a limit distance constraint to the camera linking it to the subject. In the limit distance constraint copy the distance and set the camera to be that distance from the subject at the start of the animation. Then just change the camera's focal length to a desired look.

Add a damped track if you need the camera to follow the subject.

Hope that helps.

>> No.691673

mesh viewport is completely fucked and needs a complete rewrite. that will take time.

>> No.691676
File: 301 KB, 1064x518, Desktop example.webm [View same] [iqdb] [saucenao] [google] [report]

>You haven't really done a good job of explaining what you want.
Camera is static, completely fixed in place. No movement, no following a path, no animation, nothing. It's completely separate from the problem and doesn't factor into it at all.
Subject stays in a fixed position as well, only animating on the X axis (left and right in relation to the camera), with the motion being defined by the path.

I've got another example with a different view to see if that helps.
Thanks for helping thus far as well.

>> No.691681

are you fucking me
well ok
is that even being prioritized?
is there any way i can revert a blend back to 2.79? I have a very important project I need to finish and I can't work like this lol

>> No.691683

>is that even being prioritized?
they are porting all to Vulkan
>is there any way i can revert a blend back to 2.79?
Try to export and import in fbx maybe ....

>> No.691694

>Try to export and import in fbx maybe ....

That's really not necessary, you can just append the whole scene or individual elements from the 2.8 file. Though some things can still be broken. You can also try copying and pasting things.

>> No.691697

You can try making an egg-shaped mesh and creating a hair particle system. It won't look like hair if you use an emissive material. You can get the basic shape by turning up the z velocity in the advanced settings, then tweak the other settings like the hair shape, clumping of child particles, etc.

If you need to animate it you can look into force fields like wind and turbulence.

After that you can mask out the inner portion with compositing.

Honestly though, that seems like a really awkward method of achieving that look, and this may be something you can easily google, no offense. I'd imagine a lot of people have done this effect in post-production software and maybe have made tutorials for it.

>> No.691702
File: 26 KB, 768x510, flames-82087438-59ff1d2bb39d030019906514.jpg [View same] [iqdb] [saucenao] [google] [report]

whats the best way to make fire assets?

i kinda have no idea, should i be modeling 2 planes then doing a fire texture transparent across it

should i be taking a freeze frame of a particle effect
i dunno

basically i just want some flames on a fireplace iv been making
its more of a fire pit so it will be in the middle of the scene so i dont think i could get away with a single texture plane

>> No.691705
File: 371 KB, 1762x884, Screenshot_2019-07-31_at_14.03.30.png [View same] [iqdb] [saucenao] [google] [report]

Latest news from the Sculpt branch:

He is refactoring some sculpt mode tools to use a new mesh API. All features in the sculpt branch should now be compatible with dyntopo and multires. As soon as the API is ready it should be possible to merge everything to master without any major problem.

Retopology mode:

We think the best way to integrate retopology would be as a separate mode. Why?
Because, for retopology to work well, we need:
A different way to display your mesh, so the retopo mesh wraps around the target but doesn’t cover unwanted backfaces
Slightly different set of overlays, for example to let users see the # of points in a loop, that kind of thing
Retopology seems to work best with good preselect highlighting, just like we do for tools like Loop Cut
Optimized snapping, which is constantly live and updating for everything you do
Different tools, that generally work on a higher level, such as
A way to draw ‘patches’ which are auto-filled with quads
A brush that lets you ‘push’ verts around while snapping to the underlying target
A tool that lets you draw lines across limbs, which will automatically be filled with quads
We make use of the new toolbar and tools system to deliver nice interactive gizmos for the different tools.
The Mesh panel lets users define which mesh is stored
The Snap panel could let users define objects or entire Collections
Each source object can remember which mesh is the associated retopology mesh, so you can switch between retopo-ing several objects without having to manually set up the snapping targets every time.
We probably don’t expect to provide a full and comprehensive set of retopology tools, at least initially. For this reason, addon developers could provide extra tools that extend what you can do inside this mode.

>> No.691706

You might be retarded. I feel sorry for the guy trying to help you.

>> No.691707

Disappointing. I thought he was hired to work on sculpting and texturing. That's the one thing I really miss in Blender: Texturing tools that are as simple and streamlined as Substance Painter.

>> No.691714

I don't know if they have somebody to develop smart materials and a mask workflow like Substance Painter, Dobarro is doing the vertext paint side only, tecnically shouldn't be hard, they were doing a library of materials for 2.81 but just the basics and I think that no with that workflow in mind, sadly.

>> No.691718

I just with they put him to work on the internals of mesh editing, so he could improve the performance to usable levels. Not being able to edit a mesh with 50k polygons is embarrassing.

>> No.691723

>Not being able to edit a mesh with 50k polygons is embarrassing.
wait what is this real

Ancient 3D Max in 2005 was capable of handling 100k

>> No.691729

You can, it's just laggy.

You can still sculpt with much higher poly counts smoothly with multi-res.

>> No.691730

There have been a few posts showing it. It doesn't seem like a rare issue. Sculpting is fine tho, it's just in edit mode where it breaks down, especially with subdivision active. As you increase your polycount, you quickly reach <10 fps rates.

>> No.691731

How do you do breast/butts' physics?
I've tried to create Physics boxes and mesh deform body parts to it but the result was rather uninspiring (with 2.8 builtin Cloth/soft body physics at least).
God damn it I can't figure it out due to lack of knowledge. Do I have to pay $50++ for premium addon?

>> No.691736
File: 194 KB, 320x376, 1541781373677.png [View same] [iqdb] [saucenao] [google] [report]

>it's just in edit mode where it breaks down, especially with subdivision active. As you increase your polycount, you quickly reach <10 fps rates.
>mfw 15ys software from the rivals faster than modern blender

>> No.691738

don't know why they would release it in this state.

>> No.691752

>don't know why
they need something for Siggraph, that's why

>> No.691760

How long until they make it what the actual 2.8 release should've been?

>> No.691761

>they are porting all to Vulkan
im kinda babby when it comes to software and shit, I can model well enough but don't really understand the internal shit

what does this mean and when can I expect it?

>> No.691764

Slow down there cowboy, that's too big of a word for Blender.

>> No.691765

>what does this mean and when can I expect it?
More opportunities for the developers to improve the performance of the viewport, as it is lower-level than OpenGL. But using Vulkan doesn't necessarily imply better performance while editing; that can be more dependent on how Blender works with mesh data. They could have an RTX accelerated viewport and still edit geometry at 5 frames per second.

>> No.691768

another 5 years

>> No.691770
File: 67 KB, 1024x962, a38.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you serious?
Please don't play with my heart

>> No.691771

I wanted to say I was memeing but then I actually realized it took them 5+ years for a bunch of trivial changes in 2.8... so somethig like performance probably gonna take a few years

>> No.691772


>> No.691779
File: 14 KB, 323x183, asdfds.png [View same] [iqdb] [saucenao] [google] [report]

why did they change this
now you have to make a separate collection if you want to hide something in the render

>> No.691788


Friendly reminder that they operated on a budget of about 5k a month and less and couldn't even afford having more than 2 perma-employed developers for a long time.
This year alone they were able to get their funding up like 10x to fucking 71k and at 100k they will have 20 developers working on it.

Meanwhile your beloved industry standard has literally millions at its disposal and dozens of devs. Hence it's dumb to think they're on par with them yet, it's a completely different way of running things but overall with coming close to 100k there absolutely will be a lot of improvements.

>> No.691792

Why would you say that?
You're not offering any solutions.
What the guy suggested means the camera moves from its initial position. It's a solution, but it's not a solution to this problem.

>> No.691794

I found this https://www.youtube.com/watch?v=-nkhXESF0jI to be helpful.
It's not the most realistic and you've gotta have it positioned correctly or it will break, but it's better than nothing. Also slightly better than weight painting it all to work correctly.

>> No.691795

That;s okay anon.

I always said - if you want Blender without its countless issues and weaknesses it only costs 900$

>> No.691796

Yeah that was a retarded change.
Not to mention if you had files that had the collection's selection disabled, you can't actually re-enable selections in the new "setup".
Gotta move everything to a new collection.

>> No.691798
File: 7 KB, 401x56, wat.png [View same] [iqdb] [saucenao] [google] [report]

have any anon who've moved from 2.79 to 2.8 encountered this bug?

I'm used to mirroring pose bones by ctrl-c and then ctrl-shift-v which worked in 2.79 but gives this error in 2.8 with the same keys pressed. Is there a better way to do this?

>> No.691801

Friendly reminder that most software projects, including Blender, are usually written by 2-3 core developers. You can't just throw hundreds of coders at the same project or spend billions of dollars and expect things to be 300x better somehow.

One of the most anticipated and exciting things about Blender at the moment for instance is the sculpting branch, which is LITERALLY made by one guy. Or things like RTX acceleration, Optix denoising, Embree, OpenVDB, USD, Opensubdiv, etc, which exist as complete libraries that have to be integrated instead of being re-written from scratch. Or completely fucking trivial things like the UI, which hasn't been changed until recently not because changing the location and functionality of buttons takes 17000 hours of developer time and billions spent in R&D, but because they were too fucking smug to admit that it was a nightmare to use and everyone who disagreed was a brainwashed baby duck syndrome Autodesk shill.

>> No.691804

nevermind the file was corrupted somehow, hopefully this doesn't happen again

>> No.691806
File: 542 KB, 945x822, hand.png [View same] [iqdb] [saucenao] [google] [report]

I love how you spend so much time rigging and painting skin weights only to find out you didn't place your bones in the proper postion. This and other small issues makes me question if I should just start over rigging or scale down complexity

>> No.691812

just move the bones silly

>> No.691821

You should drop cycles and use Luxrender.

>> No.691824

you're probably right

>> No.691835
File: 754 KB, 1920x1080, Monkey Madness 2.webm [View same] [iqdb] [saucenao] [google] [report]


For some reason it just works now (I've got the curve slightly offset on purpose). I haven't really done anything different than what I had originally thought would work (matching the speed of the curve with the follow curve). Which is what I had originally done, but it didn't work. I've got no clue why it does now. Maybe since the origins are in the same place or something. Curves and origins are fucking temperamental.

The limit location constraint did come in handy though for keeping it still.
Thanks for the help.

>> No.691839

Filters. It's right above it. Are you guys actually retarded?

>> No.691840

Never ever looked at that shit.
Seemed completely useless to me. Why they hid the option to toggle that shit on there is beyond me. It's got nothing at all to do with filters.

>> No.691846

i used to think the lux meme is true until i actually tried lux.

>> No.691849

>but a tool like Zbrush has where it recalculates the geometry when polygons get too stretched would be good.

isn't that dynamic retop in 2.8?

>> No.691850

The UI SAS the biggest reason no one wanted to use the software, me included. Even when they finally had mayaesque options they still didn't really work. And it isn't like they needed to make it just like maya, but they could have made it like every other modern fucking dev program.

I just downloaded 2.8 but won't get to play with it until tomorrow. For once, I'm excited about blender.

>> No.691878

Don't forget to report back on your experience.

>> No.691881

>select those sharp edges
>smooth vertices
there you go, you get your organic shit

>> No.691922
File: 328 KB, 792x854, voxel.png [View same] [iqdb] [saucenao] [google] [report]

Just wanted to give an update since I mentioned it in a previous thread but I finally got around to trying voxel heat diffuse setting addon. I thought it would be gimmick-tier like auto-rig pro but it actually fucking works and saves a lot of time on characters that have lots of clothing. You only need to re-paint weights on things like glove fingers or other meshes that are really really close together by default. It's still not better than a custom rig on a nude character but it handles multiple objects(clothing) layered on top fantastically.

>> No.691932
File: 50 KB, 640x360, unnamed.jpg [View same] [iqdb] [saucenao] [google] [report]

So now that the dust has settled, is 2.80 faster or slower than 2.79?

>> No.691934


>> No.691938

Go away, dumb hack

>> No.691942

dont be mad bro

>> No.691944

But Blender's "automatic weights" parenting is already voxel-based?

>> No.691945

I'm not your bro, faggot. Learn some skills and get some talent instead of copying shitty tutorials to push your dumb fucking rocks and grass packs.

>> No.691946

you getting baited, calm down

>> No.691950

slower. especially if you go into edit and start subdividing

>> No.691953

is there a replacement for using the vertex color and Lamp data in the shade editor. I thought the attribute node was it but it doesn't seem to work

>> No.691957

>50k polys brings edit mode to a crawl
Those Fortnite bucks better fix this and quick.

>> No.691958

been using this for years because the automatic weights inside blender are utterly useless and absolutely LOVE to fail and abort almost every fucking time.
this addon actually gets the job done.

>> No.691976

Are lamp nodes ever going to be added to Eevee?
I can't for the life of me figure out how to edit a lamp's color with a driver.
With nodes it'd be as easy as blending between 2 colors with a mix rgb, but since there's no nodes you can't do that shit.

>> No.691986
File: 14 KB, 268x268, my-brain-is-full-of-fuck.jpg [View same] [iqdb] [saucenao] [google] [report]

2.8: is there a way to make it so that copy & pasting an object or node group does not create duplicate materials? I.E. a tree with a wood material that gets duplicated creates tree.001 and has the material wood.001. I hate this and want this to stop. I want tree.001 to have the material wood. Under edit > preferences > editor there's the "duplicate data" section, I unchecked material and texture but this didn't seem to change anything

>> No.691987

If you find an answer pls let me know

>> No.691988

i've found py scripts in the past that either merge duplicated materials into the base name, or change users of duplicated materials to use the base name, which would then get blender to clean them out on reload. these scripts have proven to be unreliable in situations with complicated group hierarchies however, so a preventative measure would be more ideal.

>> No.691989

linked duplicates

>> No.691990
File: 2.43 MB, 320x240, stonecold.gif [View same] [iqdb] [saucenao] [google] [report]

THATS what I'm TALKIN about!!! thank you

>> No.691993
File: 1.88 MB, 1920x1080, donut_final.png [View same] [iqdb] [saucenao] [google] [report]

I did my duty, what's /Blender General/'s verdict?

>> No.691996

based an donutpilled

>> No.691998

thanks anon

>> No.692007


are you literally fucking retarded.

>> No.692020

Is there a way to compile Blender with just the modeling tools and workbench render engine?

>> No.692025

what the point?

>> No.692027

A Blender just for modeling. I have no interest in the sculpting tools, eevee, cycles or video editing.
I can save some megabytes.

>> No.692028

So you want to save like what/ 100-200mb of disk space?
Do you plan to run it on 2007 Tablet?

>> No.692030

Do any of you have tips on making reusable animations in blender? I want to make lots of different biped characters and have them using the same skeleton and walk cycle etc. So i could animate things once and then use it across different character models. I know poser and daz do this sort of stuff, but whats the process like if you wanted to start making your own library of compatible characters in blender?

>> No.692032

Who knows, maybe pruning all that other functionality makes Blender usable again for modeling.

>> No.692033

If you are talking about speed issues in workbench in modeling then I dont think other stuff is the problem here

>> No.692038

Look into actions and the NLA editor.
Actions are in the dopesheet view.

>> No.692049

how do i change the render settings? Im trying to render in 4k.

>> No.692050
File: 9 KB, 757x74, blen.png [View same] [iqdb] [saucenao] [google] [report]

Any idea how to fix this? im using a 1060 6gb on gnu linux

>> No.692074
File: 19 KB, 381x400, 1400451009762.png [View same] [iqdb] [saucenao] [google] [report]

>FBX version 6100 unsupported

>> No.692075

Not likely to find an answer here. Google it, if you find nothing bug report it.

Can't you convert it to a supported version with Autodesk's own FBX converter? It's free.

>> No.692076

I sometimes hear about those FBX updates.
Do they list anywhere what differences there are between fbx versions?
Or do they just "update" the file format to annoy other people?

>> No.692085

I have downloaded Blender 2.80 today. There is completely new program. I switched to 2.79 version control system but they removed a lot of usual things.

>> No.692087
File: 49 KB, 500x500, lewd.jpg [View same] [iqdb] [saucenao] [google] [report]

>proportional editing

>> No.692088

>Or do they just "update" the file format to annoy other people
They sell software for big companies like Pixar and Disney, they change it to force people to buy the latest installment of whatever the heck they´re selling. If an FBX is used in an indie game and they´re able to track the encripted data from a pirated copy of max or maya, and you made money with it, one of their lawyers will put your name in his hit list to meet his small fry piracy cash grab quota.

>> No.692090


>> No.692095

Enjoy switching back to 2.79 when you realize how bad the performance in edit mode is.

>> No.692107

>Do they list anywhere what differences there are between fbx versions?
Here: http://help.autodesk.com/view/FBX/2019/ENU/?guid=FBX_Developer_Help_welcome_to_the_fbx_sdk_what_new_fbx_sdk_2019_html
These don't really cause many issues if you use the original SDK. If you reverse engineer, though, like the Blender devs do, you are bound to find issues with even each minor update.

>> No.692108

PS. Don't listen to this >>692088 scaremonger ignoramus.

>> No.692111

thanks a lot.

Don't game engines import and compile the source models anyway? Or do they actually ship with the source fbx files?

I think it would be more of a problem if you sell fbx models directly on some websites like turbosquid or whatever.

>> No.692113

Which has the better workflow with blender, Unity or UE4?
I want to play around and out some characters iv made into some archviz homes iv done in the past to have them run around for shots and giggles

>> No.692123

What are some good tutorials for beginners past the eyeball, donut, anvil? or am i on my own from here?

>> No.692124

have used 2.8 much yet but blender was more intuitive than unity. never used ue4.

>> No.692131

I meant which works better with blender. UE4 or unity

>> No.692132

Right now, neither. FBX export is permanently fucked so you've got problems either way.

>> No.692133

i ran into weird glitch where if i delete an object and then undo the deletion the texture is replaced with the face texture.

>> No.692136

What's the problem with using obj?

>> No.692140

obj does not support animation or mesh hierarchies afaik.

You can use it if you only need a very basic static model.

>> No.692144

>how bad the performance in edit mode is.
I have a 2013 laptop with 8730m intergrated graphics(a cheap office laptop)

should I go with 2.79?

>> No.692161

>FBX export is permanently fucked
Wait, what happened? How permanently? What does it all mean?

>> No.692182

Autodesk is using their patents against the Foundation, so Blender won't be distributed anymore with the FBX plug-in, and there is a possibility of the latter's development ceasing. Only way for Blender to keep FBX support is to adopt Autodesk's official SDK, but the Foundation is resistant to the idea. Unless the Foundation gives in or a fork happens, Blender is kill for anything requiring FBX interchange.

>> No.692191

>adopt Autodesk's official SDK, but the Foundation is resistant to the idea
Jesus, "The Foundation" really does sound fucking dystopian.

What's their reasoning behind that, by the way? Is it just "muh GPL"?

>> No.692192
File: 45 KB, 858x546, 1545806860407.png [View same] [iqdb] [saucenao] [google] [report]


>> No.692207

This sounds huge, how recent is this?
There are no people made plugins to do it well?

>> No.692216

>Only way for Blender to keep FBX support is to adopt Autodesk's official SDK
>but the Foundation is resistant to the idea
Why is that?

>> No.692229

see >>692192

idunno tho this is pretty big news im surprised i hadnt heard anything, doesnt this put a big hamper on blender being used for anything for games? why isnt this talked about?

>> No.692230


how recent is your info because this video is recent and i jsut tried it, it works

>> No.692232

fucking hell man, i hate monopolistic jew companies. nvidia, autodesk, adobe, etc. they strangle the market and stop growth completely. anyone who supports them generally has bad ethics.

the foundation is fighting the dystopia. what should sound alarms to you is the people behind these megacorps that come from places of power and continue a long line of opressive behavior

>> No.692233

from an open source developement pov it gives autodesk too much control with blenders developement. the same thing happened with the developement of the wayland protocols. to this day nvidia hinders support by refusing to adapt certain protocols or getting off their ass and writing a few thousand lines of code (for reference amdgpu is 2mil, amdgpupeo is 20mil)

>> No.692238

what about it?

>> No.692245

Late reply, but applying it outside of sculpt mode didn't seem to make any difference. Is this a bug or is it just how blender's multires was designed?
I ended up writing a small python script to match the base mesh to the highest subdivision level based on vertex indices, but it's just bizarre to me how that's not the default behavior.

>> No.692260

There is a push to get GLTF to become the new standard and get people away from FBX. The biggest problem facing this is Khronos Group themselves because god forbid they ever fucking settle on a standard that people can use.

>> No.692264

I hope this POS tool goes the way of the Dodo, better sooner than later.

>> No.692270
File: 500 KB, 1920x1080, vytautas-katarzis-st-ivy-3ds.jpg [View same] [iqdb] [saucenao] [google] [report]

>"deformed cylinder with noise modifier"
>3ds max

Is there a similar tool in Blender which can achieve this? I've tried and failed, and the only way I can think of doing it now is to just manually deform branches one by one.

>> No.692272
File: 453 KB, 1190x1013, ivy.png [View same] [iqdb] [saucenao] [google] [report]

yes, you have ivy in blender too

>> No.692282

wont do jack shit

>> No.692283


>> No.692284

> instant shitskin

>> No.692292

>looking up tutorial vids on yt
>99% chance its narrated by pajeet

>> No.692314

>>"deformed cylinder with noise modifier"
A couple of displacement modifiers, one in the X axis and the other in the Y with a cloud texture?

>> No.692323
File: 146 KB, 1365x901, Screenshot_5.jpg [View same] [iqdb] [saucenao] [google] [report]

Ended up trying to do it manually by snake hooking a sphere and duplicating and tweaking it a bunch of times.

I'm trying to bake it to texture now and I never used Blender for baking like this so now I actually have another question - why am I getting such a cartoony color output? :D There are some weird black outlines on leaves and branches are super thicc. I disabled direct and indirect influence, too.

>> No.692330
File: 277 KB, 1920x1080, Pixelcream.png [View same] [iqdb] [saucenao] [google] [report]

How to make higher fidelity?
Pretty sure it's on default settings unless I messed something up during the beta

>> No.692331
File: 363 KB, 638x479, 1452744723017.png [View same] [iqdb] [saucenao] [google] [report]

never change, blendlets

>> No.692332

I'm not at all /3/ please don't laugh

>> No.692336

So the problem here is that apparently you can't bake transparency. Those black parts are transparent parts of leaf planes.

>> No.692343

That won't work, it'll just deform the surface.
Doing it with a curve would work though.
But at this point, that's literally what IvyGen does.

>> No.692344
File: 601 KB, 930x660, torus.png [View same] [iqdb] [saucenao] [google] [report]

I'd like to spread spinkles along the faces of this torus at random. short of doing this by hand what is the best way to accomplish this?

>> No.692348


>> No.692349

I see that I want a particle system

>> No.692350

the blender ninja!

>> No.692351

I've known you for less than 5 minutes and I already desire your death more than anything I've ever desired in my life.

Cool trip though.

>> No.692353

death is in the air of me today
my adopted uncle might be getting the plug pulled
I was thinking through it in my head and I had thought up a native mapping system for planar surfaces...similar to longitude and latitude for addressing spheres or toruses...would be useful for generating more procedural things like population

>> No.692354


>> No.692371
File: 273 KB, 1080x1080, IcecreamSprinkled - Copy.png [View same] [iqdb] [saucenao] [google] [report]

rip Uncle Bob

>> No.692498

Noob here. What's better, using custom rigs or something like riggify

>> No.692502

Better for what?
If you just want quick, decent results, then obviously rigify is the better option. If you want to actually learn how to rig and make super-optimized custom stuff then you've got to spend time learning.

>> No.692504

Ohh noob, just use Mixamo

>> No.692508

Anyone know how to specify a min/max value for a driver?
I'm trying to move something to influence the driver, but I want the values clamped at -1.0 to 1.0
Not really sure how to do that in the expression.

>> No.692511

max(min(var, 1), -1)
Then in the driver editor set two keyframes at (-1, -1) and (1,1)

>> No.692512

I think I might have written my question wrong. What I mean is that if I have an empty at an X location of -20, and another at 20, I'd want it to go from -1 to 1, so that the value for the distance would be shrunk down into that value. So if I slid something between them, it'd go -1, -.5, 0, .5, 1, but the empties are still at -20 and 20.

I've got no clue if that makes sense at all, because it just seems like I vomited words at the screen.

>> No.692513

>>> blender.stackexchange.com

>> No.692515 [DELETED] 
File: 49 KB, 224x787, driver.jpg [View same] [iqdb] [saucenao] [google] [report]

oh, you're trying to normalize it, not clamp it
like before, this requires two keyframes at (-1,-1) and (1,1)

>> No.692516
File: 40 KB, 223x789, driver.png [View same] [iqdb] [saucenao] [google] [report]

here, this should work even though it looks kinda ridiculous. Again you need two keyframes at (-1,-1) and (1,1) in the driver editor.
max(min(((target - xN) / (xP - xN)*(1+1) + -1),1),-1)

deleted my last post because I forgot to clamp it

>> No.692531

Hey thanks man. This works, appreciate it.

>> No.692542

I don't have zbrush or a tablet for sculpting and to be honest I really don't enjoy it even with the mouse.
I might get a good tablet so I can practice later on, but for now, is there anything wrong with practising retopo using Daz models?

Also kinda related, when baking normals (I use substance for tis not blender) are UVs taken into account when baking, or is the calculation done just by shooting beams forward and back from the low poly model?
I just wanna know if I am trying to keep the seams from the low poly intact for no reason

>> No.692544
File: 251 KB, 1680x1050, 1550302725713.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe you guys can help me. I'm looking to build a computer for high poly sculpting (my target's around 30mil or so), but my main problem right now is which processor to get. I was thinking about getting a Ryzen 7, but the thread performance seems laughably bad according to many benchmarks, and I'm wondering if I should just stick with the I7. My CPU budget is around 350€.


>> No.692548 [DELETED] 
File: 194 KB, 469x200, 8c.png [View same] [iqdb] [saucenao] [google] [report]

Brother lets keep 4+4chan ALIVE.


>> No.692570

I haven't used the new 2.8 release yet, but how has the edit mode viewport suddenly gotten fucked up performance wise? It's been perfectly fine with all the 2.8 betas I was using before it came out.

>> No.692577

>that pokemon was a total madman on the show
What was the show? Do you have a link?

>> No.692578
File: 256 KB, 1280x720, Blender 2019.08.05 - [View same] [iqdb] [saucenao] [google] [report]

Ryzen gives lots of compatibility problems with the ram but for that it is more than enough I suppose, I have an old i5 3570k with 16 gb of ram and I can sculpt without lag 15-20 M tris > 7-10M faces

>> No.692589

Never go for AMD pleb shit

>> No.692591

is there a way to bake lighting onto a texture using internal?

>> No.692592

what about AMD GPUS?

>> No.692594

Some notes from today's meeting:


Servers are being moved for devtalk.blender.org
>The underlying Ceph storage that this site resides on has had some SSDs added to it. The pool that this site lives on has been switched to the SSD class, and is currently been migrated over. There may be some slight lag, but in general, the site should get faster over the next day or so. Sorry for any delays!

2.80, last version to offer 32 bit builds
>Blender 2.80 was the last release where we officially support 32 bit Windows and Linux builds. For Blender 2.81 there will be only 64 bit builds.

>Cycles: faster multithreaded compilation of many shaders.

More video codec support
>Video export support for the Opus audio codec and WebM container format.

More on link above.

>> No.692602

The built in auto weight painting is okay but it sucks for rigging characters with clothing that has sleeves/leggings. Also VHDS avoids bone heat mapping errors (though you can scale your model to 100 and then auto-paint to get around that as well).

>> No.692603
File: 131 KB, 191x183, mmmmmmm.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.692606

>WebM container format.
It'd be nice to have webms that aren't butchered by the conversion process.

>> No.692746

somebody tell them to enable gif export, ffmpeg is capable

>> No.692752

Boolean modifier, more like Boomer modifier. Am I right, guys?

I swear to god. It is the most popular Blender modifier in existence amongst old people. Old people fucking love ENGRAVING shit. And, boy oh boy, it's obnoxious when the topology of a model of the surface and the object that you want to print into a surface aren't both absolutely perfect for it.

>> No.692754

wtf is your problem you colossal faggot

>> No.692755
File: 102 KB, 622x595, 10zpkh.jpg [View same] [iqdb] [saucenao] [google] [report]

>t. topolet

>> No.692760
File: 651 KB, 1314x1156, file.png [View same] [iqdb] [saucenao] [google] [report]

Can someone explain this shit? How can someone with quote "20 years of experience" think they could make a living selling rigged birds and other niche rigs for blender? I just saw this because some addon developer retweeted this guy.

Oh apparently he had this stuff priced way higher before. The raptor rig was priced at 5000 dollars. wait as I'm typing this I just realized the guy started the bitch fit after 2 days of not selling any raptor rigs and in that time hes dropped the price by 4980 dollars.

I just don't understand any of this guys thought process.

>> No.692762

Don't try. You are obviously no professional.

>> No.692763
File: 13 KB, 588x161, Screenshot_2019-08-06 Jeannot Landry ( JeannotLandry) Twitter.png [View same] [iqdb] [saucenao] [google] [report]

His mStake was in thinking he could make money selling high-ticket items to the Blender community lmao.
Anyone who's spent more than 3 minutes in the 3d world knows that the overlap between those who choose to use Blender and those who'd pay that much for assets is barely significant.
But assuming it's a substantial number of people, those among them who'd actually buy something like that instead of having someone on salary to make it custom, will be an even smaller number.
And among those few people, he expects there to be an overlap with the people who'd need that specific rig, which would then have to overlap with the people who know about him or his store (either from previously knowing about them, or by finding out about them over time).
Needless to say this isn't going to happen.

Also, he doesn't understand that you don't get magically paid based on how much work you put into something (like in a videogame), but based on how much money you can convince people to pay you.
I can spend 50 years building something that nobody wants, and make it the highest quality creation ever made, but I'd be retarded to whine about how I'm not getting money when it's obvious that there's nobody willing to exchange it for my work.

TL;DR: This is an adult who has the understanding of how money works of a child.

>> No.692764

At least the guy has some talent, unlike 99% of blender users.

>> No.692766
File: 73 KB, 364x360, doll.jpg [View same] [iqdb] [saucenao] [google] [report]


Please show us where the evil 3DBoomer touched you

>> No.692769
File: 51 KB, 640x556, Jeannot Landry on Twitter.png [View same] [iqdb] [saucenao] [google] [report]


>> No.692770

Rustled some jimmies, I see?

>> No.692771

>I just don't understand any of this guys thought process.
To be fair, you need to have more than 20 years of experience to understand it...

>> No.692772

See >>692766

>> No.692786
File: 184 KB, 795x531, ford.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.692789
File: 3.86 MB, 600x524, 5bb86b2702efe94c775f3bbb_KITOPS-01.gif [View same] [iqdb] [saucenao] [google] [report]

Who /boomerlean/ here?

>> No.692791

How does anyone modle anything with such a tiny viewport?

>> No.692793


>> No.692799


Why not have two modes like based 3ds max?

>> No.692807

Blendlets sure are lazy, man.

>> No.692821

Work smarter, not harder

>> No.692827


>> No.692834

You tell me what's smarter about fucked-up topology.

>> No.692837

Oh sod off. This is exclusively hard surface stuff and it will never deform. My topology autism goes only as far as the looming deadline.

>> No.692840

>why isn't it just one click?
so that non-retards can do more than just collapse UVs with it you moron. The constant crying for one-button solutions instead of well thought out workflows dumbs down 3D software to pajeet levels.

>> No.692841

who gives a fuck, FBX is and old proprietary format and Autodesk is intentionally making small random changes in the file structure to keep others from writing proper importers/exporters, fuck them.

>> No.692844

The Blender is strong with this one.

>> No.692850

This is hilarious because chipp Walters is like, as boomer as you can get but he's probably way more talented than anyone on this board

>> No.692851

With adobes larger step into 3d with picking up Substance, I wonder if they will put forward something better than fbx, I can't imagine Adobe are happy to get jewed paying Autodesk for fbx licenses

>> No.692854

Anyone have a good way to accelerate something linearly over time?
I had thought it was something easy I could do with curves, but I don't think you can do it while still keeping things linear.

So I figured drivers could work, but it's not working as expected.
I had tried placing an action on repeat in the NLA editor and then driving the clip scale from 1.0 to 0.25, which works, but the end result is faster than if I took one action individually and scaled it to 0.25 speed.
So in the NLA editor it'd be like this

[Action|Action|Action] [Action]

The set of 3 would be the one that has the scale shrunk over time with a driver, and the one after would be one I manually set the scale to. For some reason they don't match up, despite being scaled to the same value.
I imagine since it's evaluating the scale over the repeating clips, rather than them individually.

I really don't know if that makes sense or not, but hopefully someone understands and can help. I think maybe I'm trying to do this wrong, I don't really know.

>> No.692860
File: 74 KB, 960x540, ford2.png [View same] [iqdb] [saucenao] [google] [report]

It's not comfortable, but single objects like this car can be modeled without problems.

>> No.692861

Just get a bigger monitor? Jesus, even a monitor 10 years old would have a resolution higher than this. It's like you're trying to model on a laptop from 2001.
Go to fucking Goodwill and pick up literally anything for a few bucks. Unless you're in some 3rd world shithole, but even then there's still the option. Even if you're using a laptop, most of the ones I've had at least had VGA output at the very least.

There's no excuse for this shit anon. It's not 1987 anymore.

>> No.692864

How's making clothing in blender 2.8? Iv never tried. Should I just learn in MD instead?
Thing is at least from cloth simulations if done in both for blankets, sheets, curtains pilows etc blenders performance is a lot better (I do archviz) but im trying to practise characters.
I am don't have a legit copy of MD yet but k could get one for work if it was really that much better than blender.

>> No.692867
File: 1.03 MB, 1600x877, tablet.png [View same] [iqdb] [saucenao] [google] [report]

>> No.692868

>How's making clothing in blender 2.8?
Pure unadulterated shit. You'd basically be stuck trying to leverage a sim that hasn't been fundamentally updated since 2004. In fact, next to none of the sims have. It's obsolete garbage.
While it's completely possible to do a workflow similar to MD (create patterns, sewing points, and having them sim), it's so completely removed from MD that it's laughable in comparison. Even when you use addons that try and replicate the workflow. Even if you got it to work after tens of hours, it'd be nowhere near the quality of something in MD you only spent like 2 hours on.

Do yourself a favor and just get MD (buy it or "acquire" it). It takes all of an hour or so (even less) to get a handle on the basics. If you took that same hour and tried to make a basic t-shirt in Blender, you'd be stuck tweaking sim settings over and over just to get it to sit right, sew properly, or not turn into an absolute fucking mess. Whereas MD just fucking works, the literal moment you put a piece of cloth in and sim, it just works. Hell, even the built in remesher gives good quad results for exporting.

Mind you, when you start getting into advanced shit with MD there's some nuances and annoyances to be had (layered clothing especially), but they're nowhere near the bullshit you'd have to deal with if you tried the same thing in Blender.

And I'm saying this as someone who uses Blender 2.8, and I don't have much of a problem with it otherwise. Do yourself a favor and learn other tools to augment what you do in the program. Work smart, not hard.
Also, Clo3D is the exact same program from the same company, just marketed to clothing designers and with a blue color scheme. Pretty sure it's significantly cheaper, though I don't know the caveats when it comes to a 3d workflow compared to a clothing designer's (it might not have any good export formats or something). Still worth a look though.

>> No.692869

Don't forget all the gross hand gunk in the crevices.

>> No.692871

if you're a dirty neckbeard maybe

>> No.692873

Nah, you'd have to add Cheetos dust for that.

>> No.692874
File: 3.07 MB, 499x280, join the resistance 2.1.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.692875

I don't work as a professional modeller, it's just a hobby. This monitor I bought for 10$ when I had a job. Now I'm jobless and I have no money for upgrades, I need to buy food. People don't throw to trash monitors in the country I live.

>> No.692879

thanks, this is the kind of answer i was looking for
i like blender 2.8 and had started using it as my main modeling program but it sounds like clothes are much better on MD
Is it easy to copy the armature over to MD clothing once I bring it into blender?

>> No.692881

>Is it easy to copy the armature over to MD clothing once I bring it into blender?
It depends on what you're trying to do. If you're looking to get static clothes on a posed model, you'll want to have your model in an A pose, and then animate it into the final pose. Bake the animation and export as an FBX. Then you can import it into MD, you could try without baking, but I've had problems with it.
There's a simulation mode and an animation mode in MD, so when you're done setting up the clothes on the A pose (which would be the first key of your animation), you'd play the rest of the animation so it would transition into the final pose. This will let the clothes deform naturally and settle. Then you'd just export the garment as a mesh and do what you want with it. Sometimes you'd want to sculpt on top of it externally to get a specific look.

If you're just looking to make clothes to work on a model that'll be animated later, just export a static model in an A pose, get all your clothes and stuff done, turn on the remesh for good quad topology, then export. Then just rig and weight it like normally in Blender.

>> No.692893

Too slow?

>> No.692899

Thanks,one last thing.
I will probably buy MD in this case but which version is good/stable enough to pirate and learn/test on until then?

>> No.692915
File: 983 KB, 1600x877, tablet.png [View same] [iqdb] [saucenao] [google] [report]

wow. blender 2.8 viewport cavity and shadow is amazing.

>> No.692922
File: 663 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Okay, out of all of that I understood "accelerate something linearly over time."

You can do this by adding a single key to a property and adding a generator modifier to the f-curve. Open up the graph editor and hit n to bring up the sidebar and click on the modifiers tab to find it.

>> No.692943
File: 217 KB, 1050x598, Accel.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah it's a bit of a mess.
What you posted doesn't work though. Since it's got an ease and must be linear.

I think I understand the problem though and I think I fixed it. Since I'm shrinking an animation while it's playing, not only is it getting faster, but it's being added with the speed of playback. So it's also scrubbing through the animation at the same time it's playing and getting faster.
I think I fixed it by just giving it a higher value to go through. 0.5 in this case.

I don't know if the webm really clears up the confusion at all for what I was trying to achieve, but hopefully it does.

>> No.692944

I don't remember what the latest version is, but I've been using 8 and it's been fine.
MD is pretty expensive for such a niche piece of software though. I mean it's definitely worth the money in terms of what it's capable of, but unless you're actually making a living off of 3d and this will enable you to make more, there's little reason to buy it at that price point.

>> No.692947
File: 352 KB, 452x588, runny.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.692963

holy shit the fly mode in 2.8 is so fucking trash
Is there a way to disable the "coasting" function? It feels like everything is lagging.

>> No.692965
File: 197 KB, 2162x542, b_eye.jpg [View same] [iqdb] [saucenao] [google] [report]

I imported and cleaned up a model and everything worked out except for the eyes. For some reason I can't get the eye's correct texture.
No matter how the setup is done with alpha, textures and transparent suggestions from google the eye texture just won't show up.

Any help would be much appreciated

>> No.692971

Use walk mode without gravity.

>> No.692974
File: 22 KB, 306x476, 1535887720017.png [View same] [iqdb] [saucenao] [google] [report]

If you're using eevee you need to set the texture transparency mode in the blend mode dropdown of the settings section

>> No.692978
File: 44 KB, 410x574, b_m.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm using eevee.
I got no transparency option in the blend mode dropdown menu. Do I need to change anything in my node setup?

>> No.692979

I'm assuming this isn't your own model if you are importing it into Blender. If that is the case, make sure there is not a separate UV map you should be using for the eyes.

>> No.692984

>Alpha Hashed
>Alpha Blend
>Alpha Clip
There's 3 different kinds of transparency anon.
Hashed uses samples to determine transparency. It tends to look dithered. This one is useful for situations where you have a ton of transparent things that need to interact with each other (like multiple panes of glass, or tree leaves).

Blend is pretty much what your brain expects when it's looking for transparency. Though things really slow down if you try and layer a ton of things (because GPU's don't like alpha very much).

Clip is just on or off. This is the fastest of the 3 for obvious reasons.

Don't forget to put in a transparency shader and mix it with your Principled. The fac controls how transparent it is.

>> No.692985

Correct. The model has two additional textures that align with the eyes however they don't produce correct results.

I just now noticed that the eyeball_n.tga >is not a normal map as the source file says that's a "CorneaTexture" and there's also a "AmbientOcclTexture" that I haven't applied.

>> No.692986

I fucked up with the texture files it looks like.
The eyeball_d is an iris texture, eyeball_n is a corneatexture and there's also an AO in the middle of that. How can I make up a node tree out of that?

>> No.692995

Figure it out. I don't know what your textures look like.
Try using a color mix node and masks. Then blending the AO into it with a multiply color node.

>> No.693021
File: 3.35 MB, 537x302, JOIN THE RESISTANCE 2.5.gif [View same] [iqdb] [saucenao] [google] [report]


little bit, It was one of my first times exporting a gif from gimp. reworked the whole thing a bit and sped it up. looks a lot better in full hd video.

>> No.693056

Can I ask a stupid question? Is there any way to make the gizmo show up after pressing the rotate, move, scale keys (like in Maya)? If I use the button in the toolbox it shows, if I press the keybind it doesn't and it feels so unintuitive having to press another key to choose which axis to change when usually the left hand is using control or shift...

>> No.693065

I don't think so, but you can use the MMB while moving the mouse to lock an axis. It's not really the same thing, but you're not having to press XYZ anymore.

>> No.693109
File: 405 KB, 2093x1234, f_e.jpg [View same] [iqdb] [saucenao] [google] [report]

Been trying for 2 days, anon.

When selecting mesh parts around and in the eye the eye parts on the face texture is marked however nothing is applying. Never mind the eyeball I'm not even getting the eye texture to show up. Rest of the face is working fine.

Am I missing something? Do you anons have any more tips?

>> No.693154

Is there a way yet to deal with the freestyle lines not showing on intersections? I want to be able to make scenes that emulate 2D drawings that gets annoying when you have to boolean everything.

>> No.693157

unfortunately not
LANPR does intersections but it's still very rough

>> No.693158

Damn. Is it really that difficult of a feature to implement? Keyshot does it fine.

>> No.693172

is this lewd?
it better be

>> No.693176


Funny I just imported 2 other models by another creator with close to the same setup material/texture and they have the exact same issues with the eyes. Feels like there's a alpha/transparency somewhere

>> No.693177

Plug your diffuse into a viewer node, or emission to actually see what your doing anon. For all you know it is working, you just cant see it because it's dark.
Make sure the eyeball has the correct material too btw. That would be a stupid mistake.

>> No.693179
File: 731 KB, 2690x1216, Image 002.png [View same] [iqdb] [saucenao] [google] [report]

Have you tried faking the lines with a layer weight node? It's a bit hacky, but it can work just fine in a pinch.

>> No.693186
File: 233 KB, 1750x948, eye2.jpg [View same] [iqdb] [saucenao] [google] [report]

I assume you mean in composite?
Second image has alpha set to none instead of straight

>> No.693188
File: 365 KB, 2257x1209, eye4.jpg [View same] [iqdb] [saucenao] [google] [report]

There's also a texture in front of the eyes called eyecage. Removing it or making it completely transparent shows pic related. (my first model didn't have an eyecage and that still had issues). I've tried every google node alpha/transparency combination for both the eyecage and the eyes.

>> No.693193
File: 2.67 MB, 640x360, Sculpting with modifiers can be difficult because you cant see where the real vertices are. This new cursor mode dynamically displays the real mesh. .webm [View same] [iqdb] [saucenao] [google] [report]

Sculpt branch:
Sculpting with modifiers can be difficult because you can't see where the real vertices are. This new cursor mode dynamically displays the real mesh. It also isolates disconnected mesh components and it applies the maximum brush strength to the active vertex.

>> No.693195

Think I might have figured it out? I have no clue how or why the model has changed texture usage pointer? The body texture had eyes that worked when using that texture on the eyeball node. However while the eye texture now shows it's the wrong texture because the eyes are wrong for that model.

>> No.693202
File: 1.27 MB, 1920x1080, webm test2.webm [View same] [iqdb] [saucenao] [google] [report]

how do you get rid of weird screen space reflections in eevee? how do you make lights not flicker in eevee? The squares reflections are jiggling and the lights flicker in my test animations.

>> No.693217
File: 1.79 MB, 3277x1355, Image 003.png [View same] [iqdb] [saucenao] [google] [report]

Why the fuck are you in the compositor? You don't need to be in there at all unless you're fucking with a render output.

You've yet to do jack shit in your material.
If you want something to be transparent, you have to mix it with a transparency node. You also need to tell it what needs to be transparent. In pic related, I'm using the alpha channel from the diffuse.

You're making things needlessly complicated, and you're not even doing a decent job of explaining yourself.

>> No.693218

Try turning up trace precision for SSR. Increase the size of your little lights or adjust the bloom knee.

>> No.693265

maybe too much form over function design wise, but useful

>> No.693273

I used to be like you but the keys become second nature and lately I have started using the middle mouse button instead and now I feel like a god

>> No.693363

Literally what you posted was the first thing I tried. It's the number 1 url you'll find on google.
It doesn't work.

>> No.693424

fresh bread: >>693423

>> No.693428

I'd like to know this too, could someone post a node setup with similar results?

>> No.694020

How do you disable the bright lines around the edges of a mesh in sculpt mode in 2.8? It looked so bad I had to go back to 2.79

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