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/3/ - 3DCG


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File: 2.92 MB, 960x540, KeyMesh.webm [View same] [iqdb] [saucenao] [google]
715866 No.715866 [Reply] [Original]

Blender General:
Previous thread: >>712286

>> No.715871

that is actually fucking neat

>> No.715873

>>715866
not sure how keymesh will help me make donut?

>> No.715874

>>715866
That technique is nothing new.

>> No.715879

>you have to get out of sculpt mode to add primitives :/

>> No.715881

>>715874
Thanks for the heads-up, I instantly cancelled my Blender software subscription service.

>> No.715882

>>715874
Before that you had to use shapekeys and animate with that, and you can only move / sculpt not remove or add geometry

>> No.715888

>>715882
Still, nothing new. Only the implementation is different.

>> No.715889

>>715888
>Still, nothing new
It is usefull to me to save diferent stages of a model and to concept basically.

>> No.715930
File: 62 KB, 807x812, 1549004656141.jpg [View same] [iqdb] [saucenao] [google]
715930

>mantaflow getting merged into master
AAAAAA

>> No.715947

>>715866
just starting out, really want to learn animation
where can I find some rigged human models for free? where do you even get models? free shit on sketchfab is straight up garbage

>> No.715948

>>715947
makehuman

>> No.715950

>>715947
smutbase

>> No.715979
File: 766 KB, 1920x2880, phone art smaller.jpg [View same] [iqdb] [saucenao] [google]
715979

I'm finally not feeling like a total noob. Feels good

>> No.715997

What are the best free addons for UV editing?
Blender UV editor sucks

>> No.715998

>>715979
swell work fellow

>> No.715999

>>715979
did you make that? im setting it as my phone wallpaper, it looks damn nice.

>> No.716009

I've been downloading some character models to fuck around with lately, taking a break from making props.
Is there any reason why some normal maps are way too strong at a value of 1 while others are not? Having to set it to 0 for there to be no visible seams seems kinda pointless.

>> No.716012

>>716009
Depends on the normal map. Summer stronger than others based on the map.

Adjust your UVs if there's a seam

>> No.716018

>>716012
>Adjust your UVs if there's a seam
Guess i'll try to mess with that.

>> No.716051
File: 41 KB, 640x360, sekiro-shadows-die-twice-trailer-1553188360.jpg [View same] [iqdb] [saucenao] [google]
716051

Taking references for all software, but posting here since this is the most active thread. What does a complete, production ready rig look like? Not necessarily the mesh, but the rig beneath it. There are already enough references on how to create acceptable topology for rigging, but what about the actual rig?

I'm mainly looking for what types of controllers they use, what custom bones they use, constraints, other mischellaneous techniques they employ, etc. Any and all photos videos are appreciated.

>> No.716058

>>716051
Aren't professional rigs trade secrets?

>> No.716066

>>716051
the cookie cutter lazy answer is it depends on what you need the rig to be doing. The bare minimum for a character would probably be visual control bones and FK/IK, and then you add more on top of that as needed.

>> No.716069

>>716051
> Asking about production rigging in the Blender thread

Download the Gnomon course "Creature Rigging for Production" and you can get an idea of how it's done

>> No.716072

>>716058
Maybe. But maybe some experienced users or those with references could share.
>>716066
It's for a video game character, so doing a lot of combat motions.
>>716069
Not familiar with that software but maybe some of the techniques will apply to me.

>> No.716074

If my only goal is to model and animate a character what's the simplest thing I can start with?

>> No.716083

>>716074
A robot, exposed joints don't need any deformation. Very easy to rig properly if you're just looking to get familiar with the tools.

>> No.716084
File: 723 KB, 1291x750, solid.png [View same] [iqdb] [saucenao] [google]
716084

>>715999
>>715998
Thanks!

>> No.716085

>>716083
>A robot, exposed joints
The fun with these comes when you incorporate hanging cables, hydraulic hoses and pistons into the design.

>> No.716086

>>716085
That would be a more intermediate exercise.

>> No.716160
File: 69 KB, 434x325, 1523319682655.jpg [View same] [iqdb] [saucenao] [google]
716160

>Finally figure out how to get past a roadblock.
>It immediately crashes.

>> No.716306

now shit's getting fancy

https://twitter.com/pablodp606/status/1207420336058327040

>> No.716307

>>716306
This man will not stop until Blender has every tool he needs to mass produce his 3d waifus.
They made a good choice hiring him.

>> No.716358

>>716307
>This man will not stop until Blender has every tool he needs to mass produce his 3d waifus.
Exactly
>They made a good choice hiring him.
At first it may seem like this but maybe at some point he will turn on them when go all
>haha it's ok pablo, now it's really enough, blender is feature compl-

>NO. I NEED TO IMPLEMENT THE WAIFU FOOT SHAPING ALGORITHM. AND NOW SILENCE AND DON'T MAKE ME FUCKING WANT TO FORK BLENDER.

>> No.716366

>>716358
>blender becomes a self-aware god-like intelligence that takes over the world, appoints pablo as god-emperor, and bans all proprietary software
>blender finally industry standard

>> No.716367

>>716358
>WAIFU FOOT SHAPING
my man

>> No.716382

>>715866
Great! more useless shit. can't do ragdolls or jiggle bones without shilling an addon, can't lock vertices or snap around edge loops like maya lets you do with live surface, basic features ffs

>> No.716394
File: 40 KB, 1374x758, blender doubt.png [View same] [iqdb] [saucenao] [google]
716394

I can't seem to find the way to do this. Maybe there's no fast way.
I'd like to create a Shape Key so that I can apply it progressively depending on the zone.
I think it might be better understood with the example drawing I made. Instead of just pushing the mesh all the way when it is applied, as seen above, I'd like it to apply it all the way but only on the left first, and then gradually continue applying the morph moving to the right.
I could set up 10 different keys and try to get the same effect but I'd prefer something automated, which I guess will look better.

Thanks.

>> No.716401

>trying to make a hole in a wall
>make a plane and a cube
>add a boolean modifier to the plane
>select difference and select the cube
>click apply
>the fucking cube gets attached to the wall now
Is this a 2.81 bug?

>> No.716405
File: 398 KB, 960x540, boolean.webm [View same] [iqdb] [saucenao] [google]
716405

>>716401
Works on my machine. You sure you didn't select "Union"?

>> No.716406

>>716401
>>the fucking cube gets attached to the wall now
Maybe this happens if you put a face of your cube exactly in the edge of your plane.

>> No.716415

>>715997
Idk, you add seams, unwrap, and resize it a bit, what kind of addon do you need?

>> No.716416

>>716072
>Not familiar with that software but maybe some of the techniques will apply to me.
Did that african-american just called Gnomon a software?

>> No.716418

It's finally out
https://www.youtube.com/watch?v=Mv30ExfoKcc

>> No.716422

>>716418
Didn't watch for the thumbnail faces alone

>> No.716429

>>716051
go pull models rigged by coloyobo or wo262, they're generally pretty well done

>> No.716433
File: 569 KB, 756x674, Krool_Komputer.png [View same] [iqdb] [saucenao] [google]
716433

>>716306
This man is a fucking machine

>> No.716436

>>716394
I think this can be emulated with a modifier controlled by another object and then scaling/moving that object around. You will have to go through the modifiers and find the one that does best what you need.

>> No.716457

>>716382
Blender is never going to implement all the features into the base program as long as people can make money from addons. Nothing's ever really free.

>> No.716462

>>716457
It could happen as an unofficial Blender distribution. People pool money, buy add-ons, and distribute them bundled with Blender, everything nicely setup to work out of the box.

>> No.716471

>>716306
I don't like the "just remesh the whole part every couple steps" workflow. I think compared to realtime subdivision it feels clunky and a step backwards but apparently that's what everyone wants so dyntopo will probably get removed at some point.

>> No.716496

>>716436
I'll check that out. Thanks.

>> No.716521

>>716382
lol welcome to blender

>> No.716538
File: 491 KB, 607x540, i_view64_2019-12-21_09-38-25.png [View same] [iqdb] [saucenao] [google]
716538

>>715979
same
(although pic related isn't really something i'd say i worked hard on it just looks cool)

>> No.716549
File: 33 KB, 241x163, file.png [View same] [iqdb] [saucenao] [google]
716549

So I donwloaded a model from someone and it works fine, mesh is good, rig is good
But when I render it everything just is screaming at me to install CSS
The fucks up?

>> No.716552

>>716471
It's dumb is what it is. Dynotopo is a great idea.
>muh quads

>> No.716555

>>716538
I really like the colors and lighting, but you completely destroyed the silhouette with the pink light. Took a while to see that it was a beard and not some weird tentacles.

>> No.716556

>>715947
>>715948
MB-Lab

>> No.716557

>>716555
>took a while to see that it was a beard
You have actual autism

>> No.716558

>>716557
Nah, his hair is way too stylized for that lighting.

>> No.716649

>>716555
Yeah lighting is really complex and the more i learn the more i realise how little i know. and the more i realise how important it is. Thank u for critique

>> No.716655
File: 198 KB, 453x603, bob bob.png [View same] [iqdb] [saucenao] [google]
716655

Okay guys, I loaded up Bob from Animal Crossing and put the Edgy Bob Cut on him, as god intended. How do I put the textures on him?

>> No.716676
File: 760 KB, 1920x1080, blender course.png [View same] [iqdb] [saucenao] [google]
716676

>>715866
Stylized character course
https://www.youtube.com/watch?v=f-mx-Jfx9lA
Checked blender and more than half the course is not even available yet.
https://cloud.blender.org/p/stylized-character-workflow/
you think they would have waited until after it was done before posting it on youtube.

>> No.716692

>>716676
Thats actually a really helpful video

>> No.716694

>>716676
>Stylized
because realism actually takes skill?

>> No.716695

>>716694
Stylized work also takes skill, you dingus.

>> No.716698
File: 331 KB, 936x1436, renoir.jpg [View same] [iqdb] [saucenao] [google]
716698

>>716694
>mfw he fell for the realism/naturalism memes

>> No.716699

>>716695
>>716698
Nah I just wanted to have some fun, sorry for doing it in the blender thread.

>> No.716772
File: 135 KB, 336x513, bob bob bob.png [View same] [iqdb] [saucenao] [google]
716772

CRAAAAAAWWL

>> No.716774

>>716698

Some games require realistic art. Can you imagine a cell-shaded or pixar-style Silent Hill game?

Damn people on this board are stupid.

>> No.716798
File: 149 KB, 1280x720, 44A6E2CC-513A-4D2E-ADF5-33007C7AF208.jpg [View same] [iqdb] [saucenao] [google]
716798

>>716774

>preferring uncanny valley dolls over beautiful cel shaded vibrant art directed waifu

kek

>> No.716800

>>716798
>preferring uncanny valley dolls over beautiful cel shaded vibrant art directed waifu

t.Weeb. Opinion discarded.

>> No.716837
File: 999 KB, 1023x936, EeeveeRendering.png [View same] [iqdb] [saucenao] [google]
716837

>>715866
Anyone know why Eevee has a ridiculously low roughness setting (I don't have a flipped channel, I checked), and randomly every object acts like it has it's own independent normals despite being the same object? This scene looks great in engine but in Eevee the individual models have these massive lighting differences between them. Any ideas on what causes this?

>> No.716838

>>716774
No you

>> No.716839
File: 1.48 MB, 1920x1170, 1510804641152.jpg [View same] [iqdb] [saucenao] [google]
716839

>>716698
This moreso applies to gameplay, hence why janky games like STALKER, E.Y.E, Mount & Blade, etc. are all better than big budget games with perfectly smooth controls. For graphics soul is all that matters, you've got generic vibrant soulless pixelshit like Stardew Valley or generic anime styles, then you've got soulful vodka-infused realism like STALKER or baguette-reinforced E.Y.E visual jank.

>> No.716858

>>715866
I'm nearly an absolute beginner (went through a course of environment architecture in Blender). How can I learn how to model, texture and animate mechanical devices (its for a game, not real engineering obviously)? Plz help.

>> No.716876
File: 69 KB, 1280x720, 1491015772686.jpg [View same] [iqdb] [saucenao] [google]
716876

Brethren, how do I get inspiration?
Lately I have been feeling so disconnected and with no motivation to finish the pieces I start and I wanted to know what motivates you guys, I want to get good at this, I really love it but its not as much a problem of doing it as it is about being able to finish what I start.

>> No.716877

>>716876
A lot of it is just learning to like it. I used to struggle to get just a single hour in every day, often got no time at all and constantly wondered if I didn't really like 3D art. I kept at it and now I'm getting in 1-2 hours easily on the days where I'm taking a break, 4-6 hours on most days, 7 days a week. Try to take something very small to completion, a desk with a really nice texture is going to fuel your motivation a lot more than another unfinished wireframe of some grand project.

>> No.716878

Cool

>> No.716879

>>716876
Beats me.

>> No.716882

>>716876
I always feel the most motivated when Im crafting a shitpost to post on 4chan, sometimes the more outrageously offensive it is the more it makes me laugh and more I want to finish it because it makes me happy.
Some of my favorite are photo edits of things other anons like to spam.

>> No.716945
File: 3.29 MB, 2142x1205, ffxiv_12012019_180544_729.png [View same] [iqdb] [saucenao] [google]
716945

>>716877
When I was first learning it some months ago I would only do an hour a day, not like I know everything now but I dont depend on tutorials and courses anymore and then after I was done with those I started to do the same, between 4 to 8 hours a day of pure fun, but everytime I finished a piece I would be extremely disappointed and have a mini breakdown, so after 4 months I took 1 month break and while I know think and Im in a better place I have a harder time putting in more hours :/

>>716882
Sounds like you have a lot of fun anon, maybe I just need to find that one thing that is pure bliss for me.

>> No.716947 [DELETED] 

>>716945
*while I now thing im in a...

>> No.716949

>>716945
*I now think im in a better place

holy fuck im so sleepy

>> No.716956
File: 1.07 MB, 1247x699, GrainyRender.png [View same] [iqdb] [saucenao] [google]
716956

>>715866
Why is the rendered view so grainy and the grains do not disapear? Using cycles as the rendering engine

>> No.716962

>>716945
>extremely disappointed and have a mini breakdown
Yes, this is relatable. Like I said, there isn't really any secret to putting in more hours. When you first started you probably slowly built up that momentum from 1 hour a day to 4-8 hours, now you've got to build it back up. And go to bed, you'll have a much harder time doing anything productive if you're sleep deprived.

>> No.716964
File: 67 KB, 702x562, 1524714647675.jpg [View same] [iqdb] [saucenao] [google]
716964

>>716962
Yeah youre probly right anon, and I had just woken up, its hard to enjoy things tired so I take care of my sleep.

>> No.716970
File: 18 KB, 258x248, vp samples.png [View same] [iqdb] [saucenao] [google]
716970

>>716956
Turn up the viewport sample count.

>> No.716974

how much better is the denoisier in 2.81 than before? haven't used blender in a while

>> No.716976

>>716974
A lot better as long as you set it up correctly (enable the correct render passes)
https://www.youtube.com/watch?v=Pw-OxOHHu5I

>> No.716978
File: 1.05 MB, 1344x789, GrainyRender_256.png [View same] [iqdb] [saucenao] [google]
716978

>>716970
Thanks, I tried it with values up to 256, but some grains remain. Is there a way to "fix" it completely?

>> No.716979

>>716978
yeah, increase the sample count until there is no noise.

>> No.716983
File: 45 KB, 335x462, branched.png [View same] [iqdb] [saucenao] [google]
716983

>>716978
You don't need to just increase the sample count, what you need to do is branched path tracing and turn up the multiplier for transmission. Try a multiplier of 4 for that scene

>> No.716984
File: 1.30 MB, 1920x1080, sa2_Shoes.png [View same] [iqdb] [saucenao] [google]
716984

Anyone have any suggestions for achieving this effect outside of abusing fresnel in nodes?

>> No.716987

>>716984
predictive AI

>> No.716990

>>715873
You can animate yourself eating it.

>> No.716991

>>716984
Pictured is the inverted shell method. You can achieve this in Blender using the solidify modifier.
Turn on inverted normals on the modifier and change the material index offset to use the next material in the material stack. Then change that material to be whatever you desire the outline to look like. You also need to turn on backface culling in the outline material's setting.
If you are using EEVEE or Cycles you can just plug an RGB node directly into the shader output for a shadeless outline.

>> No.716994
File: 1.51 MB, 1920x1080, sa2_head.png [View same] [iqdb] [saucenao] [google]
716994

>>716991
I already have the outline, what I'm trying to do a (Better job of) is the internal shadow next to the highlight.

>> No.716995

>>716994
What is wrong with what you have and what are you trying to get it to look like? You haven't described what you are trying to achieve at all.

>> No.716999
File: 776 KB, 1982x2650, 861454_reywise_sonic-channel-style.png [View same] [iqdb] [saucenao] [google]
716999

>>716995
This but procedural in 3d.

>> No.717031

2.82 is finally getting UDIM support. Took them long enough.

>> No.717036

>>716999

That's going to be 'fun' to do.
I'd look to see if there are any guides or hints for how 3DCG anime gets done. Recently Beastars has had some lovely 'cell shaded' 3D work on it.
If you were in a better package I'd recommend looking at using an array of lights mounted to a rig that's parented to the model, each light casting different colored shadows. Sadly blender sucks at anything to do with complex rigs/constraints and light/shadow linking.

>> No.717037

>>716999
You can probably get close with custom normals and a lot of fiddling.
Also watch these for toon shading
https://www.youtube.com/watch?v=t91X4eukZY4
https://www.youtube.com/watch?v=iSzNZW0Q2HE

>> No.717039

>>716999
Like, using vector displacement on a sphere or something?

>> No.717040

>>715866
anyone know how to make a color of a light different for different distance to an object in cycles? Is that possible? Well, of course its possible, but in a way thats not too incredibly hacky?
I did something like that back in the old blender internal back when they just introduced nodes I think. It looked really cool. Would like to reproduce the effect again.

>> No.717041

>>716999
You might be able to pull off something like this if you know how to work with the various texture/camera/object coordinates and vector math, but other than that, I can't really say.

The easiest thing to do might be to use the fresnel method but use a simple black and white texture map as a mask to control where you want/don't want the effect to be. Could be more trouble than it is worth but it's a thought.

>> No.717042

>>716394
Does the mesh geometry actually have to move?
You could do displace and/or use an object to paint the surface with dynamic paint.

>> No.717078

>>716999
We Maya/3ds-lets have wonderful cel shading plugins for that where it's literally a one button solution. Sorry blendlets.

>> No.717087

>>717078
You mean Pencil+?
I'm pretty sure it can be quite easily done with Arnold as well.
I've also seen similar same things in some Japanese games and MMD.
I think it's just a matter of having a fake rim light option and good control over shadows.

>> No.717120
File: 1.38 MB, 720x480, Blender_ [C__Users_User_Desktop_Toon_Shader.blend] 2019-12-24 15-41-52.webm [View same] [iqdb] [saucenao] [google]
717120

>>716999
I did this 4 eevee half year ago, it is a "principled" toon shader, you can add vertex color data or a texture in the color input, to rotate the ink lines you have to add a texture coordinate and a mapping node as it is in the picture.

You have to play with the illumination power to make the shaders work, as default it's a sun lamp, you can also play with the color ramp nodes inside the shader, all the test are made with a default white material.

To do the outline effect you have to setup the solidify flipping normals and picking the 2nd material just like put blend mode in multiply and enable backface culling in the 2nd material.
http://pasteall.org/blend/index.php?id=52703

>> No.717143

>>716994
I think some anons already said it but you can do this with a proper lighting setup, aka rim lights.

>> No.717144

what is the camera "clip start" setting good for?
when I get annoyed by the camera clipping shit I just pull the slider all the way down and never had a problem with this hamfisted rule of thumb.

>> No.717162

>>717120
As soon as you rotate the camera or deform your model with this goofy vertex normal shit it looks like a kaleidoscope. Please stop wasting everyone's time.

>> No.717183
File: 1.94 MB, 1280x720, Blender_ [C__Users_User_Downloads_Toon_Shader.blend] 2019-12-24 20-28-39.webm [View same] [iqdb] [saucenao] [google]
717183

>>717162
Nahh lad, works fine I just forgot to disable shadows in the lamp, also
>stop wasting everyone's time.
lol, your in 4channel :^)

>> No.717185

Guys, I just started learning and just now finished making my first donut. Where to go from here?

No, I do not go to college.

>> No.717194

>>717185
Create disgusting fringe porn, earn a few measly bucks on patreon

>> No.717196

>>717194
My mother is still alive, anon. I do not want to look at her eyes knowing that I did something like that.

>> No.717206

>>717196
You are but a pussy, boy. Grow a pair, then proudly show it to your mum.

>> No.717208

>>715866
How do you even UV & texture a mesh like this? Or does it limit you to single-colored materials and procedural textures?

>> No.717222
File: 1.35 MB, 1080x1080, denoisedrender.png [View same] [iqdb] [saucenao] [google]
717222

Are you guys friendly to noobs? Pic related.

I ask cause I just learned what the boolean modifier is and it's like the coolest shit ever. Any suggestions on where to learn more about that?

As someone who has spent MASSIVE amounts of time playing around in Photoshop and trying to create textures, I love the material node system. Again, where can I learn more on that stuff?

Lastly, all I've ever wanted is to make a character. I'm like 90% of the way there. How the fuck do I do hands? Why is it so hard? It's a simple, chibi type model. I can post a pic of that if you're interested in helping.

>> No.717223

>>716415
>Idk, you add seams, unwrap, and resize it a bit, what kind of addon do you need?
I just downloaded some addons to properly align islands but it's not enough
What are good courses about uv mapping?

>> No.717225
File: 1.40 MB, 1080x1080, lastpass.png [View same] [iqdb] [saucenao] [google]
717225

>>717222
Wait that wasn't the one I meant to post.

>> No.717229

>>717223
I don't think there's courses on UV mapping in blender, considering how god awful it is. Did you try UV packmaster already?

>> No.717260
File: 213 KB, 1340x1368, sculpt__01.jpg [View same] [iqdb] [saucenao] [google]
717260

Sculpt horny and keep it weird

>> No.717261
File: 502 KB, 1040x1335, sculpt1.jpg [View same] [iqdb] [saucenao] [google]
717261

>>717260

>> No.717289
File: 236 KB, 1802x1420, 1.jpg [View same] [iqdb] [saucenao] [google]
717289

>>716405
>>716406
So I found the problem, blender thinks the room I've made is full while all I want is to make a cut in the plane.

>> No.717293

>>717289
Looks like flipped normals to me.

>> No.717295

>>717293
Tried flipping them back and forth, still the same result.

>> No.717296

>>717295
the boolean modifier is a piece of shit and fail a lot, that's why they are redoing that https://developer.blender.org/T67744 , anyhow sometimes help to move the objects a bit, and if you try to bolean over a previus cut it goes nuts

>> No.717309
File: 12 KB, 300x168, rdzkzi3ujgfudbnd7lfifce3u3g67pri_00.jpg [View same] [iqdb] [saucenao] [google]
717309

>>717260
continue you filthy pig

>> No.717310

Cool

>> No.717321

Someone please tell me how can i display the fuckin horizon line in blender 2.8?

>> No.717356

I have a collider for smoke on objects, but eevee smoke still clips through mesh. What can I do to solve that?

>> No.717357
File: 43 KB, 277x119, Untitled.png [View same] [iqdb] [saucenao] [google]
717357

>>717356

>> No.717363

>>717310
no, you are cool, anon

>> No.717364
File: 2.95 MB, 792x444, truccing.webm [View same] [iqdb] [saucenao] [google]
717364

kek

>> No.717372

New brainlet here, can you join a transparent mesh with a normal one and have the resulting mesh keep the transparency? When i do it i loses the transparency.

>> No.717389

Is he right?

>>>/g/74129457
>>>/g/74129891
>>>/g/74130429

>> No.717390

>>717389
Who cares?

>> No.717396
File: 104 KB, 335x347, b o b.png [View same] [iqdb] [saucenao] [google]
717396

ok how the fuck do I pose this

>> No.717398

>>717225
Looks good by why is the top of the coffee green? Do you need to flip normals?

>> No.717402

>>717364
needs music
https://www.youtube.com/watch?v=PI_Jl5WFQkA

>> No.717406

>>715979
sweet man, get some red spill on the trees like you got on the rocks, thats the only crit I got. nice work.

>> No.717410

>>717396
Can you please stop posting in this thread.

>> No.717419
File: 1.96 MB, 4000x4000, eyhwmygdix641.jpg [View same] [iqdb] [saucenao] [google]
717419

I steal this from reddit

I took a cube, subdivided it, selected some random spots by hand, subdivided it again and so on and so on, then I passed that through a wireframe modifier and applied it. I did this about three times, then put all three meshes into each other and moved them around, so I have a dense mesh. Then I just selected random areas and applied slightly different colored materials to those areas.

Oh, there's also a solid block inside the grid mesh thing, so no light bleeds through, but other than that this is kind of it

FYI there's a free add-on that does this automatically. It's called RandoMesh. I think you'll really like it.

>> No.717463

>>717419
That looks awesome. It would be cool to have an animated version with a camera doing a dolly out shot though multiple of these.

>> No.717475

>>716538
That's awesome. I'm gonna save this pic and try to make something similar

>> No.717489

>>717364
I am getting Mass Effect flashbacks.

>> No.717491

>>717410
no

>> No.717500
File: 179 KB, 644x646, der cuber.png [View same] [iqdb] [saucenao] [google]
717500

>>717419
Show me your ways, master.

>> No.717503

>>717419
I don't see the challenge

>> No.717506

How the fuck do I have both 2.79 and 2.8 installed?
2.8 deletes 2.79, and I need the internal renderer for viewing how my assets will look inside Unity

>> No.717507

>>717506
Use eevee in the 2.8x, you can also download the .zip instead the .exe, it is portable

>> No.717512

>>717507
didn't know there were portable versions, thanks

>> No.717528

>>717506
>installing blender
>2.8 deletes 2.79
What the absolute fuck.
I think you shouldn't be allowed near PCs at all

>> No.717529

>>717506
Blender does not need to get installed, it runs right out of the zip, you dip.

>> No.717545

Well, I figured out what I was doing wrong with posing, or rather not doing- the bones I was trying to move weren't connected to anything. Probably the animal models share skeletons with the human models, which have little hands/feet while the animals just have stubblets. But now my problem is I have like phantom keyframes on my timeline I can't seem to find/get rid of. Is there a way to just delete all keyframes?

>> No.717546
File: 104 KB, 318x396, i'm still here.png [View same] [iqdb] [saucenao] [google]
717546

>>717545
pic relted

>> No.717547

>>717229
>I don't think there's courses on UV mapping in blender, considering how god awful it is. Did you try UV packmaster already?
Can't find it in rutracker and gfxdomain, the latter has a torrent without seeders
I don't have a cgpeers account (for now)

>> No.717567

>>717503
It's fine anon, we never saw your works either.

>> No.717569

>>717547
You should get one.
https://filebin.net/gvnb7ocuci9tft4n

>> No.717645
File: 2.14 MB, 4000x4000, der coomer.jpg [View same] [iqdb] [saucenao] [google]
717645

>>717419
>>717500
Yesterday I was but a learner. Now I am Der Master.

>> No.717648

>>715866
Again, how do you surface this? UVs are out of the question I assume? So it's only solid colors or procedural textures?

>> No.717652
File: 79 KB, 457x472, 1435253395297.png [View same] [iqdb] [saucenao] [google]
717652

turns out the hype around blender caused a massive increase in bug-reports, so much in fact that it got unmanageable.
I guess this will mean no new features until they got most ironed out until 2023

>> No.717656
File: 5 KB, 204x247, images.jpg [View same] [iqdb] [saucenao] [google]
717656

>>717652
>Industry standard by 2035

>> No.717655

>>717652
so no different from the last 15 years

>> No.717658

I have two objects, 280 and 300 verts with (as far as I can tell) identical uv mapping, except where the topology differs. Is it possible to generate a shapekey using UVs as a control?

>> No.717661

>>715866
sAW THIS in the 3d blender artists. thanks good work

>> No.717662
File: 94 KB, 640x960, 77178715_1255191701333520_659772573701111808_o.jpg [View same] [iqdb] [saucenao] [google]
717662

>>715979
>7
yo nice

>> No.717676

>>716774
>Can you imagine a cell-shaded or pixar-style Silent Hill game?
No, but I can certainly imagine one with a moody and rough aesthetic.

>> No.717677
File: 505 KB, 1600x1111, STAR_Nolan02_VERSIONS.jpg [View same] [iqdb] [saucenao] [google]
717677

For Vidya I don't need to go as far as modeling creases in jeans like this right? I hope not. Can't I just use a normal map or whatever to give it that effect?

>> No.717678
File: 570 KB, 1166x799, sideku.png [View same] [iqdb] [saucenao] [google]
717678

>>717041
I'd say I'm fairly experienced with regular 2 tone or 3 tone cartoon shaders. But this is a more advanced 'feature'.

>> No.717687
File: 235 KB, 1750x1274, dd9o9yq-fb4d820f-1e19-49be-ae0c-314f89870650.jpg [View same] [iqdb] [saucenao] [google]
717687

When modelling something large like a spaceship, how should I scale it? 1:1? 1/10? 1/100?

Obviously there needs to be a compromise between the object being large enough to have some detail and being so large that it's too big to work with... I'm just wondering what balance others have found...

>> No.717701

>>717569
Nice, thanks anon!

>You should get one
Yes I will try when the registration is open

>> No.717713

>>717677
Yea, just use MD, then bake everything on a mesh for the same effect.

>> No.717714

>>717678
Look into making of Guilty Gear game series, maybe they'll give you some ideas.

>> No.717721
File: 233 KB, 877x505, blender.png [View same] [iqdb] [saucenao] [google]
717721

https://www.youtube.com/watch?v=awcsd5SbAXQ
Thoughts?

>> No.717723

>>717721
Looks neat. How would one go to retopo this kind of hair properly? Are you suppossed to lay out every single strain of hair or you can get away with only doing it in like 4-6 parts? I assume you'll lose the opportunity to animate hair but should speed up the whole process a lot if you can get away with it.

>> No.717728

>>717721
>draw a blue and hot sea
what did his boss even want

>> No.717731

>>717723
Oh he didn't even do anything to it by the looks of it. Wish I could see the whole process.

>> No.717735

>>717723
Aren't those curves? There's no need to retopo if I'm not mistaken and you do have to place them individually unless you have an addon like hair tool.

>> No.717759
File: 68 KB, 1920x1080, fuck unity.jpg [View same] [iqdb] [saucenao] [google]
717759

How would you do the white edge bits where geometry intersects in Blenders shader editor?

>> No.717851

>>717759
Bake the AO on the water plane and use it as a factor mixed with a bit of noise maybe?
The guys who made RIME created some geometry manually
https://youtu.be/4FIDBeF_4SI?t=1105
https://youtu.be/fwKQyDZ4ark?t=2461

>> No.717893

>>717687
work at 1:1
start with the big forms and add detail as necessitated by the object's distance from camera in the shot

>> No.717931
File: 2.37 MB, 5760x3240, gh_01.png [View same] [iqdb] [saucenao] [google]
717931

>>717714
The shader I'm using right now is 100% built off of that.

>> No.717935

Do any of you sculpt or carve traditionally?
With woodcarving and whittling I was thinking it would be useful to have a "progressively smaller bounding box" system that would show you how to take a block of wood and in the fewest amount of cuts reduce it to an approximate shape. I know how to manually edit meshes in unity c# but I'm not sure if blenders scripting is in depth enough to do something like this. Any advice, or does something like this already exist?

>> No.717941

>>717893
I'll give 1:1 a shot, thanks anon

>> No.717950

>>717723
curve hair doesn't need to be retopologized if you set it up right. The resulting geometry is similar to a cylinder, so it animates fine if you rig it properly.

>> No.717953

>>717931
Judging by the quality it is not even close to 10% of GG's one

>> No.717960

>>717953
>comparing rt applications to offline rendering

ok retard

>> No.717961

>>717960
So how come RT console render is better?

>> No.717978
File: 195 KB, 601x633, gaygaygasyfgaygayd.png [View same] [iqdb] [saucenao] [google]
717978

HAS ANYONE HERE USED BLENDER TO RIG A GREASE PENCILE DRAWING WITH A LATTICE MODIFIER CONTROLLER BY A CURVE MODIFIER??!?!

MY GREASE PENCIL PENUS LOOKS ALL FUCKED UP AND I CANT GET IT TO WORK RIGHT

i would just like to have bezier control points for my weiner looking thing?!?!?!??!?! and grease pencil curves cant be repositioned after you press enter??

>> No.718039
File: 48 KB, 550x413, a4c0aca3c3457d50c97cf930cf0cbf8b.jpg [View same] [iqdb] [saucenao] [google]
718039

how to limit armatures to a 2d plane so they dont go rolling around and twisting about and shite?

>> No.718060

>>717931
are you doing the UV black magic shit that arcsys does for the lines or is it freestyle+inverted normals?

>> No.718163

>>717978
make sure to check stretch, radius, bounds clamp, fill deformed under the shape mennu on the data properties tab

>> No.718276
File: 194 KB, 585x519, bowlcut.png [View same] [iqdb] [saucenao] [google]
718276

this somehow doesn't look like complete and utter shit

>> No.718315

>>718039
Orthographic view, on numpad, press 5 to enter it, 1 for front view, 3 for side view. Turn the gizmo on.

>> No.718327

>>715979
Did... I see this on Reddit?

>> No.718349

>>718315
thnx

>> No.718351

>>718327
and what if so?

>> No.718353

>>716655
With a paint brush you scrub.

>> No.718355

what if you cant find good reference images for a character you want to model? fuck

>> No.718356

>>718355
What do you mean? How much detail do you need? Just use what you have and fill in your own way.

>> No.718358

>>716655

curious how you did the hair?

>> No.718359

>>718356

modeling a head i want proper front and side view reference images

>> No.718382

>>718358
The hair was another item from the game (the 'edgy bob wig', hence putting it on the character named Bob). If I knew how to do nice hair like that I'd... wait, no, I'd still be here, that doesn't help at all.

>> No.718534

I'm trying to texture pain the inside of this cylinder but it's only applying paint to the outside. Please help

>> No.718535
File: 322 KB, 1089x636, hjelp.png [View same] [iqdb] [saucenao] [google]
718535

>>718534

>> No.718539

>>718535
flip normals

>> No.718546

>>718539
worked, thanks

>> No.718550
File: 257 KB, 1080x549, hjelp2.png [View same] [iqdb] [saucenao] [google]
718550

problem 2: I have these objects unwrapped on the same sheet but the texture's not applied to the sofa thing. (I know the painting looks like crusty shit, I'm just trying to get used to the workflow for now) How I do

>> No.718556

>>718550
nevermind somehow I got it

>> No.718605

Is 2.8 ever bringing back their vertex baking options?

>> No.718653
File: 2.84 MB, 1920x1080, Ruy Lopez Morphy Defense, Caro Variation.png [View same] [iqdb] [saucenao] [google]
718653

Who /CHESS/ here?

>> No.718685
File: 1.57 MB, 1920x1080, Screenshot (150).png [View same] [iqdb] [saucenao] [google]
718685

Modelling an old racetrack I drew when I was 12 so I can drive it in Assetto Corsa. Not much of a 3D guy. For each of the pieces I start with a plane and then subdivide each edge to generate a new vertex, then place that along the edge of the track where I want it. Repeat a million times. Is there a faster way to do this?

>> No.718692

>>718685
go to addons, enable import image as plane. clean up your image first though

>> No.718701

>>718653
Why are the knights looking down? they look like faucets

>> No.718709
File: 69 KB, 1280x720, chessknight.jpg [View same] [iqdb] [saucenao] [google]
718709

>>718653
>>718701
I was gonna comment the same. They look too droopy.

>> No.718712
File: 1.00 MB, 1892x1021, wat.png [View same] [iqdb] [saucenao] [google]
718712

Know nothing noob here. I'm following along this tutorial and basically making an "altar". All I can remember doing is extruding, boolean difference, duplicating the object as a backup, adding a mirror and sub surf mod. But I think I've fucked something up. When I select this face in the pic, it selects all of the other faces nearby, as if I was holding alt and I don't know why. (Also, holding alt and clicking that face selects nothing) Some of the other faces did that too, then I selected all and did something called "make single user". That fixed some of them but not this one. Any idea what's going on?

>> No.718713 [DELETED] 

>>718712
Same dipshit here. Apparently there wasn't a face there, somehow. Not sure how that happened. But I went along hitting f on some of those vertices, recalc normals and now it seems to work, I think.

>> No.718714
File: 1.01 MB, 1893x1017, wat2.png [View same] [iqdb] [saucenao] [google]
718714

>>718712
Apparently there wasn't a face there... no clue how. I added one and now it works. But I still can't loop cut for all the way around the mesh for some reason.

>> No.718715

>>718712
That's actually just one face, with its border being all those edges selected. Looks like that ended up being filled in instead of one or the other of the outermost squares; all the faces in between are double-filled, hence those pointy artifacts at the corners where the base starts going concave. Delete that big face and fill in the holes that'll open up on those outermost squares and that should fix that part.

>> No.718716
File: 1.01 MB, 1885x998, wat3.png [View same] [iqdb] [saucenao] [google]
718716

>>718715
Wow thank you, that completely fixed it. No clue how I fucked that up but I'll just chalk it up to noob mistake.

>> No.718724

Is Blender sculpting cool now?

>> No.718728
File: 192 KB, 1462x605, Nodes.png [View same] [iqdb] [saucenao] [google]
718728

I'd like to make it so the procedural iris is on only one side of the sphere instead of two, any ideas on how to adjust my node tree?
I don't want to apply another material to the other side before anyone suggests that.

>> No.718731

>>718728
why does it matter?

>> No.718738

>>718728
Presuming the object's origin is in the center of the eye and the iris is aligned along some axis:
Texture coordinate: object
Split XYZ
Pick [whichever axis it is] and use it as the input to a:
math node: greater than (or less than, whichever it is you want) with the second input being zero.
Use the output to drive the mix factor for a mixrgb with the second input being the iris (from your current mix node) and the first being whatever you want instead of the iris, and plug the output of that into your BSDF.

>> No.718746

>>718685
use a curve with extrusion and then convert it to a mesh when you need to export it

>> No.718764
File: 55 KB, 960x540, glass.jpg [View same] [iqdb] [saucenao] [google]
718764

>>718701
>>718709
Cause they are sad horses, just like Bojack Horseman.

>> No.718765
File: 192 KB, 500x500, banana.png [View same] [iqdb] [saucenao] [google]
718765

>>715866
Hi everyone, passing fa/tg/uy here. I'm looking to possibly commission someone to rig armatures in Blender for me. I want to essentially be able to load up a model, pose it, and throw it straight into an STL for 3d printing, making multiple prints with multiple poses.

I know how to do it but god damn I cannot get anything to work right. Would this be the place to ask about it or is there like, a dedicated commissions thread? I'm thankful for anyone pointing me in the right direction, but I've been up all night trying to get this to work so it'll be a while for me to respond. If I get any interested replies I'll set up some communication with you

>> No.718813
File: 117 KB, 371x230, 245b45b245b7245.jpg [View same] [iqdb] [saucenao] [google]
718813

>>718765
Your post actually made me get off my ass and look at a way to hire folks. So here's what i got, no idea if any of this is worth it:

<--- Marked as spam so get to typing those links

The main thing is that nobody does business on /3/, whether it's due to unwanted connotations to 4chan in their professional life or some other reason i don't know.

>> No.718814

>>718813
Thanks anon

>> No.718821

I'm new to blender -- I've only ever gotten as far as opening the program and being intimidated by everything going on. Where should I start if I want to learn?

My main goal right now is just to be able to make models of characters/drawings I make, and my secondary goal would be minor animation, if that helps any.

>> No.718834

>>718813
>nobody does business on /3/
Cause no one is buying. It's a creator board, not consumer.

>> No.718837

>>718821
look up the donut tutorial

>> No.718848
File: 152 KB, 507x381, 2020-01-04-1578175904_507x381_.png [View same] [iqdb] [saucenao] [google]
718848

now pablomon is painting on vertices just because he can

https://twitter.com/pablodp606/status/1213250893199613952

>> No.718876

>>718821
1) Literally the Andrew Price tutorials, they're very good
2) There is no "I only want to [do a very specific niche thing like make low poly waifu robots]" while you're learning, even if you find a tutorial that's literally the thing you want to do, it'll probably be too narrow in scope and you'll get lost
3) As you get better and learn more you'll be able to learn things even from bad tutorials
4) Eventually you'll hit a point with tutorials where you learn like one thing while observing that the author is doing tons and tons of wrong things, but that one thing will be a "wish I'd known that six months ago" type of thing

After you do the donut and the anvil tutorial by Andrew Price, start stealing some longer tutorials off CGPersia
If you get lost and can't get through, just put that tutorial aside and find another then come back once you git gud

>> No.718901

>>718848
I really don't see the point, zbrush does this kind of shit because it can handle so many poly without choking, even then most people prefer to paint on uv.

>> No.718908
File: 70 KB, 590x590, 1531339845716.jpg [View same] [iqdb] [saucenao] [google]
718908

>>718901
>zbrush does this kind of shit because it can handle so many poly without choking
You just explained his point to yourself

>> No.718913

>>718738
What does a: stand for?

>> No.718921

>>718901
>I really don't see the point
it helps Pablo make more waifus

>> No.718923

>>718901
something something real physics based painting

>> No.718932

I got myself Hair Tool v2.0.14
I am running 2.81
can't get this shit to work
first I did an install from zip
then I tried unzipping and moved it all into addons
It still does not show up.
pls help

>> No.718963

https://www.youtube.com/watch?v=iYNdfef1Uog

Seriously, what's up with people that focus on sculpting only young female models? It's strange.

>> No.718964

How viable is eevee if I wanted to do something like make 10 minutes of extremely limited animation every few days?

>> No.718967

>>718963
Because it's easy cruise control for views and ass licking.
Getting wrinkles and more defined shapes right needs way more skills and talent, otherwise you'll end up with an uncanny valley mess that won't get you all that delicious e-fame.
That's why you mostly see either those stylized animu grills or flat out "monsters"
>it's not fucked up, it's my style AND it's an ayylmao monster!

>> No.719034

wait, the Blender game engine was discontinued? damn it, it looked like a lot of fun. can you guys recommend an alternative? I mostly hear about Unity and Godot for game-making, are they actually any good?

>> No.719035

>>719034
Pick Unity or Unreal. Aka C# or C++

>> No.719040

>>718932

Remove the dot from the folder

>> No.719048

>>718963
It's easier to improve and keep working when you work on things you like, and many people like cute girls.

>>719034
If you want to stay in blender and don't mind pre-alpha software you can give Armory 3D a try but I doubt you can get very far with it. Otherwise Unity and Unreal are the Big 2 and Godot is the best FOSS alternative but needs to improve a lot to catch up with the other 2, I prefer Unreal but it's the only one I really used so I'm biased.

>> No.719056

>>719034
Godot is being developped and need some key features like Occlusion Culling, LoD, C# and others, it will be usable in the 4.0 at the end of the year maybe, unity is a better option now to work, to learn Godot

>> No.719088

>>719034
If you think BGE was actually viable for anything than current godot is more than good enough. Also it's way easier to use than unity or UE with the drawback being extremely lacking in basic features AAA engines have had since 2000 whatever.

>> No.719090

>>718327
yeah I posted the animated version I made to the blender subreddit.

>> No.719113

>>719056
>>719088
I mean I'm just dicking around, so I'm just going to go with what sounds most "fun", for whatever screwed up definition of "fun" I seem to have. And based on that, Godot sounds most interesting right now.

>> No.719118

What's the best way to apply a tiled texture in the node editor?
Unwrapping seems to be counter productive for tall models that has the same texture applied for the whole model, such as a light pole in my case.

>> No.719119

>>717648
Answer me, bunch of imbecile blendtards

>> No.719134

>>719119
Lol, you can fuck right off

>> No.719146

>>719119
no u

>> No.719147

>>719119
hard round brush

>> No.719148
File: 877 KB, 1920x1080, Material.png [View same] [iqdb] [saucenao] [google]
719148

>>719119
it is just the default principled BSDF material with a stronk ao to fake the shadows you dumbfuck, the mode is preview material

>> No.719153

>>719148
What's the point of having spheres on the lower right of the viewport, and not at the 3D location of the object you're working on?

>> No.719154

>>719134
>>719146
>>719148
So it's shit and useless, like blender in general :DDD

>> No.719155

>>719153
What do you mean? They make perfect sense to me, they are there for comparison.

>> No.719156

>>719155
In a simple setup yes, but in a complex scene they could receive different light than the object of interest, and this might mislead the artist.

>> No.719161

>>718359
What's it from? A game? Anime? Manga? Irl?

If you can't find perfect references on the net, or they haven't been drawn, either search your character, or start digging in the source material.

>>718685
In edit mode, you could just select the edge, hit E to extrude, and then move it to the next bit.

>> No.719162
File: 724 KB, 693x1014, Capture10.png [View same] [iqdb] [saucenao] [google]
719162

Trying to create a low poly intersecting model. This is the stomach, waist and legs.
What is the best way to make these meshes intersect? Should I have the legs be bigger/wider, or the waist? Should the vertices be in the same place?

>> No.719174
File: 2.00 MB, 1700x960, 1577941120924.png [View same] [iqdb] [saucenao] [google]
719174

>>715866
burning question:
in blender 2.79, when you click on a texture node (like a wave or a noise texture) you press ctrl-t to show its corresponding texture coordinate and mapping nodes. however this shortcut does not work in 2.8... how do you pull up these nodes in 2.8?

>> No.719194

>>719174
Enable the node wrangler addon, or add the nodes manually with Shift+A.

>> No.719218

What's the fastest way to move vertices around? So far I've been clicking then pressing G but I feel there's gotta be a way to move them without selecting first. Sorry for the most basic of questions, but I couldn't find anything about it.

>> No.719219
File: 68 KB, 638x160, 2020-01-07-1578384451_638x160_.png [View same] [iqdb] [saucenao] [google]
719219

apparently we're finally getting there

>> No.719220

>>719040
thanks figured it out already had to rename the folder.

>> No.719221

so claymation but done with software?

that's pretty cool

>> No.719222

>>719162
>intersecting model

Is this a thing?

>> No.719234

>>719222
It is, again. It's a legacy approach that comes back into vogue with indie developers to emulate the style and techniques used on earlier 3D capable consoles.

>> No.719241
File: 1.01 MB, 1470x700, Annotation 2020-01-07 214813.png [View same] [iqdb] [saucenao] [google]
719241

While doing the donut-cup tutorial i stuck with this weird situation where some of my faces went missing. It's not visible in cycles and eevee, just in edit mode. I tried to bridge the gaps but does not fix the problem, it just looks more messy. Any idea what could have caused this?

>> No.719242

>>719234
Don't make it sound so official.
It's a bunch of noobs doing easy shit because of lack of artistic ability.
>>719241
Go in edit mode select all then unhide everything ( a; Alt+h )

>> No.719246

>>719242
Thank you, kind wizard!

>> No.719247

>>719242
Come down from your high horse, asshole. Link to your portfolio or GTFO.

>> No.719250

>>715866
This looks useless

>> No.719256

>>719247
Do you have an actual argument?

>> No.719337
File: 207 KB, 566x676, Artifacts.jpg [View same] [iqdb] [saucenao] [google]
719337

>>715866
Does anyone else get weird artifacts in eevee/lookdev when using bump node? Pic related, it gives everything a stepped look when close to the camera but evens out further away. It looks fine in Cycles, but looks terrible in Eevee when you have anything close up.
I've also had weird artifacts when using bump where it just has a bunch of straight lines going at a 45 degree angle that makes the object dark (especially when you turn up the bump strength).
It's been like that with 2.8 and 2.81. Normals and everything are all correct so that's not the problem. I had thought Blender fixed the problems with the bump node.

>> No.719342

>>719218
Isn't there any plugins for that?

>> No.719344
File: 291 KB, 1675x985, vindi.jpg [View same] [iqdb] [saucenao] [google]
719344

hello blenderchads, i know nothing about 3d modelling. i've extracted a model from a game that i want to 3d print, and im trying to figure out how to get there. currently i've got the meshes, a skeleton file (but it doesn't look like its actually linked to the meshes?), and an animation file that i want to get the pose from. how much work do i need to do and where do i start?

>> No.719345
File: 158 KB, 572x866, lynn.jpg [View same] [iqdb] [saucenao] [google]
719345

>>719344
and yes i know the meshes need to be closed and that i should split them into separate parts and it'll look crummy out of the printer. that's not a problem. i would just like to know how to get from that pic to a posed model.

>> No.719346

>>719345
>i would just like to know how to get from that pic to a posed model.
Select the rig and enter pose mode.

>> No.719347

>>719346
i have extracted an animation file that is posed like the pic >>719345. how do i assign the rig to the animation so i don't have to manually pose it?

>> No.719349
File: 127 KB, 1066x824, vindi2.jpg [View same] [iqdb] [saucenao] [google]
719349

also it doesn't look like all the meshes are rigged to the same skeleton. how would i go about fixing this?

>> No.719356
File: 178 KB, 523x554, 1551957615750.png [View same] [iqdb] [saucenao] [google]
719356

>>719349
hi friend. Heres the problem you are facing:
Yes, you can extract meshes and rigs, but the actual 'rigging' is software specific, which means that you have to redo the process. You have the rig, but in most times it won't properly skin to the mesh because the rig has weird control-bones and connections that are no use to blender.
I found that the easiest way to go about is creating a new rig and skin and go from there.
Since you want to use existing animation data, you should check if that data even works with the rig inside blender and behaves the way you want. If it does, find a way to reskin the rig to the mesh, which im not gonna lie is a pain and will take u some time.

>> No.719357

>>719349
nice cameltoe

>> No.719360

>>719357
ok coomer

>> No.719403

>>719222
>>719234
>>719242
>>719247
>>719256
Actual person that asked the question here, I'll ask again. Would it be better to have bigger legs that go around the waist, or have the waist bigger and the legs go into the waist section? Should I have the sizes the same so the legs and waist outer vertices are in the same position?
This will be an animated model.

>> No.719418
File: 103 KB, 712x773, 65656.jpg [View same] [iqdb] [saucenao] [google]
719418

>>719356
thanks i got it mostly working except some dangly bits. i think those can be printed separately and attached irl

>> No.719481
File: 32 KB, 475x482, db8.jpg [View same] [iqdb] [saucenao] [google]
719481

Is there a way to link two points on the color ramp so that when you move one point the other point moves in conjunction with it?

>> No.719485

>>719481
No. You may be able to deconstruct a color ramp with nodes and do what you want with some math though.

>> No.719564

This might be the wrong place to ask, but how do change the default color of objects. As in i don't like the shitty gray that they use for the cube when you start a new project, i want it to be white

>> No.719665

Anyone has the newest retopoflow for 2.8?

>> No.719676

>>719564
I don't think you can unless you give it a material and change it's viewport color. You could just start a new project with a matcap, or change the color in that same menu I'm pretty sure. Then just save the startup file.

>> No.719707

>>718685
>place plane
>select one edge
>place cursor to where you want to extend the plane to
>ctrl-left click

>> No.719734
File: 827 KB, 5184x3456, Blender Render.jpg [View same] [iqdb] [saucenao] [google]
719734

How can I make it look less artificial?
Also it took 25 hours to render. Any way to improve it besides buying a new PC?

>> No.719741

>>719734
Make sure the position of the sun in the background photo matches the light reflecting on the object.

>> No.719743

>>716655
UV Unwrap and assign materials?

>> No.719744

>>719743
What's the point of UV unwrapping if you're gonna use materials anyway? You only need a texture map if you actually intend to draw over the model.

>> No.719745

>>719744
I was under the impression that you would be using some textures from the game and/or some of your own. Also wouldn't having the UV maps be handy for lining everything up? If its some procedural material then yeah you can probably skip the unwrap.

>> No.719746

>>719745
Oh yeah definitely, I'm not him, but I just wanted to say that you don't need to fuck around with UVs if you need a simple coloring for the parts. Especially considering how confusing UVs are for a beginner.

>> No.719747

>>719746
Okay good to hear that I haven't just been getting "really" good practice at UV unwrapping over the past year

>> No.719748

>>719746
>Especially considering how confusing UVs are for a beginner.
Its better to learn how to use it sooner than later

>> No.719752

How do I make textures, lads?

>> No.719842
File: 83 KB, 1254x907, Blot.png [View same] [iqdb] [saucenao] [google]
719842

I want to scale my procedural blot down without its shape changing, I tried using the color ramp to do that, but as you can see that changes its shape.
Can someone give me some suggestions on how to achieve this?

>> No.719851

>>719842
maybe a vector math node between the texture coordinate and gradient, noise texture nodes

>> No.719854

>>719752
Substance Painter

>> No.719858

>>719851
I'm fooling around with it to no avail, can I maybe get a sample node group?

>> No.719861
File: 94 KB, 1409x429, ss.png [View same] [iqdb] [saucenao] [google]
719861

>>719858
seems to work

>> No.719863

>>719734
make the horizontal chains droop a little bit and put a higher resolution texture on the pole (or if it's a seamless texture just scale the UVs so the texture repeats more

>> No.719886
File: 317 KB, 436x1282, andrew.png [View same] [iqdb] [saucenao] [google]
719886

>how u dare promote racist nazi transphobe reeeee

>> No.719904

>>719886
oh no no no hahahaha

>> No.719978

>>719886
Why do some many mentally ill and deranged people flock to blender?

>> No.720002

Is there a way to smudge/smear weights? Preferably in 2.79 because I'm too autistic to move to 8x.

>>719734
Where the chains attach to the basket is off. They're piercing into the wood instead of resting in the recess in the hole.

>>719886
>juden petershill
>a nazi

>> No.720004

>>719886
The level of salt is delicious.

>> No.720056

>>719418
how did you get this to work? I'm doing something somewhat similar (attaching new clothes to characters, no 3d printing tho) and I would like them to move with the model.

>> No.720057

>>719886
> basic guide to being a decently functional human being
> must be a nazi alt-right screed
I love it

>> No.720058

>>720056
If your model is already weight painted and rigged you can copy the weights from the body to the clothes with Object > Relations > Transfer Mesh Data
Or with the Data Transfer modifier on the clothes

>> No.720111

>>719854
Any good tutorials on cgpeers?

>> No.720142

symmetry in edit mode stops working after sculpting, is this a bug?

>> No.720235

Used a meta rig and stuff, everything works but I'm kinda confused with one thing - how am I supposed to bend the elbow area? Did I miss something?

>> No.720277
File: 326 KB, 843x768, 1546711508511.png [View same] [iqdb] [saucenao] [google]
720277

What do I do to start a new animation if I'm making about 30? Last time I tried on my own I messed up everything.

>> No.720320
File: 460 KB, 1603x1060, Volume.jpg [View same] [iqdb] [saucenao] [google]
720320

Anyone know how the fuck volume density is supposed to work in Eevee?
I have to set things to super fucking small values (like .001) to have it not be soup. I thought it might have been the scale of the scene being the problem, but scaling it up has the same look to it as well.
It's fucking impossible to have any believable atmospherics. It's so touchy. It's either full on soup fog where you can't see 5' in front of you, or such a subtle effect that it might as well not be there at all.

Pic related is a cube with principled volume at 0.01 density. Yet it's super dense. The default starting point is 1, so it shouldn't be super pronounced as it is at 0.01. 1 is completely opaque.
Also, what does anisotropy even do in this case? Messing around with that doesn't seem to do much at "normal" scales.

>> No.720321

>>720320
the answer is it doesn't work in eevee

>> No.720322

>>720321
I've used smaller volumes and stuff for low fog and mist before, it does work. Just not like I think it does. I mean it's not a super huge deal to use really small values, but it doesn't seem right.

>> No.720325

The only blender guy who knew anything seems to be absent. Useless thread.

>> No.720459

what are the recommended tutorials for a beginner?

>> No.720468

new thread

>>720465

>> No.720488 [DELETED] 

>>720465
Any other answers for this? >>720320