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/3/ - 3DCG

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File: 447 KB, 576x600, pepaPig.png [View same] [iqdb] [saucenao] [google]
966941 No.966941 [Reply] [Original]

old >>962290

Blender general for generally discussing generation of degenerate blender art

Also blender 4.0.2 is now out. I hope you still aren't using that archaic 3.6, are you anon? ARE YOU?!

give moni to blender here https://fund.blender.org/ so they can add even more geometry nodes you will never use

>> No.966943
File: 659 KB, 2560x1397, bforartists.jpg [View same] [iqdb] [saucenao] [google]

>Blender fork with an alternate UI and usability improvements

>> No.966954

I better not catch any of you niggers making fucking gay ass doughnuts or imma punch you so fukken hard

>> No.966963

remake this thread without the disgusting op pic.

>> No.966964

Niggers who learn art to make funny xd gross images arent human

>> No.966976
File: 1.36 MB, 1920x1080, wapeach thumbnail.png [View same] [iqdb] [saucenao] [google]

Third ever render
If you like, pls chuck a follow on insta : https://instagram.com/voodoo_economist?igshid=NGVhN2U2NjQ0Yg==

>> No.967004

>mayaified top bar

>> No.967006

while you seem to be a pretty good modeler (very nice wapeach!), a model is only as good as its presentation. i highly suggest learning and experimenting further with three point lighting, as it all looks kinda dim at the moment, like you're lacking a sufficient fill light. subtle changes to the color of the lights to make them look colder or warmer also helps.

also, try to spin the model itself in your turntable, rather than seemingly moving the camera around the subject (or rotating the lights with it). character lighting doesn't tend to look great from all angles, so just keeping the light setup in the same place while the model rotates separately should hopefully enhance your presentation.

>> No.967013


>> No.967027
File: 1.25 MB, 1920x1080, 1681314690104908.png [View same] [iqdb] [saucenao] [google]


>> No.967067
File: 1.23 MB, 500x282, 3bec8150d41c6a2ea690d3e8a86c942b.gif [View same] [iqdb] [saucenao] [google]

I know it's the most asked question but I realised I never needed the Jewdesk softwares suite only too late.
So would you guys have a course that's as short but as complete as possible on game assets creation since I got the basics of Blender already covered.
Same if you got a painting course that's "anime" styled (yeah I know I know).

>> No.967072

do samples in cycles get slower the more you get? because i can do 256 pretty fast but 8k samples is definitely taking longer than what 256 time * 8000/256 would take

>> No.967086

I don't think it should. If you have a noise threshold set it should actually go faster since more areas of your image are reaching that threshold and stopping early.
I do know that there's diminishing returns with high samples though. For me, it's hardly ever worth going past like 1k samples. Anything that sticks around after that like fireflies really should be something you fix in your scene than throwing more samples at it.
I think the method of rendering has an effect as well. For my machine, tiled rendering is much faster than doing a full frame at once.

>> No.967089

loaded my old 3.x settings and add ons into blender 4 and the same identical settings render has significantly less roughness and specular than the original on every surface
checked all render settings and every material settings
help me sirs

>> No.967090

i barely use blender but there's two videos on that christopher 3d youtube channel about changes to specular in the principled shader
it's less retarded now but of course there's a special snowflake twist to it
and i think they also improved energy conservation in general so thing will look a bit different

>> No.967091

actually you just need this video:

>> No.967092

i actually skimmed that already but it all sounded like technical digression wank, guess i'll give it another try

>> No.967095

what settings do i need for eevee to make it so the land mass on the left has scattered reflections like in the picture on the right

>> No.967096
File: 1.16 MB, 4083x1159, refle.png [View same] [iqdb] [saucenao] [google]


>> No.967100

yea no the one practical nugget of info on the value of the new ior is either outdated or incorrect
they really should have implemented something to automatically emulate former settings with such a big change

>> No.967101

I don't get it
AGX looks worse han filmic on realistic renders for me

>> No.967108

If you already tweaked the scene to look good with filmic it's gonna look bad with AgX.
AgX is sensitive to total amount of light and exposure settings. What it does is incorporate de-saturation of colors in over-exposed areas like a real camera or your eyes do.

>> No.967116

which kind of curve is the best when i want to do do something like wrap the curve around an object like a string? i tried using bezier but it's suicide fuel, since adjusting one segment moves the other part of it and so on and it makes it super hard to get correctly

>> No.967118
File: 714 KB, 1120x587, 2023-12-14 05.32.26 www.youtube.com ffad55714f09.png [View same] [iqdb] [saucenao] [google]

Do all Blender users looks like this?

>> No.967119

Max G?

>> No.967120


>> No.967128

>I hope you still aren't using that archaic 3.6
I keep a portable version just for some plugins since they don't work on 4.0 yet

>> No.967134
File: 47 KB, 619x453, cc1.jpg [View same] [iqdb] [saucenao] [google]

Just found out Cycles won't support my 7000 series card on Linux until 4.1. Suddenly immensely regret not just getting a fucking 4060.

>> No.967136

but at least your snowflake autist frankensystem saved you $100.

>> No.967161

is rendering at high samples a meme? i rendred my image at 128 samples and then at 4096 samples in cycles at 4k resolution and i literally cannot tell a difference at all

>> No.967163

I'm still using 2.93 because I still need my AMD OpenCL support. I hope whoever at Blender decided it was a good idea to remove and stop supporting OpenCL burns in hell

>> No.967167
File: 80 KB, 982x1024, 1662666712980874.jpg [View same] [iqdb] [saucenao] [google]

I don't really care about that, just escaping the Microsoft monopoly and surveillance. Enjoy your spyware OS, letting corpos own everything you make, handle all your data, etc.

>> No.967168
File: 1.34 MB, 1369x1061, 2023-12-14-135946.png [View same] [iqdb] [saucenao] [google]

You don't need to do anything. That's a product of the camera angle and the ripples on the water

>> No.967170

Try the ProGL driver. It works with my 7900 xtx
keep crying pussy no one asked; you get drained by microshaft

>> No.967176

Geometry nodes makes me want to cry. Why is it so backwards? Why can't you select 2 points and make an edge between them? Why do you have to first conjure a curve line, and then attach it to an instance node, and then realize instances, and then grab the end points, and then move the endpoints to a destination? Why is it so complicated?

Why can't you just create a list of indices, and then have a line that chain connects between those indices. No fuss no muss.
Why can't you convex hull multiple meshes? It would be so easy to create if you could just plug a group id into convex hull, and then it wraps multiple point groups all at once.
Why do the sample nearest nodes not have the ability to avoid self sampling? Imagine how easy it would be if the node just grabbed the nearest point in a line. You could quickly create lines without an issue.

The more I learn about nodes, the more I realize how much it's lacking. What are they even working on now? Fucking repeat zones? So they can have us setting up 20 step convoluted algorithms to perform tasks that a single node should be able to do? For fuck's sake.

>> No.967183

>is rendering at high samples a meme?
Noise thresholds + denoising is all you need.
Your render will reach a point after enough samples that all denoising does is clean up tiny areas that more samples just won't fix.

>> No.967188

Wouldn't you be better off with the python API if you already have the algorithm worked out?

>> No.967202

Classic Blender dev response.

>> No.967204

i made a copy and used the same nodes as in your image, got the same looking waves but there is still no reflection from the landmass which is partly underwater, for the record i am just using a single point light

>> No.967208
File: 868 KB, 891x780, how.png [View same] [iqdb] [saucenao] [google]

What do I do in blender to make the tendrils I have in here, which are their own meshes (I'm just putting them in the level's context), animate so they start in the building in the distance and "extrude" out along their own length, ending up in the exact shape I've already laid out, so I don't have to redo that work? I need them to be imported into unreal and have collision when this happens.
Will Unreal give me the ability to modify the "time" that takes afterward, so I can tune it to the players?

>> No.967216

Oh, fuck I forgot to tell you to enable screen space reflections

>> No.967218

I'm new to 3D, I just figured that if you already knew exactly what you needed to do algorithmically, that you'd be better off programming it directly instead of fucking with a GUI. I don't know a lot about geo nodes

>> No.967219

you are going to want to do that in unreal directly. Here's something that might be relevant: https://forums.unrealengine.com/t/how-can-i-grow-or-extrude-a-mesh-along-a-spline-at-runtime/731221/2

>> No.967220

>you'd be better off programming it directly instead of fucking with a GUI
You're 100% correct, but as far as I understand it's difficult to integrate python scripts in a way that's consistent with the rest of the system in a performant way. I know you can run python scripts within drivers, but apparently it's slow as fuck and there are issues with evaluation order and dependency loops since there's no defined hierarchy. Something like GN where you could build a predicable pipeline of code that interfaces properly with the rest of Blender and runs well in realtime would be great instead of building lego spaghetti.

>> No.967224
File: 287 KB, 1670x500, file.png [View same] [iqdb] [saucenao] [google]

Yeah... this is a dynamic character generator I created for a larger project I'm working on. And there's more python code behind this too. Definitely not ideal

>> No.967225

You know you can have multiple group inputs and not have all the sockets in one node on the very left?

>> No.967230

I didn't think about that, but you're probably right. I got into geonodes because the code stuff was too intimidating. I figured I could learn this easier yet versitile node method instead. But nodes are proving to be either too linited in ways, or too complicated. If I have to learn repeat functions just to put some bounding boxes on a mesh(something I'm seriously considering), then I might as well just get into code. The whole point of nodes is make that function simple.

I just need the bounding box node to be able to read group ids. Then I could create mesh islands and plug the island indices into group ids, and instantly have all islands bound in boxes. It would be so convenient. But nooo, they want me to perform the bounding box function once, then somehow loop it back, adding up the index to get the next mesh island, box it, loop it, then get the next island index, box it, loop it, and repeat how many times required to box all the islands. What the fuck are they smoking?

And of course all of their developer sites have "don't be a meany" policy, so I can't express just how deeply I resent them. And how bad they're failing a potentially awesome system by avoiding the work that should be done.

>> No.967267

thank you i got it to work, it looks like if its a diffuse material it wont have any reflections, so im not quite sure what they would have used for the water material in something like myst with what technology they had at the time,or at least what material is used in stratavision 3d, im pretty sure principled bsdf wasnt available at the time unless someone can correct me, i just want to avoid having anachronistic lighting and material techniques for what i am creating

>> No.967356

No, but I do now :D

>> No.967357 [DELETED] 
File: 107 KB, 711x921, Screenshot_20231116_235630.jpg [View same] [iqdb] [saucenao] [google]

Unrel to thread but here's a art/3d server for those into it, we are friendly and accept any skill level


Hope to see frens there

>> No.967369

So, just in case you have any sugestion for the default brushes in sculpt mode, Julien Kaspar made a thread in here.

>> No.967370

Oh fucking finally

>> No.967374

Is there a blender fork for retards like me who have no skills?

>> No.967375

Someone tell the sculpting dipshits that I want a disable face set option.
Not HIDE face sets.
Not INITIALIZE face sets
Not GROW OR SHRINK face sets.
None of that now. I want to disable them entirely, so they never pop up. Ever. For any reason.

>> No.967376

Nope, blender should have a basic simplified template for ipads and shit like that, mostly kids oriented, it was called .... blender 101 I think, it was an idea throw in 2018 or so, that project went to nowhere, just like a fuckton of others, try zbrush core mini or Fusion 360.

>> No.967377

it's interesting that there's still no python node/scripting language node for geo nodes.
it seems like they're borrowing a bunch of ideas from houdini, but don't actually use houdini; you can do pointcloud look ups and conditionals and geo building using nodes in houdini, but almost no one does it because it's slow and tedious compared with just writing 3 lines of code.

>> No.967380

>still get cucked by third-party third-world distros
>"muh joos!"

>> No.967413
File: 525 KB, 768x432, myst1.png [View same] [iqdb] [saucenao] [google]

Well yeah, a fully diffuse material isn't reflective. If you want to use the exact tech you could download the 1991 build of stratavision. But you don't need to - here's a super rough mockup. Obviously there's a lot here that doesn't line up but hopefully you can see that it's possible. Also I recommend rendering with cycles, not eevee.

>> No.967414
File: 548 KB, 768x432, myst2.png [View same] [iqdb] [saucenao] [google]

tweaked the water a little

>> No.967423

>Me as a kid learning 2.49 via the fucking manual.
Kids have it so easy these days.

>> No.967467

Hey, can anyone list me ten objects to model, UV and texture so I can train my game asset creation skills until I have a clear plan of the hero assets I need for my game? (story not finished yet). And ordered by the difficulty to model them
> learn blender
> spend time lerning something else
> forget blender
> repeat
Probably because I never stay consistent with my use of it but if I have a list of projects, it'll maybe change.

>> No.967473
File: 48 KB, 200x200, 1636356881368.png [View same] [iqdb] [saucenao] [google]

Say I want to learn about animation in Blender specifically, would this course be worth a the 11 bucks for a month to access? https://studio.blender.org/training/animation-fundamentals/chapter/5d710210b27563d4c15b0866/
I realize that there are tons of different resources around, but that's kind of the problem as well. What's a high quality one that teaches good animation fundamentals, and also preferably teaches an effective workflow in Blender? I don't want to waste time learning some fucking shit, so therefore I'm putting my life and future career in your hands, brothers.

>> No.967482

when using hook modifier is it possible to only follow the position on the target object but not rotation?

>> No.967493

I think it would be better if you were more specific about what you want to animate. If you just want to learn the basics ("what is a keyframe?") then you actually can learn that anywhere. For more advanced animation, the resource is more important.

>> No.967510

Can't you just model shit around your room?
Cans/bottles/writing implements make good starting points since they're all basically just cylinders. Maybe move onto a shelf or dresser next, go out to the kitchen and model a toaster or other appliance, model a couple knick nacks you have around the house, that sort of thing.
They're not quite hero assets, but if you're starting from zero, modelling shit around your house is a good way to learn the tools you'll be using to make those hero assets. The best part too is that you don't need to get a billion reference images of it, and you can place it right in front of you and (possibly) pick it up rotate it and examine it.
They'll also be nifty for learning different texturing techniques. Maybe for some you texture them manually, for another you use photo textures that you took yourself, and for another you do a combination of both.

Things that are essentially cylinders, spheres, and cubes are the easiest to model and start with and learn UV (since they're primitives), then start moving out of your comfort zone to things that keep that profile but have a bit more to them, then finally move on to objects that have various combinations of those primitives. Nearly everything manmade will be a combo of cylinders boxes and spheres. Unless they're something organic looking with smooth curves like a car or weird hippy chair.

>> No.967541
File: 141 KB, 508x305, blender_o70bLtLIir.gif [View same] [iqdb] [saucenao] [google]


>> No.967542
File: 3.20 MB, 1543x923, ezgif-3-4ccf88c901.gif [View same] [iqdb] [saucenao] [google]


>> No.967545

Advanced softbody simulations were available in Blender up to 2.79 because of Bullet.
Not only they made no attempt at properly integrating Bullet outside of the game engine, but they decided to drop them both and roll their own abomination instead.
And how long has this XPBD thing been in the prototype stage? Because this is not the first time I hear about it.

>> No.967552
File: 1.10 MB, 495x585, blender_NWOkbVnpqn.gif [View same] [iqdb] [saucenao] [google]

gifrelated is a cuda implementation of xpbd developed by a user called "euph". There's a lot of discussion about this in a porn discord, a blender dev (zeddb) came in just yesterday looking to organize a group of people to work on an independent solver outside of geonodes. The blender devs want to implement a general non-gpu solver if possible.

>> No.967554

All it needs to happen is for all the custom physics nonsense that's currently in Blender to be pulled out and replaced with Bullet, Jolt, PhysX or whatever other library already made by competent people.

>> No.967555

Porn, realistic human movement, etc.

>> No.967574

I am a beginner myself, but I highly recommend that you start out creating some loops (dildo, fingering, "idle") to learn the basics, and then once you are comfortable with the software then you'll be able to evaluate tutorials on your own.

>> No.967581

what's the difference in rendering it in cycles as opposed to eevee?

>> No.967587

anecdotally I have found it much easier to achieve a consistent "style" (materials, lighting) with cycles than with eevee, especially when going for a "classic" 3D look. If you are used to creating scenes with realtime lighting (like in games) then maybe you'll be better off with eevee. Not sure exactly what you're trying to achieve

>> No.967592
File: 6 KB, 604x590, 1680998229004076.png [View same] [iqdb] [saucenao] [google]

>bake node is just saving the intermediate geometry to disk
so you still won't be able to go into edit mode on the resulting geometry of a geonodes modifier? the fuck is the point?

>> No.967608

Do you have a general guide for what your noise thresholds and denoising should be set at? I assume it changes for different scenes/times of day you're trying to convey.

>> No.967609

The point is the same as baking physics simulations. Reading from disk is faster than calculating the simulation. Yes, geonodes is for simulations now. If you want to go into edit mode, apply the geonodes modifier.

>> No.967610
File: 213 KB, 1772x474, Image 001.jpg [View same] [iqdb] [saucenao] [google]

>Do you have a general guide for what your noise thresholds and denoising should be set at?
Not really. I just do a few test renders with the threshold set at a few different points. The little slots in the render output/image view is really handy for comparing and contrast (pic related). Do the default threshold on slot one for you baseline, then crank the threshold up and render on slot two. Then just swap between the slots to compare (ctrl+scroll while hovering over the slot dropdown will swap between currently occupied slots).
Depending on the scene, 0.1 or even higher is just fine.

>I assume it changes for different scenes/times of day you're trying to convey.
Yeah for sure. Dark scenes or interiors without many lights will obviously need a threshold closer to default, but bright scenes or ones with a lot of empty space can have it cranked up a bit.
It's all experimentation, there's not really a hard and fast rule. It's not really a magic bullet, but it can shave off some seconds here and there.
Barring that, you can also just render a full frame, but tell simply tell blender how long you want to render the frame and it'll stop and move to the next regardless of what sample its on. It's the "time limit" setting in that same section. Really useful for animations where you're only willing to allot a specific amount of time to get the full render in a few hours, but don't want to try and optimize a scene to drive down render times.

>> No.967671
File: 762 KB, 2010x1016, Artifacts.jpg [View same] [iqdb] [saucenao] [google]

Anyone know what the fuck is going on?
I have these weird as fuck denoising artifacts appearing on rendering that seem to get WORSE the more I turn up the samples.
The issue persists in both OptiX and OpenImage Denoise. I'm not really sure what the hell is happening, because it wasn't doing this before. I'm fuckin baffled, I've never encountered this problem before.
I don't really have time to pull everything up and start from scratch, or swap render engines, since I'm on the final render for the anims and have to be sent in soon.

>> No.967672

I should also mention that I can't exactly throw more samples at it, since I'm already at the limit of how long I can comfortably render each frame of the anim and get finished with it this century. 128 is really all I can throw at it.

>> No.967674

Do you have demolding enabled?

>> No.967683

I was just making stuff yesterday, when I noticed that, for whatever reason, some objects had some of their properties highlighted in yellow.
Aside for that I noticed nothing strange, so I didn't pay particular attention to it.
Then today, I reopened the file, and those objects suddenly turned invisible, as if someone deleted them. But they still existed, I could select them on the list, and they weren't even hidden nor moved (I checked). Still, I could not see them at all!
What the fuck??

>> No.967684

Yellow properties means they're keyframed (animated). Try scrubbing the timeline and see if things are moving around. You could also try selecting the missing objects in the outliner list, then in the toolbar click View > Frame Selected. That will move the viewport to wherever they are in the scene. To remove all the keyframes from a property (make it go from yellow back to normal) right click on the property and click 'Clear Keyframes'

>> No.967685

that noise pattern on the bottom left looks somewhat similar to:

it basically says to increase minimum samples
looks like it's a problem with the sampling engine being written by homosexuals

>> No.967732
File: 122 KB, 733x332, Fixed.jpg [View same] [iqdb] [saucenao] [google]

Demolding? Never heard of it. Unless you were making a joke.

Yup, seems to be an issue with the noise threshold. I couldn't find a value significantly under the full sample amount that removed artifacts, so I just opted to turn it off entirely. I think the noise pattern is still there, but it's dithered enough for denoising to ignore it. I wish I knew what about the scene caused the issue in the first place, since I've never run up against it before and would like to avoid it in the future, but for now I'm just happy with it being resolved.
Render times have bumped up slightly by a few seconds (though this is probably because the NT was ignoring parts that should have been sampled in the first place), but the overall image is cleaner so I'm happy.
Thanks anon. I don't think I would have thought to try disabling the threshold.
Kinda ironic given how I was singing its praises just a moment before >>967610

>> No.967763
File: 44 KB, 553x204, yell.png [View same] [iqdb] [saucenao] [google]

>click View > Frame Selected. That will move the viewport to wherever they are in the scene.
Thanks, I finally figured out why I couldn't see them: for whatever fucking reason, they were all scaled several THOUSANDS of times their original size, and also rotated and/or distorted in apparently random ways.
I have no clue why this happened, I absolutely never did anything of the sort, and I don't know how to return them to their original size/rotation/shape; removing keyframes does not fix this.
What's worse, I just noticed that whenever I duplicate ANY object, the copy automatically comes with the yellow highlights (keyframes or whatever they are), even if the original didn't have any!

>> No.967764

P.S.: meant for: >>967684

>> No.967768
File: 39 KB, 1900x157, autokey.png [View same] [iqdb] [saucenao] [google]

>whenever I duplicate ANY object, the copy automatically comes with the yellow highlights
You probably have automatic keying turned on. See picrel, turn that button off. I don't know how your objects' transforms got distorted that bad if you never actually transformed them in that way. You can do some voodoo wizardry without even knowing it in Blender

>> No.967770

Sure bro here you go:
wacky basic character
loaf of bread
wine glass
gun of your choosing
a human face
an entire person
your own car
your entire house inside and out
someone you love
self portrait
Please post as you go!

>> No.967885
File: 1.66 MB, 244x244, heheh yeah wait oh fuck.gif [View same] [iqdb] [saucenao] [google]

>Optimize scene so the frame renders quickly
>The single frame is 50 Mb
>1 Second of animation at 30 frames per second is gonna be roughly 1.5 gigabytes
Guys I don't think my hard drive is gonna survive this.

>> No.967892

What file type?
Sounds like PNG at like 4k or something.
For what it's worth, PNG is often misused as a file format. PNG is optimized for graphics with flat colors and the like, like logos or illustrations. It's "lossless" for that reason, because you wouldn't want artifacts around what should be clean edges and lines (like you'd see if you saved the same graphic as a jpg). This is why file sizes skyrocket when you save an image like a photo as PNG, because each pixel contains information that the format isn't optimized for.
Because most people's knowledge of image formats are "jpg lossy", "PNG lossless", ignorant of other formats, most people think that PNG is better for saving everything that you want at "maximum quality", when there's other lossless formats that are more optimized for photos (TIFF for example).

Of course, if you're not saving as PNG and you're saving as EXR or something, ignore my tirade about people not knowing what to save shit as.
Honestly, as long as you're not doing anything to the final image, jpg is perfectly fine. The format gets a bad rap because it's "lossy" and if you save an image at the lowest quality setting 50 times it gets deepfried, but the format is actually great at what it does, and that's saving images with a fuckload of color information at a small size.

>> No.967899 [DELETED] 

>So, just in case you have any sugestion for the default brushes in sculpt mode
Should we share this there or nahhh? .....

>> No.967902

>So, just in case you have any sugestion for the default brushes in sculpt mode
Should we share this there or nahhh? .....

>> No.967903

In addition to this: 1:1 models of your credit cards & passport

>> No.967904
File: 926 KB, 2048x1039, Robinson-projection.jpg [View same] [iqdb] [saucenao] [google]

I wanna paint a map on a globe in Blender and then export the texture, but how do I go from a square texture to a map projection? is there some thing I can do in blender for that? I'd ideally want a robinson projection.

>> No.967905

Dude, even on my 16MP digital camera, a single RAW FILE is rarely more than 20mb. WTF are you doing? encoding every single texture into alpha layers?

>> No.967906

how fast your scene renders has no bearing on final file size. (only tangentially, as more shit on the screen == more information == bigger file size).
with that said, last thing I made was 120Mb on average per frame, multi-layer, 16bit exr, just a tad over 2k in res
something is definitely off if you're doing this >>967892 which, by the way, is terrible advice, NEVER ever do this.

you aren't good enough to get an artistically perfect, final, never-ever-touching-it-again-straight-to-publish image out of your renderer. here's the kicker: no one is. that's why we have photoshop.
if you can, you're either an artistic genius or horrifically bad at art.
your renderer shits out floating point values which store the full range of lighting information for each pixel and color space information, by saving them out in 8-bit srgb format like png or jpg you're literally cucking yourself out for no reason. I'd say it's like cooking steak and throwing out the pan sauce, but it's actually worse than that.

>> No.967916

is there a way to adjust the range of the automatic weight armature deform?
no matter how much I scale up or down the model the bones always influence shit that's miles away

>> No.967931

Is it just me or is blender 4 pretty unstable? i get crashes for nothing

>> No.967932

yes look up weight painting
you can erase influence with a brush for each bone

>> No.967941

I want to take the blender skills I learned in order to make animations for a game and utilize them to make comedic animations for youtube. What percentage should I be trying to do in blender and what should I be doing in other programs like aftereffects? Are there any good tutorials to help figure out a pipeline for this kind of thing?

>> No.967947
File: 729 KB, 1280x697, 123456.png [View same] [iqdb] [saucenao] [google]

I can't do anything right and it is driving me to despair. I can't draw, I can't model, I can't craft and I can't solder. In the case of 3D I can't comprehend topology, and the few times I do I can't actually apply it. The way I've seen others work is that they experiment and work on something until it begins to look the way it should. I've been dabbling for years and I can't reach the "until" stage.

Is this helpful?

>> No.967969

same, seems to be crashing a lot more often.
just tried disabling gpu subdivision in preferences -> viewport -> subdivision and it might be helping.

>> No.967970

How do I steal hardops / boxcutter addons? I'm not paying shit for that.

>> No.967973

I was just doing some tests. I'll be saving the frames to be used in animation, and I'll be importing them via sequence into Davinci Resolve. What should I be exporting them as? EXR seems good because I can play around more with color rading and adjustments in Davinci, but even a lossless version of those files is like 47 Mb per frame.

>> No.967974

>until it begins to look the way it should
That stage doesn't exist you self-pitying chode. That stage you're describing is "it's good enough and I want to be done with this project and move on to the next one". Perfectionism leads to projects never actually being finished. Things never just magically "come together" each part of the process is just another step forward. Every sketch starts as a blank piece of paper, every painting an empty canvas, sculpture a block of marble, you get the idea.
Break your projects into small easy to manage goals that you can achieve. If you're struggling with one part, try to find a solution, or focus on another aspect of the project and come back.

Stupid question, but have you tried updating your graphics drivers? I was also having a similar problem with crashes until I found a bug report mentioning something I was having issues with, and the solution just happened to be a driver update that just came out like last week.

If you're fucking with them after rendering, exr is the way to go, unfortunately.

>> No.967979

Merry Christmas anon.

>> No.967980

Awww :3
many thanks!

>> No.967982
File: 1.00 MB, 2465x1413, BlenderMapPainting1.jpg [View same] [iqdb] [saucenao] [google]

>Is this helpful?
Somehwat maybe but not, but maybe make it work.
So far I tried using seams to make a molleyweide or icosahedral map, the latter showing the most promise, but the video showed that a simple rectangular is also possible. In the end I'll probably export the drawn texture into krita and then use a cage transform to squish and shape it into the right projection shape by the coordinate grid.

>> No.967988 [DELETED] 
File: 68 KB, 299x400, Batman dissapoint.jpg [View same] [iqdb] [saucenao] [google]

I think Id like chargeblade 200% more if you hadnt charge the vials manually. If they just filled up on their own as you attack and block, that would be fine.
It's not like you can charge the energy into anything other than the vials anyway.

>> No.967989 [DELETED] 

Things I want to see in MHWilds:
>more types of slinger ammo, gladly taking up space in the ammo bag
>no clutch claw
>less skills from decorations
>less 1 lvl skills that only serve to occupy slots like the functionality skills
>more small monster quests that are just as difficult
>scoutflies only as a tool so we can turn them off

>> No.967990
File: 3.77 MB, 288x432, christmas-tree_compressed.gif [View same] [iqdb] [saucenao] [google]

Merry christmas fellow blendlets!

>> No.968042

So I changed my rig bones to a custom shape but the orientation is all fugged up. Is there a way to edit the rotation and scale of each custom bone shape without having to use the panel on the right?

>> No.968053

Ive always been curious about b for artists. I try it every now and then but the base build is already pretty good aside from n panels. Time to give it a try

>> No.968073

May I ask for Meshmachine? I'd appreciate it if someone could share it.

>> No.968091

What's a good method to find out the position/rotation/focal length of the camera in a 2D painted image? I'm currently, for no particular reason other than practice, trying to recreate some painted 2D anime images in 3D, but I'm having troubles finding the correct camera spot so that rectangular objects, parallel lines, and the vanishing point align. After some dicking around, I usually find some location that works, but it's a tiresome process and some parts of the image never properly align. But that might be just borked perspective from the artist. I know about fSpy for something like focal length, but that won't really help with camera position/rotation.

>> No.968092

maybe i don't get what you're trying to do, but what's so tiresome about this process?
snapping the camera to the view in view tab, eyeballing it and then maybe moving the scene objects slightly once you committed to the angle and focal length is relatively painless
I don't think there's any tool to estimate camera position from an image

>> No.968094
File: 192 KB, 1678x1248, perspective_sucks.jpg [View same] [iqdb] [saucenao] [google]

This is one of the current images I'm working on. I had the camera position figured out after a while. The train car, the train platform, the roof, the support pillars all line up, but those stairs leading up to the platform won't align properly, even though the angle should be 90° there. The walkable part of the train platform, once I aligned it, was perfectly rectangular, so there's no angle there. But the stairs that lead up would need to be rotated a couple degrees to fit the image.

>> No.968095

2d cheats all the time.
just do what you've done, line it up as best you can and work around the perspective 'mistakes' in the reference.

>> No.968096

>2d cheats all the time.
Yeah, I know. I was going to chalk it up to the artist after finding these inconsistencies, but I was still doubting my ability to properly align the camera, before shitting on someone else. That's the reason I was asking for other methods to check on before winging it and making it "good enough". I usually check images by simply drawing in some vanishing point lines on everything straight, but the stairs were hard to properly gauge.
Maybe someone else has another idea how to quickly check/align the camera.

>> No.968112

Also consider that the 2D picture might not be a standard camera lens. It might be a lens that bends the image somewhat.

>> No.968116
File: 9 KB, 500x332, 170283218488080335.jpg [View same] [iqdb] [saucenao] [google]

Is anyone doing 3D fire? Seems easy enough for something like a candle flame but how about a 3D bonfire?

>> No.968172

I haven't had the opportunity, but I saw this a while ago and thought it was interesting, the info is for UE4, but the concepts should transfer over to Blender without issue.
Useful I'd think if you wanted some ez fire without fucking around with sims.
Definitely doesn't hold up close to the camera, but should be fine enough for background stuff, especially if you layer the effect.
Barring that, you can fuck around with a sim for 6 hours.

>> No.968175


>> No.968177

God bless you!
Merry Christmas!

>> No.968179

Can't you just select and mask?

>> No.968198

Not SELECT AND MASK face sets.

No wait, maybe I'm being too impatient. Explain what you mean. Select what? Mask in what manner?

>> No.968238

Don't care if it was days ago, I'm wishing this anon and the rest of you a merry Christmas.

fspy is probably the easiest way to do that. Lining up a scene like that is a whole lot easier with it. Obviously with it not being a photograph the perspective could be off anyway because whoever made it thought "good enough" and you're never going to be able to line it up accurately because of that.

>> No.968242

Merry christmas to you too.

>> No.968262

How should I approach learning 3D art if I'm programming my game for 12 hours per day (5 days a week).

>> No.968266

Sounds like you have 2 days a week to learn 3d, eh?

>> No.968269

Would a few hours on the weekend be enough?

Leaning towards just finding a 3D artist

>> No.968270

What would be an effective way to read a material's node tree's contents? I'm trying to build a custom material exporter. Better yet, is there a way to export a material to GLSL?

>> No.968383
File: 1.27 MB, 1932x1353, fugg.png [View same] [iqdb] [saucenao] [google]

>struggling with texel density and UVs in general
>get the Texel Density Checker
>use 256x256 texture for 3 different objects
>apply textures
>make them all the same texel density
>it resizes the UVs and ruins it
>pic related
fuck this

>> No.968387

Depending on what you want to get out of it, yeah a few hours here and there is better than nothing.

>> No.968390

Just in case you forgot to: Apply scale on the objects.

>> No.968397
File: 952 KB, 2076x1272, neweeeee.png [View same] [iqdb] [saucenao] [google]

think I've got it working, not sure but the texel density on this all seems even
>marked seams
>applied the scale on the object so it's all 1.0
>packed the islands, averaged island scale
>checked for stretching, all blue
>exported UV as 256x256
>applied 256x256 textures over it in Aseprite
>imported image texture
when I click Calculate TD with Texel Density Checker only the UV space changes %, but the Density stays as 0.413 px/cm on all of them so maybe that's fine, although I could've easily fucked a setting up on the TDC thing

maybe someone could check? here's the file

>> No.968439
File: 3.93 MB, 6224x2928, so n.png [View same] [iqdb] [saucenao] [google]

alright how the fuck do I get around this?
I just want to be able to make different sized objects with the same texel density, but without the bigger or smaller ones becoming a mess due to no UV space [either outside of the UV bounds or far too big for it]

>> No.968448

How does one rotate things in geometry nodes? I have a very loose grasp on rotation. For the most part, I break out the align euler to vector node, and/or the vector rotate node, and then start plugging this in into that, and that into this. And a couple times I managed to get the rotation I wanted by luck. I don't really understand it.

I watched a few videos on the topic, but they don't really do what I'm trying to do. I'm trying to rotate many groups of points around each groups respective center.
The problem with tutorials, is they all starte with making instances on top of primitives, and then pulling in another object from the scene, and making the instances follow the object.
Well that's not going to help me, because I have like 34 groups that meed rotating. So I'll have to make 34 separate objects to control their rotaion. And all 34 of those objects will need to be carfully placed. It's just a huge pain in the ass.

I wish I understood how rotation actually works.

>> No.968456
File: 174 KB, 2381x1344, MGS.jpg [View same] [iqdb] [saucenao] [google]

Make custom textures that look right to begin with, I guess.
For what it's worth, old PSX games (which I assume you're trying to emulate), didn't have perfectly homogenous texel density either.
Texel density was whatever made sense for the object they're texturing.
Pic related has different densities everywhere.
The bed has big chunky pixels, the sink some nice small ones, the walls and floor somewhere in between, and the characters somewhat smallish too. No point in getting super autistic about texel density if you're going for the style. They at the time didn't care.

>> No.968467

noted, I'll try to be less autistic about it, thanks. I doubt most people would notice anyway

>> No.968469
File: 309 KB, 663x697, 221348.png [View same] [iqdb] [saucenao] [google]

Hello, I don't know if this is the right place to ask but I can't get help anywhere. How do I get this weird fold out of the arm? no matter how I paint the weights I can't

>> No.968470
File: 192 KB, 648x462, 222009.png [View same] [iqdb] [saucenao] [google]


>> No.968472

Looks like a simple vertex weight issue. Difficult to diagnose without seeing the wireframe of your mesh though. I might be able to help. Can you post the wireframe?

>> No.968473
File: 517 KB, 1282x535, 223418.png [View same] [iqdb] [saucenao] [google]


>> No.968477
File: 20 KB, 763x745, losing volume.png [View same] [iqdb] [saucenao] [google]

I think I see what's happening. You're most likely experiencing some heavy volume loss. It looks like this. Except you got extra polygons that I didn't bother drawing. So the pinch is more inward.

What I suspect is happening, is that the forearm bone is entirely in control of the elbow region. Specifically the inner crux. Those vertices are likely 100% in control of the forearm. So you need to go into weight paint paint mode, and give the bicep bone control of the inner crux vertices too. That way the bicep and forearm are both in control of that area. With shared control, it should make the fold less bad.(some volume loss is expected)

>> No.968478
File: 446 KB, 897x703, 230641.png [View same] [iqdb] [saucenao] [google]

It looks much better than before, but I will send you the paintings weights of the bones so you can see if there's any way to improve it even further

>> No.968479
File: 126 KB, 673x406, 231108.png [View same] [iqdb] [saucenao] [google]


>> No.968480
File: 99 KB, 639x316, 231143.png [View same] [iqdb] [saucenao] [google]


>> No.968485
File: 13 KB, 659x494, joint bend.png [View same] [iqdb] [saucenao] [google]

I'm not sure what else to do. I normally stare the wireframe and wiggle joints back and forth for a while before I can tell what's what. But what you got seems... fine. You can improve the bend of the elbow by adding a couple extra loops near the elbow region of the arm. So when it bends, there's more geometry to round it out. As well as blurring the weights to make a more gradual transition. But not too blurry, because if one of the bones dominates the middle ground, then it will look janky again.They have to share the middle ground to a degree.

I'm also a fan of automatic weight painting. Automatic weight painting can handle simple geometry like that. But when you need to be more precise, you can use the smear tool to push weights around. Smearing can make editing easier than trying to paint it on and off. This guy demonstrates the smear technique. https://www.youtube.com/watch?v=aPz0QpfwJCk

Also, when a person is in a T-pose, their arms tend to go forward. Not down. Hold your own arm out to the sides, then bend at the elbow.

>> No.968486

Ok, thank you very much!

>> No.968518

You’re ahead of me. So how do you get the armatures to stick to the actual mesh? I have a mesh and armatures and they just sit there and make me sad.

>> No.968522

>I doubt most people would notice anyway
The other autists here will and talk shit about it (it's happened to me before), but if they do, just point it out that their rose tinted glasses are cracked and that PSX games didn't have pixel perfect texels.
But yeah, most other people won't notice or won't care.

>> No.968552
File: 76 KB, 677x680, 1697317535928071.jpg [View same] [iqdb] [saucenao] [google]

>spend years juggling intermediaries because by default the delta mush modifier breaks when a previous modifier changes the vertex count
>just by chance a minute ago discover that set to "bind mode" it works without having to apply the mirror modifier

>> No.968553

In object mode select the mesh and then the armature press ctrl p > with automatic weights

>> No.968623
File: 115 KB, 735x742, Screenshot (129).png [View same] [iqdb] [saucenao] [google]

If I have keyframes A then B then C, is it possible to interpolate between A and C with a specified easing (like exponential) while still achieving the pose at B?
Like can I make keyframe B a sort of inbetween frame that doesn't affect the timing from A to C?

>> No.968625

I did the donut tutorial on Blender months ago, had the bug that sometimes highlighted points that shouldn't have been, which fucked my model beyond how I knew to fix. Found out it was because of the older version of 3 I was on, which makes me wonder. Does 4 have bugs that'll fuck me over if I try to switch? Stick with the latest of 3, or am I missing out?

>> No.968626

99% of the time what people think are “bugs” in mature software are actually user error
It’s really easy to select the wrong vertices in blender, I guarantee that was your issue
You just need to keep working and stop making excuses

>> No.968736
File: 14 KB, 692x607, 1601637013932.jpg [View same] [iqdb] [saucenao] [google]

>Proportional editing doesn't fucking work in 4.0

>> No.968737

In what way

>> No.968738

nevermind, it worked.

>> No.968740


>> No.968888

How to make it look like those early CGI? I don't know anything about light and shadow in blender

>> No.968936

Phong and Blinn shading are what you're looking for.
Modern Blender (2.8x and up) can't do it since they replaced the internal renderer with Eevee, but anything 2.79 and before can do it using the internal renderer.
I'm sure there's ways you can cheat it in the modern versions, but it's probably easier to just do it for real in an older version.

>> No.968946

are there any sites/telegrams etc where i can get "free" blender addons?
Some of the ones i want cost way too much and due to Blenders licencing agreement pirating addons is actually 100% legal, so i would like to avoid having to buy them.

>> No.968952
File: 110 KB, 300x241, file.png [View same] [iqdb] [saucenao] [google]

umm.. you wouldn't happen to have simplicage would you?

>> No.968953


>> No.968955

nta, but here, anon.
happy new year

>> No.968957

thanks a bunch!, i hate doing the cages manually and this will save a ton of time

>> No.968972

Hm, shit. I think I'll just lazily increase the metallic and set the light as point

>> No.968985
File: 771 KB, 2333x862, Viewport.jpg [View same] [iqdb] [saucenao] [google]

I don't think metallic is the way to go. Metallic will reflect the color back instead of white, and from what I remember Phong/Blinn reflects back white most of the time.
That being said, depending on what you're looking to do and how "accurate" you want to be, I feel like you might actually get 90% of the way there by just using the default viewport solid view shading and fucking around with the settings for the viewport materials. You won't have any control over lights, textures, and that shit, but I guess it's an option too.

>> No.969007
File: 637 KB, 1498x700, cavity_waves.png [View same] [iqdb] [saucenao] [google]

Does anyone know why enabling cavity shows these lines on all kinds of surfaces? This objects is untextured, has no shaders, and is also flat. The lines change shape and size depending on how close to the object the viewport camera is. The only option changing these lines is either disabling cavity completely, or only using screen mode, instead of both (world+screen). My world node is default, as I haven't changed anything yet, so it can't be that.

>> No.969020

Pretty sure those are based on your viewport's clipping distance. They can become especially visible if it's really high or really low.

>> No.969024
File: 279 KB, 1025x661, gunbug.png [View same] [iqdb] [saucenao] [google]

hey guys. so i've got some poses setup on my armature. poses like, leg lifted up, and leg stretched out. I can blend between these and the base pose to create smooth transitions, but how can I create a recurring animation with these blends? I have been directed to the NLA editor but I cannot seem to assign the poses to 'actions' as some tutorials suggest.
Is there a simple way to animate a constant blend between two poses? Repeatedly blending from base to pose and back should give me a nice walking animation, just can't figure out how to actually make that happen on the screen.
picrel is my 'gunbug' for a game i am working on! this 'tail lifted' is its own pose, then I have a separate poses for each leg to move it up and forward.

>> No.969033

what increases render times most?
because when i start a new scene with just some character models and render them it's great 10 seconds per frame, but when i add some wall some furniture it's suddenly 50 seconds, super gay.

>> No.969038
File: 772 KB, 1502x1028, 1699280255596114.png [View same] [iqdb] [saucenao] [google]

I'm bored

>> No.969043

Hey guys, I'm new to modeling and to this board.
I want to learn modeling to create low-poly models, and eventually use them in my game I'm working on.
I checked out the sticky but there's so much information there, I'm getting overwhelmed.
Can you recommend me a good resource to point me in the right direction of achieving my goal?

>> No.969045

search for the donut tutorial

>> No.969048
File: 1.09 MB, 1024x1024, kumatora.png [View same] [iqdb] [saucenao] [google]

hair is hard. Geometry Node hair has made it a little easier, but I still don't feel like I'm in control. Sculpt Mode is so fucking clunky, I hate it. Can you believe that I had to manually duplicate an eyebrow and then "S X -1" to mirror it on the other side because there is no mirror modifier when you're doing geonode hair? Well, now you do!

>> No.969050

>no mirror modifier when you're doing geonode hair?
Mirror modifier doesn't work with particle hair either, mirror function in blender in general is awful

>> No.969053

Ah yes. The main culprit is the min clipping distance of the viewport camera. The default setting of 0.01m was showing the lines like in the picture, but only increasing it to 0.02m already visually halved the problem. I'm now at 0.1m, which is still plenty of room to work with small details and I don't see the lines anymore.

>> No.969056

If you're bored then watch this:

>> No.969058
File: 112 KB, 1080x1080, 0001-0060.webm [View same] [iqdb] [saucenao] [google]

Herro I need halp

I've been trying to make stuff expand with the pressure option in the cloth tab, but I've noticed once I increase the pressure to a certain point, the model pretty much explodes on itself.

I don't want this, and I want the model to inflate more and retain it's precious shape. What can I do to fix this, add more quality steps, change the stiffness? Find another way to make it expand? What should I do?

>> No.969063

More steps will increase the range but will also increase the compute time. Try that first and if it fixes the problem, try to lower the stiffness, increase damping.
Explosions in physics simulations are an hard mathematical problem and there is no easy fix.

>> No.969066

You could also animate the pressure property. Set it very high at the beginning of the animation and then progressively lower it.

>> No.969074

Good to hear that was the issue.
And yeah, I only ever have the clipping that small if I'm working on very small things and need the camera very close. Pretty sure that you won't have the issues you pictured on those small sections when you're that close either. The default distance is pretty much fine for 90% of tasks, and you only really need to adjust it if you're working on very small things, or very large things. I think I have my far distance set to about 10,000 though, which gives me plenty of space to work with (10km abouts).

It really depends on your scene. Volumetrics though always tank times, but it doesn't seem like that's your issue.
When I have issues like that, I like to make a little chart that details how much time a given object/collection adds to the render times. I start at a single object/collection and then add more and take note of how many seconds (or minutes) it adds to the times. That usually helps me nail down the problem areas, and hopefully optimize them.
It'd be cool if there was some way of Blender to actually make note of that automatically (kinda like what it does with Geometry nodes), but I don't think there's any way for Blender to actually know in the first place.

>> No.969075
File: 118 KB, 1080x1080, 0001-0040.webm [View same] [iqdb] [saucenao] [google]

I've been playing around with the steps, stiffness, and damping. It seems the more loose I make it, the less pressure It needs to expand, and the more stiff I make it I need more pressure for it to expand. Steps also seems to make it have more pressure to expand, but other wise I had no luck in inflating the sphere properly.

I am animating via increase the pressure from a key frame. Setting it too very high at the beginning would make it explode at the beginning... But that is a good way to test what it's limit is.

>> No.969085

>viewport solid view
God, no

>> No.969150
File: 218 KB, 577x532, IMG_1148.jpg [View same] [iqdb] [saucenao] [google]

I'm following the Donut 4.0 tutorial. Currently stuck trying to make the icing droplets slide on the dough, i did what the guy's doing but it just doesn't stick on my end. Can someone explain what settings i need to re-check? thanks

>> No.969157

What is the best human sculpting tutorial nowadays?
Tried to follow this guy a couple of years ago

He's great but I coulnd't keep up with him.

>> No.969247

Are you still in festive mood anon? It would make my day if you could share the fluid painter addon if you have it

>> No.969334

My whole youtube recommendations page has now succesfully been filled with blender sculpting videos and I've discovered Grant Abbitt. His videos are great, question closed

>> No.969345

is KikeCycles worth it? It costs like 50 bucks but promises nearly 50% faster render speeds

>> No.969355
File: 317 KB, 720x427, GAwJ6WzXwAA_BRc.png [View same] [iqdb] [saucenao] [google]

Are there any Blender wizards here that know how I can achieve a "cracks spreading through ice" effect? Something like https://youtu.be/iix2o8IXuvs?si=XVc9xkvxSgyxDHH4&t=80 . There's cell fracture, but that breaks everything at once. It doesn't "spread". I'm trying to think of clever hacks to achieve the result but I've come up empty so far.

>> No.969356

There's no support in Blender for something that except for the Python API. The algorithm isn't horribly complicated. If you're looking for something like this:
the source is available. Link in the description.
Or just use some other software that I'm not going to name but that starts with H and ends with I.

>> No.969366

I'd happily use that if it was free and/or easy to obtain.

>> No.969378

Couldn't you do something with a path and then animate the start/end values?
Seems like a similar effect to lightning bolts (though in a circular pattern rather than vertical). I remember back in the day I used to use an included plugin called ivygen (or something similar) to generate lightning. It might be a good place to start.
Then depending on what you need, you could use it to boolean an object, or if you needed it on glass, use it with a refraction shader to distort things.

>> No.969383

Glass breaks are very hard to shape by hand but there are stock video textures available. I think that would be the easiest solution.

>> No.969409

I didn't say by hand though. Something like IvyGen would do that sort of thing automatically. At least the pattern part of it.
I'd agree about the stock video though. Something like that could work, or even an SVG of a crack that you can convert to a curve if you need physical geometry.

>> No.969482

sorry if this is a retarded question but im new to this shit and wondering if it matters if I get steam or the standalone version?

>> No.969500

What do you mean? As in the program itself? I wasn't aware it was even on steam. Either would be fine I guess, but I'd download the regular version from Blender's website so it doesn't auto update.

>> No.969501
File: 752 KB, 984x643, steem.png [View same] [iqdb] [saucenao] [google]

yeah. what's wrong with an auto update? do you run into compatibility shit?

>> No.969502

You always run the risk of compatibility issues with every update. Just google around, and you will see people with horror stories of trying to make their older projects fit the newer software. I haven't run into the issue myself, thank the light. But my work is just amateur experimentation so far. The biggest issue I encountered was an inconvenient shortcut change in Blender 4.0.

I would suggest just downloading the version from Blender's site, so you don't have to deal with whatever wonkiness the steam version has. It's not as if the steam version is doing anything special.

>> No.969503

fair nuff. Figured having it via steam would be the most convenient option but if auto update is gonna potentially fuck me up then that kinda negates the whole thing doesn't it. thanks for the advice fren

>> No.969504

What will most likely happen, is you download 4.0 today. And then 4.1 comes out, and none of the changes are relevant to your interests, so you just stick with 4.0 for while longer, until finally an update comes out with a feature you want, and so you download it. Although, I hear 4.1 will have eevee raytracing. Which does actually sound worth a new download.

Anyway, when you download the new version, it will ask if you want to pull up your old settings from the previous version. Making the transfer convenient.

>> No.969506
File: 968 KB, 1920x1080, gemmy.png [View same] [iqdb] [saucenao] [google]

that's sensible. I appreciate your help. this shit is fun honestly. here's my gem for your efforts. have a nice day anon

>> No.969508

It wasn’t Blender, it was AMD.
RoCM isn’t updated by AMD to support GCN, only RDNA2 or later.

>> No.969509

Honestly pay for animationmentor

>> No.969510

You can do it with MALT, if you’re not retarded enough to set it up.

>> No.969589
File: 2.52 MB, 1920x1080, donut render.png [View same] [iqdb] [saucenao] [google]

this shit's pretty cool!
was following that guys donut tutorial and couldn't get the fuckin cylinders to do anything I wanted them to but other than that this has been surprisingly straightforward to figure out. the animation is gonna fuck me up though

>> No.969615

Isn't MALT essentially its own build of Blender though?

>> No.969654

Only the handsome ones.

>> No.969656

Has everyone already moved on to 4.0 or is there still too much from 3.6 LTS and below to abandon?

>> No.969716

Is there a way to like, expand the radius of automatic weight parenting? I'm just trying to put a $1 jacket model onto an armature but I think because it's got all the interior surface modeled too it's only applying each bone to a handful of faces.

>> No.969736

Are there video tutorials that teach you the fundamentals of modeling without making a specific project? (ie donut, buildings, etc.)

I feel that I could learn more trying to make my own stuff, but having a better understanding of how modeling works would make it a bit easier I think

>> No.969745

Auto weight painting is based on the envelope of the bone, which you can change in edit mode with ctrl+alt+s. Though you might need to set the bones to be in the envelope view to see what you're doing.

>> No.969824
File: 512 KB, 836x676, file.png [View same] [iqdb] [saucenao] [google]

is it possible to snap something like this, like pm an edge, but beyond it?

>> No.969826

Are there any guides on general texturing? By that I mean not realistic, just texturing with a brush. Interested in humans as well.

>> No.969830
File: 230 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]

I have decided I'll bend the knee to Blender.

I've been using Maya for 3d modeling for a few years and I'm officially done with, it is buggy, it lags horribly when the poly count goes slightly higher than the absolute lowest, it crashes randomly, it's very easy to ruin a project due to how the file structure works, xgen related tools are a bugs galore, etc.
I am switching to Blender(which ended up installing in like 5 minutes...WTF?) and I need the best solutions, plugins, etc, for the following needs:

Retopology tool akin to Quadro or Topogun.
General modeling tool to assist or improve traditional modeling.
Uv unwrapping tool akin to RizomUv.
Alpha cards plugin to aid in placing hair cards similar to GS Curve tools.
Best online resource for tips and tricks and/or tutorial channel.
PBR implementation of textures similar to Unreal Engine Material Graph.
Any other tools or resources related to character creation for games pipeline.

I would really appreciate your help here.

>> No.969832

Also I'll be posting here as well since Blender seems to be the only healthy community that isn't some Chris nonsense or depreciation thread. I have hopes that I'll make some real progress this time and hope you guys can help me achieve that.

>> No.969847

All that shilling about new hair system and months later it's crickets because nobody uses it
Particle hairs make me want to die

>> No.969865
File: 2.79 MB, 3840x2160, Cool walkmans 4k different charm 2.png [View same] [iqdb] [saucenao] [google]

I had fun making this old Walkman with crappy topology. Now I just gotta throw some materials on it.

>> No.969879
File: 36 KB, 939x592, Screenshot (44).png [View same] [iqdb] [saucenao] [google]

which one of these should I get?

>> No.969881
File: 29 KB, 988x537, Screenshot (43).png [View same] [iqdb] [saucenao] [google]


>> No.969882
File: 29 KB, 976x594, Screenshot (45).png [View same] [iqdb] [saucenao] [google]


>> No.969899

Hell yeah, exactly what I needed. They were all little twigs for some reason.

>> No.970141
File: 109 KB, 540x540, Expansion.webm [View same] [iqdb] [saucenao] [google]

xpbd softbody and cloth

>> No.970150

false alarm, this is native blender physics supposedly.

>> No.970159

what does it look like with a cylindrical thing between them haha just asking

>> No.970161

I'm picking up Arrimus course on Udemy. Anyway, I noticed right now that he's all about subdivision modeling. Should I continue if I only want to make game assets? It might be a stupid question, I know...

>> No.970200

Subdiv modelling is still applicable to game assets, since you can use them for hi-poly bakes. Once you're at the point in your model where you need to add reinforcement loops and such, duplicate that model to use as the low poly, then continue on modelling the hi poly.
Or subdiv model normally, but use a lower subdiv level for the low poly version and bake with a higher level.

>> No.970220

Jesus christ. That's awful.

>> No.970222

>delta mush

>> No.970223

You can use mirroring weight paint to at least mirror the distribution

>> No.970231

>Retopology tool akin to Quadro or Topogun.
No, use the built-in snap to surface feature in edit mode. Turn on the "rotate individual" and turn on for transform, rotate, scale, etc. You can make selected mesh always appear on top under the viewport settings for your object, turn on/off xray in the view settings (top right), etc.
>General modeling tool to assist or improve traditional modeling.
That's Blender. Learn the hotkeys. Never ever open the T menu outside sculpting or vertex paint
>Uv unwrapping tool akin to RizomUv.
No. UV unwrapping is easy in Blender. There are loads of addons, but you don't need any. MagicUVs the most common.
>Alpha cards plugin to aid in placing hair cards similar to GS Curve tools.
>Best online resource for tips and tricks and/or tutorial channel.
>PBR implementation of textures similar to Unreal Engine Material Graph.
That's the default node you get when you make a new material.
>Any other tools or resources related to character creation for games pipeline.
Turn off the gizmo, hide the T menu, learn the hotkeys. Also learn how to sculpt with multires modifier and dyntopo (different approaches).

>> No.970261

It makes me unreasonably angry that there are already libraries that would easily enable this to be in realtime but in blender making this takes an hour to compute.

>> No.970267

It's worse than that. The library (Bullet Physics) that would allow cloth simulations, rigid body simulations and complex IKs with many constraints to be run in (almost) real time used to be there because it was part of the game engine since the 2.4x series.
It got removed together with the game engine because nobody bothered to connect it to the animation system.
I could get into detail but it's a sad and infuriating story. It is what you get with community driven development.

>> No.970286

corrective smooth

>> No.970298
File: 55 KB, 491x408, AAAAAA.jpg [View same] [iqdb] [saucenao] [google]


>> No.970428
File: 612 KB, 1500x500, Problem.webm [View same] [iqdb] [saucenao] [google]

So I'm making a little animated traffic generator for an animation to animate a bunch of little far away cars, but I've got the current problem of it cycling through the collection instead of picking a random object and sticking with it.
All of the objects are in the collection itself, not inside sub collections.
Not sure what's up. Any help would be appreciated.

Nodes in next post.

>> No.970429
File: 638 KB, 3731x902, Nodes.jpg [View same] [iqdb] [saucenao] [google]

So here's the node setup.
I'm sure there's better (and simpler) ways to go about it, but this was the only way I could figure out to not have the objects clipping into each other, which is something I'd like to avoid. I wanted them to be a bit more random and be a different car each time instead of looping back to the start, but at the same time I think looping them back around is the better option for performance anyway.
Biggest issue though is the cycling between objects.
No clue how to fix that. I'm kinda just taking shots in the dark basing things on questions/answers I'm finding on stackexchange.

>> No.970729

Not sure, too lazy to recreate your node group right now. Maybe tomorrow. But if I had to guess at a random change happening, I would suspect the random value node. It's probably doing something wacky like randomizing every few frames. Which changes the indices, which changes instances selected from the collection.

Just a guess. I never figured out how the Pick Instance option works. But maybe you need to make sure the points on the curve have a consistent index, and your collections has a matching index.

>> No.970743


>> No.970829

Yeah the culprit definitely is that whole math section after the "curve length" node connecting into the "sample curve" node.
I guess it's redoing the points somehow causing it to get a different instance.
I have no idea why it was done that way, it's not how I would have done it since I figure you'd want to move the points AFTER you've sampled them not before (even though I know fuck all about GN), but I was following an answer on SE and the dude seemed to know what he was talking about.
I'm not versed in GN enough to know how to fix it, but the indices seem like they might be the key.

I've already made a version that doesn't cycle between objects but they clip into each other, which was the whole point of trying this version.
If you have the time to help a bit more, I can be patient. I'll continue to fuck around with it on my end.

>> No.970839

Is there a way to save a new project quickly in this specific way:
>create folder with a name
>write .blend file with the same name

The reason I ask is because every time I start up a new project, I create a new folder for it, and most often I want the .blend file to have the same name as that folder. As it stands, I must type the name twice.

>> No.970890

I'm tapping out of the new hair curves system, never thought i'd say this but the default particle system is much more convenient
Unless they add tons of utility tools it' just not worth it to mess with all the nodes when you could just move some particles

>> No.970951

You wasted like 50 projects worth of naming time just writing this post
Not everything needs to be automated :insert xkcd:

>> No.970979

I did not. I was in one state of flow while writing that post. When I save a project, and I am interrupted, my state of flow is disrupted with the distraction of "this should be better".

>> No.971008

I give up on this whole blender bollocks. Nothing I try works, all these tutorials are full of shit and all of these little add-ons, they make you install, don’t actually appear or work. You’ve clogged my computer up with shit and wasted my time all for nothing. I just wanted to create simple NSFW things because I had loads of good ideas but they’ll never come to light until somebody makes a real tutorial and a real app that can actually make 3-D stuff. Fuck all of you

>> No.971020
File: 1.95 MB, 1500x500, curve tracking test.webm [View same] [iqdb] [saucenao] [google]

I think I fixed it. I'm not totally sure what the problem was. But I'm like 75% sure the issue was that you were creating more points than necessary, then merging them to get rid of the excess. Somewhere in that process of creating excess and eliminating excess, indices were being changed. The change in indices caused the instances to teleport.

So I made a solution that doesn't require merging points.

I think this merging issue was simultaneously the cause for stacking. The merge was hypothetically supposed to get rid of excess points, but it didn't. There were still some leftover points stacked on top of each other. I'm not sure how exactly, something was going on with the math. Either way, I redid the whole math section. Now it divides the length of the curve by however many cars you want on the curve. And then within those segments, it offsets slightly, so they're not all in a grid. Then, some points are randomly deleted to create gaps here and there to further make it look more random.

If you want more traffic, then add more cars. Too many will overlap. Get rid of overlap by reducing the bumper to bumper offset. And also reducing the gaps will make it look denser too.
Less traffic = more gaps, higher offset, and fewer cars.

Anyway, I know my solution isn't perfect. If I could, I would do more to vary the distance between cars based on the length of each individual instance. But that requires some node-fu that's above my level.
That knowledge might be in this tutorial. https://www.youtube.com/watch?v=Ms6CX8Gsd5A
I haven't watched it yet, but it's the idea I've been toying with. That guy is pretty good. I bet if you can do bounding boxes per instance, then you can stack each car in front of each other, and then just create space in between with some randomness. The traffic would be much more believable that way.

>> No.971021

Doh. As soon as I posted, I realized that I failed to account for the most important thing: The order to the car being random. I just noticed that my solution has an obviously looping order. I guess I need more time to figure out how to actually randomize the order.

>> No.971023
File: 2.79 MB, 960x540, TrafficLayout.webm [View same] [iqdb] [saucenao] [google]

>75% sure the issue was that you were creating more points than necessary, then merging them to get rid of the excess. Somewhere in that process of creating excess and eliminating excess, indices were being changed. The change in indices caused the instances to teleport.
I'm not versed enough with nodes to be able to understandingly agree with ya, but I agree with you. I've been fucking around with it on my own and noticed something similar on my end, though as my knowledge is limited I had never figured out to get it all working together.

I don't really think that's entirely necessary. The areas the cars are going to be travelling in are pretty far from the camera, and I don't think you'll be able to notice the looping. I kinda leaned into the looping instead, and actually have intersections in my road system that form loops around city blocks anyway. (webm is a section of the traffic, though with the earlier node setup).
If you wanna go for the more random cars for the personal challenge go for it, but you've already done more than enough. I was really only hoping to get pointed in the right direction, or someone saying what I fucked up. I wasn't expecting someone to fix it and give me a working version.

In any case, thanks so much for the help. I've really been running my head against the wall with this one. Geo nodes are pretty cool, but damn do I need to keep using them to wrap my head around them more.

>> No.971025 [DELETED] 

Looks cool. Good luck.

>> No.971027

Looks cool. Good luck.
Also, helping you doubled as practice for me. I didn't know how to make points move along a curve until just now. I'm glad I got to practice it. I'll need a way a simulating traffic for my thing too, eventually. I haven't even begun plotting the roads or anything.

>> No.971031

can I make silky smooth 60 frame animation of logo movement in Blender?

example of what I mean (made in AE)


>> No.971064

>can I make silky smooth 60 frame animation of logo movement in Blender?
Why not? Blender is a bit lacking in the text department, but I don't see anything there that you couldn't do in blender. *Should* you do it in Blender is another story, but "can"? Absolutely.

>> No.971093
File: 998 KB, 500x229, Anakin Skywalker inquires.gif [View same] [iqdb] [saucenao] [google]

I don't much care for the ripping, but how'd you do the rest?

>> No.971104


...geoneode alternative, works more like you want and isnt an modifier, can be used in tandem with geonodes, superior documentation(example usages of the nodes) compared to the one from blender geonodes.

>> No.971176

>Decide it's time to learn simulations nodes.
>Start tinkering.
>Going through the typical struggles of learning, but otherwise everything is well.
>Click on rendered view to what the results look like in color.
>Model shows completely white.
>Uncertain why, start detaching and reattaching nodes.
>Eventually remove simulation entirely, and color is restored.
>"The fuck?"
>Start a new blend file, set material to default cube, and create simulation node.
>Box turns white.
>Load up old 3.6 version of blender, and Repeat process.
>Box retains color.
>"Don't fucking tell me..."
>Start googling.
>There's an EIGHT MONTH OLD developer thread about this very issue.
>For some reason simulation nodes no longer support materials, and output blank geometry.
>The developers are discussing how to implement some new data feature that involves materials.
I don't understand it, but it makes me mad. For fuck's sake. I hope they figure out something.

>> No.971183
File: 863 KB, 2701x1279, shiggy diggy.jpg [View same] [iqdb] [saucenao] [google]

>For some reason simulation nodes no longer support materials, and output blank geometry.
I was about to call you full of shit and a faggot, but I just tried it myself by putting the sim zone between geo in and out and it instantly went white.
Fair fuckin play.
What the FUCK are the devs smoking where they feel they can release a full numbered version after they've broken something so important. How fucking embarassing.

>> No.971188
File: 261 KB, 1091x791, set-material.png [View same] [iqdb] [saucenao] [google]


...when you manipulate objects in geometry nodes, you must set the material in the nodetree!

>> No.971203

Ok, now how would you do it with multiple materials? i tried your solution already. 6 materials go in, they get wiped, then I apply 1 material back. that's no good.

>> No.971220
File: 334 KB, 849x862, simu-vs-loop-mat.png [View same] [iqdb] [saucenao] [google]

>I was about to call you full of shit and a faggot,...

...i was up to to call you the same, but it seems, while the repat zone has no problem with keeping the materials added to the object, the simulationzone seems broken!!

...i guess, the blender team has hired to many DEI's with the sweet shekels from ther high profile donors!

>> No.971261

Leave the "le shecklestein" racial humor on /pol/.

>> No.971276
File: 148 KB, 1246x877, poop-urinal-d-illustration-computer-generated-image-nasty-theme-80351833-227863620.jpg [View same] [iqdb] [saucenao] [google]

Clean it up, janny.

>> No.971278

Shut up faggot.

>> No.971284

Do you have your search on the space bar like as it is default now?
I'm kinda torn on that one. On one hand I love using the search and frequently but when I do animation shit I keep hitting the space bar to start playback.

>> No.971285

Also yes I know you can freely assign keys, just wondering how (You) handled this search/playback thing.

>> No.971298

>use physics on real life scaled objects
>physics won't work properly

>use physics on objects WAY out of scale and too big
>physics now work but everything is so large that (of course) everything moves "slowly" because you use physics on house sized objects

Anyone trying to use physics in Blender must be into self-harm.

>> No.971299

I just noticed this the other week when I tried to do hair dynamics. And after googling why hair clips through the scalp, I finally discovered that everyone else is scaling their model 10x the normal size.
So I tried that, and now the hair moves super slowly. I fiddled with some options, but didn't find an easy solution, so I just quit. I'll figure it out later.

Actually, I'm planning on creating my own anti-scalp collision in geometry nodes. It can't be that hard, right? Hypothetically, all you have to do is make the points of the hair curves sample the nearest face of the scalp, and then make the curve point move outward along the normal

>> No.971300

Oh, also, something similar happened with my mesh and auto weight paints. Apparently, if the distance between points of your mesh are too small, then automatic weight painting will fail. I guess I should be honest: I was attempting to add some pussy detail. Doing lips and all that stuff. So the space was very small. I had to zoom in so far, that the mesh would clip. So I adjusted the clip range in order to see.

Anyway, after automatic weight paint failed, I googled and found out that once again, it's fixed by scaling your model up 10x.(or however much it takes to work)

It seems crazy to me that these issues exist. Like, ok, the fractions are small. I get it. It's like 0.000001 small or whatever, so they just round down to zero. But this can be easily fixed by just allowing more places after the decimal point before it it zeroes out. Literally just add more 0s.

>> No.971303

Always had spacebar search. Despite using spacebar to play in literally any other program, it just feels wrong in Blender.

>Anyone trying to use physics in Blender must be into self-harm.
It's because all of the physics are depreciated shit from 2004.
The scale problem is an issue for smoke sims as well. Only sims work better for smaller areas than large ones. Smoke sims have their own fucking problems though. Like how the whole "feature" was implemented and abandoned with no support. Kind of a trend when Blender is concerned.
That's open source development for ya.

>> No.971306

>Try multiple methods for outlining a simple object in Blender
>None of them work in rendered view/cycles
This is pain.

>> No.971309

>But this can be easily fixed by just allowing more places after the decimal point before it it zeroes out.
Absolutely true.
>Literally just add more 0s
This is the problem. Blender uses single precision floats (32bit) for all geometry and physics calculations, so they'd have to overhaul the entire program to support 64bit position values for this to change.
>Why the fuck did they do that?
Performance, practicality and "standards". Double precision means double the vertex data, which slows calculation times, uses twice as much memory and (generally) doubles file sizes, which is a problem for dense meshes and cached physics data. Maya also uses single precision geometry data natively, so it seems like there's no competition incentive to go higher.
>How difficult would it be to change to double precision values?
Apparently somewhat difficult, but doable for Blender internally. What they're afraid of is breaking compatibility with everything around Blender, especially for something that has the workaround of "just scale it up lol".

It sucks ass but it's unlikely to change. If you scale up the geometry by 10x, set the Blender unit size to 0.1 and speed up the physics timescale by 10x, that should allow both the rendering and physics to remain realistic while avoiding precision issues. Hope this helps anon.

>> No.971310

>scale up the geometry by 10x, set the Blender unit size to 0.1 and speed up the physics timescale by 10x
We literally have to do the opposite of shooting things in miniature.

>> No.971311

Have you applied the scale?

>> No.971315

Yes and it's not just me having that problem. People got mad at that for years.

>> No.971318
File: 358 KB, 564x564, 1596702261393.png [View same] [iqdb] [saucenao] [google]

Would it be possible to rig in a way that makes the whole setup look "natural" while animating?
By that I mean
>body of the model showing up with barely any or no visible rig indicators visible
>click on finger tip of the model, drag and it will actually manipulate the fingers and hands as desired

All rigs I see usually have a rather complex network of grab points all over the model but I'd love to have those HIDDEN and just be able to drag things around simply by looking at the actual bodyparts instead.

>> No.971320

a rig that is manipulated entirely by sliders lmao

>> No.971323
File: 701 KB, 610x676, gizmoshizmo.webm [View same] [iqdb] [saucenao] [google]

What I mean is something like this.

>> No.971326
File: 1.78 MB, 572x389, 1676571527017487.gif [View same] [iqdb] [saucenao] [google]

wrote a whole post about how blender foundation have been showing demos of that kind of controller selection setup since the big buck bunny era with no results, and how there seemed to be a template for it in the undocumented "gizmos" system, but a little searching found that the auto rig pro guy has a paid addon called "skin selection" that implemented it.
couldn't find the current version (v1.95.10), this one's a couple years old and probably broken in 4.0 (v1.91.17): https://files.catbox.moe/eglfuc.zip

>> No.971329

Thank you. At least glad to see that I'm not the only one who'd like functionality like this

>> No.971332
File: 431 KB, 1144x2154, 1680094481747339.jpg [View same] [iqdb] [saucenao] [google]

>Leave the "le shecklestein" racial humor on /pol/.

>> No.971354

I mean, you could just make rig layers/groups and hide whatever you're not working on. Trying to use a setup like >>971326 seems like a massive pain in the ass for any long animation because you'd be constantly accidentally selecting parts you don't want to select.

>> No.971381

where do I go to download ripped 3d models for vidya. models resource sucks ass

>> No.971400

Renderstate or Smutbase.

>> No.971408

there used to be a metric shitload on deviantart formatted for a program called xnalara but i haven't checked it in years

>> No.971508
File: 833 KB, 1217x918, sculpt test.png [View same] [iqdb] [saucenao] [google]

I usually box model, then sculpt. But I wanted to see what it was like to sculpt from scratch, starting with a sphere. It was pretty fun.

>> No.971619
File: 436 KB, 912x838, 1695815725398923.png [View same] [iqdb] [saucenao] [google]

Which are the best tutorials to get to an intermediate/advanced level?
I started recently and just know the minimum

>> No.971776

So what are all you guys working on today?

>> No.971778

Working on small improvements for future nsfw models, and also not getting rekt by irl problems.

>> No.971784

Just the usual routine of working on obscure fetish material.

>> No.971943

they wanted nodes because it would be "visual" and "easier" and didn't want to extend the functionality of python because only nerds would be using it
so now instead of only nerds having something functional, now no one has anything functional
fucking retard devs

>> No.971967
File: 37 KB, 640x480, 1701061111422301.jpg [View same] [iqdb] [saucenao] [google]

>why am i suddenly running out of hdd space?
>baking the line art modifier raises the file size from 20mb to 250mb

>> No.971968

On blenderartists people are now demanding "scripting nodes". Nodes where you can put scripts in. I'm not kidding.

>> No.971970

>250MB is getting him into trouble
Maybe delete all the animu that is clogging up your HDD

>> No.972009

>Eevee Next is postponed to Blender 4.20 LTS.

>> No.972108

>duuuude eeveed LOL

>> No.972132

Isn't my baby cute ?

The baby: >>966941

>> No.972227

why are rigify rigs invariably laggy as fuck?
I've been spending days trying to understand this midnumbing rigging course because of it, please don't tell me theres a button somewhere which fixes every issue

>> No.972255

I don't want to learn how to model, but I want to learn how to animate. Is Dillon Gu's course good for that?

>> No.972261

What is the actual workflow for animating a scene?
Surely they don't animate the a whole movie in ONE animation?

>> No.972265

So trying to get into Blender but from the videos i've seen they say it's all hotkeys, which i hate, is there some sort of plugin that makes it more button interface?

>> No.972280

In theory this is well made
Why does it look bad?

>> No.972282

Sure, you have bforartists here >>966943

>> No.972286
File: 535 KB, 1620x1018, file.png [View same] [iqdb] [saucenao] [google]

I started doing hair with clay-strips in the same object as the head. I can't undo my way back.
How badly did i fuck up?

>> No.972288

least of your problems.
anyway just smooth it out and start again.
use pictures for reference cause your anatomy is way off, particular the ear and neck

>> No.972289
File: 30 KB, 826x758, tempo.jpg [View same] [iqdb] [saucenao] [google]

circle in red is really good, outside doesn't look finished yet

>> No.972290
File: 419 KB, 976x865, file.png [View same] [iqdb] [saucenao] [google]

I dont know how to use reference, not used to it. i always end up ignoring it...

>> No.972291

are you retarded?

>> No.972316
File: 741 KB, 1234x924, sculpt test 2.png [View same] [iqdb] [saucenao] [google]

lol. That's what I asked myself the day after I posted it. I'm not totally sure. I never got deep into anatomy. But I think I missed some subtle aspects. Here, I'll try to rectify them. First, her checks are too gaunt in the front. So I'm going to fill in the front plane of her face a little, between the check and the lips. In fact, the a bit of extra mass around the mouth and lower lip can help I think. A padded mouth area is a youthful trait.
Her mouth is a little wide, but that's intentional.
I may have hidden too much of her jaw, so I'm going to bring that back out slightly.
The face area that resides beside the eyes can be brought out more. That spot it too pinched. In fact, now that I really look, the whole side of her head could be brought out more. There's not enough room along the sides of her face, and her ears are too tucked in.
I missed that under part of the nose.
Shit, I think I have to pull some of her face forward too. It's lacking depth. Now that It's done, in retrospect, her jawline was too weak before. Not necessarily too weak for a more diminutive face, but I was going for a stronger look than that.
I gave her mouth a little lift and a tiny oomph.
And a bunch of other draws here, and smooths there, and voila.

Does it look better? I can never tell what something looks like on the day I make it. It should look a bit better now I think.
Some brows and lashes would help a lot too. And more detailed eyes. I'm still too afraid to draw those details on the. It could go horribly wrong.

>> No.972340

her head is too big, especially in the side profile view

>> No.972341
File: 423 KB, 1606x987, file.png [View same] [iqdb] [saucenao] [google]

>> No.972362
File: 444 KB, 1593x1077, Geometry Nodes For Text.png [View same] [iqdb] [saucenao] [google]

Blender not having a pre-built border option for text elements is a crime.
This is my attempt at creating a geometry node for such an outline, but this still runs into the issue where I need to go into each node individually to change to font.
I just need the outline effect to wrap around a text element, but I don't know how to isolate the edges of any given font without using the "String to Curve" modifier.

I wish I could somehow influence the font type through a group input...
I just want this to be super easy to slap onto whatever text I'm trying to use. I have totally gotten the desired effect, as pictured, but the implementation still leaves me wanting.
Cutting down the amount of menus I need to navigate is top prio.

And the option to duplicate the text elements themselves run into issues whenever I am using specialized fonts, like the one on display here. There's usually some sub-optimal meshes around the corners that get completely shafted through that method.

>> No.972398

Everything to do with the way Blender handles text is a crime. I think they've improved it slightly one time since it was implemented. It's fundamentally the same its always been since its inception. Same for a lot of Blender "features".

>> No.972399

which version of blender is currently the best?

>> No.972416


>> No.972433

What kind of question is that? Best for what?
Just use the latest version. Or if you want to be a contrarian (or have some genuine need for axed features), use 2.79.

>> No.972480

I'm new to blender and am trying to make a basic platformer game in Unreal.
Do I texture in blender or can I do it in Unreal via the materials editor there?

>> No.972615
File: 580 KB, 1481x838, main character.png [View same] [iqdb] [saucenao] [google]

why does the face look so stupid on the model?
Is it a texture problem or a model problem?

>> No.972616

It's a bit of both. You drew the eyes too wide on the texture, comparing to the sprite, where they're closer together.
Also, you didn't shape her face to have a pointed chin. you made it flat across, which doesn't match the sprite either.
The two dots you drew for nostrils don't do enough to emphasize the point of her nose, so that looks more flat and piggish compared to the sprite. I don' tknow if drawing a line there will be better. But maybe. I'd test it out at least, if I were you. If the line doesn't look good, you can always revert back to the nostrils.

>> No.972624

anon, that's a boy

>> No.972687
File: 47 KB, 512x384, 1697726550745746.jpg [View same] [iqdb] [saucenao] [google]

>blender refuses to append a geometry node group from one file to another
>no error or info message, behaves like it appended but the group isn't there
>it's quicker to just recreate the node group in the second file than investigate why it doesn't work and submit a bug report

>> No.973118

Hi, I'm a screenwriter and I want to make a 3D short animated movie because I don't know how and don't want to look for money to make a real feature film. I have time to master 3D before I hit 30 (about 1.5 years). Is it possible to learn Blender at the level to make a small cartoon in that time? I don't need the heights of Metropia or the Sintel level. But more or less conceptually, such a simple movie. Does anyone have experience with it?

>> No.973482
File: 121 KB, 1920x1080, 0001-0030.webm [View same] [iqdb] [saucenao] [google]

hello guys is this good for first render

>> No.973541
File: 58 KB, 991x990, Wooden-Mannequin-991x990.jpg [View same] [iqdb] [saucenao] [google]

I wanna use blender as a replacement for these guys (basically, I cand raw right over them). So two questions:
1. where can I get a good asset for blender that is already rigged and allows me to put them into any number of positions?
2. Should I draw in blender or just stick with krita?

>> No.973547

There's stuff like MBLab and MakeHuman will spit out a nice rigged human shape that you can customize the proportions of.

>> No.973566