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got a wip? show us.
got a question? ask us.

last thread hit the bump limit >>646254
>>
>>650439
Woah, she's cute!

Source is "Jessi", by Pablo Dobarro. Concept by Hong SoonSang.
>>
File: ohmy.png (1.36 MB, 2000x2000)
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still a wip, i now do the sculpt part on the model
>>
>>650451
is that a nod to silent hill?
>>
>>650453
yea it started as a joke, a friend meant "sculpt a thicc chick" and i agreed, but since he never meant what kind of thicc chick i made him a female pyramid head. its my playground now where i practice stuff
>>
>>650451
Do a study for us
>model and rig a horse cock and balls on it
>model and rig a vagina on it
>put them both up for sale or free download separately
>report which was downloaded more
>>
>>650439
Now make her gangbanged by 10 men.
Legalporno style.
>>
>>650439
>>650450
share model pls
i need to learn
>>
>>650439
Can i enjoy Blender if i have 0 experience on Modeling ?
I only can animate btw.
>>
>>650496
cant model pingas or vabina yet
>>
>>650506
>Legalporno style.
What does this mean?
>>
>>650552
Triple Anal, Triple Vaginal, 10 man gangbang simultaneously, you name it
>>
>>650528
>>650506
its just an image from blenderartists. i don't claim to have the model or anything
>>
>>650528
>"learn"
[distant sfm horse neighing]
>>
>>650558
Why did you have to tease us?!
>>
>>650615
because i tried to figure out what people at /3/ like and the immediate answer was "nubile girls". but the post of this thread wasn't to make your dick hard, its just a homage to the community
>>
Which would be faster for Cycles rendering?

>Blender Cycles set on CPU compute with a Ryzen 5 2600 processor
vs
>Blender Cycles set on GPU compute (and CUDA enabled) with a 2GB Nvidia GTX950

My computer is an old meager thing, using that GTX950 in it, and I might be compelled to build a very cheap budget Ryzen PC and simply implant the GTX950 into it if I can get enough of a benefit out of rendering with the cpu.
>>
>>650621
make a simple render and track the times.
use reflective metals and small lights, the render time is displayed above. use whatever that is shorter
>>
>>650623
I don't have a ryzen cpu (yet)
>>
>>650439

its looks like she got her toes amputated and is wearing special made shoes..
>>
File: captain flint.jpg (2.75 MB, 3104x3217)
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I'm working on a captain flint likeness study at the minute. Anyone got any crit?
>>
>>650631
Also, my bad. I didn't see that this was a blender thread.
>>
>>650439
>>
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>>650631
I think the nose needs to be reworked. Looking at it straight on, in your reference image, you can see that it gradually flares out to the width of the nostrils, whereas in your model, it appears to be much straighter, flaring out more dramatically at the end.

For the side view, in your reference photo, he appears to have a very straight nose, where as in your model, it tends to curve inwards.

I think everything else is pretty accurate, though.
>>
>>650660
Thanks a lot my dude. I'll get straight to it and post an update when i've made the changes.
>>
>>650631
Your anatomy is rally bad
Those eyes are at lest 50% too big, all eyes are exactly the same size up to a single mm no matter the person
Fucked eyes are the first give away of bad 3d
>>
>>650631
I'm seeing that the eyes are a little too large for the face. And since you're going for realism, not exaggeration, it looks wrong compared to the rest of the face. >>650660 is also right about the nose, it looks too narrow until it gets to the nostrils where it just gets thick.
>>
>>650660
Quality, quality post.
>>
>>650755
>Checked
I try, anon. I just want /3/ to be the best it can be.
>>
File: testrender_3png.png (1.27 MB, 1920x1920)
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Is this any good? I'm not completely used to modeling yet.
>>
>>650786
it all depends on you. if you want more from yourself then you should push for better results.

you can totally achieve something cool akin to that style, just try harder.
>>
>>650786
Interesting concept, but brought down imo by the lazy low-poly machine, smoke, and bookshelf.
>>
How to make pussy?
>>
File: Screenshot_1.png (201 KB, 631x679)
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Is it ok?
>>
>>650838
why not sculpt it?
>>
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>>650842
I cat't draw at all. Look what my sculpt looks like
>>
File: primitives planes.png (1.19 MB, 1920x1080)
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How 2 get rid of the little white spots?
>>
>>650851
these are "fireflies"
https://www.blenderguru.com/articles/7-ways-get-rid-fireflies
>>
>>650864
Thanks mang
>>
How much would you fags charge to correctly apply texture, scale and individualized into separate files of a low poly pack I bought? Thinking of posting on fiverr for someone to do small packs for $50 and big ones for $100-120
>>
>>650631
You're focusing too much on the details when your primary forms aren't even correct.
>>
>>650911
I wouldn't pay someone to do that, and I wouldn't charge anyone to do it for them. That is extreme basic bitch shit and you can learn how to do it in like 5 minutes.
>>
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When should you get HardOps?
What makes the purchase worth it over using BoolTool/Fast Carve?
>>
>>650553
>Triple Anal
>multiple dicks rubbing against each other inside an asshole
I think you might have some gay tendencies.
>>
>>650935
Watching a girl getting fucked by 10 dicks simultaneously isnt gay.
Doing it ? maybe
>>
>>650935
I don't care if it's gay or not, I just want to watch it.
>>
>>650935
The fixation here isn't on the mechanics, it's on the abstract of degrading a woman. Bottom line: firmly not gay.
>>
>>650974
It's not degrading if she's the one pickin' and callin'.
>>
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I thought there was a way to assign bone poses to select bones. Adding poses to the pose library includes all bones, not just the ones selected. Similarly, applying a pose does so to the whole armature, not just the selected bones or bone group.

Am I missing something or is this not actually a feature in blender? I would like to save an open and closed hand pose for each hand, but not have it move the rest of the arms each time I apply it basically.
>>
Looks like a fortnite model but ok
>>
>>650996
After some messing around I figured it out, applying a pose does only apply it to selected bones.
>>
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>tfw want to make the jump to 2.8 already but many addons are not ported yet, still stability issues or lacking functionality, still too many changes in the userinterface so you might have to relearn shit every month and only have a 750Ti which will make Blender run much slower than on 2.79

fuuuuuuuuuggggg, I really fucking want to pounce on this shit. 2.8 has so much interesting shit I want to use. I hope things calm down around februrary with most user interface stuff finally settled.
>>
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I was going to do Jevil next.
>>
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I still need to finish this as well.
>>
>>651025
That monoboob is a jagged abomination
>>
2.8 seems like its pretty far away still..yeah?
>>
>>651017
it runs fine on my 750ti.
>>
>>651043
2.8 beta should be coming out any day now, with 2.80 full release sometime early 2019
>>
>>651044
yes it runs but sculpting is much slower on 2.8 with the 750 than it was with 2.79
>>
File: Untitled-1.png (405 KB, 1336x537)
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I'm working on a Majoras Mask mod in anticipation for Smash Ultimate. Too bad modders can't make decent tools and I can't actually import any characters from smash 4 to test with
>>
>>650553
>>650935
Sadly, a hardcore gangbang 3d porn is still a rarity until this day
>>
>>651098
happens daily in Second Life
>>
>>651100
give location pls
i study anthropology
>>
File: BootWIP.png (576 KB, 1920x1080)
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Should i texture it or should i give up? Is it possible to bake this shoelaces?
>>
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>>651188
Let me guess, you will make porn with her
>>
>>651138
Mostly at home of people. Often they post in a group, saying there's some fucking going on and if you wanna join.
>>
>>651190
such a dirty mind!
>>
File: jo.png (1.18 MB, 800x800)
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So yellow, gotta change the tone on that
>>
>>650932
>purchasing addons for a free and open-source GNU and GPL software
It's literally not even illegal to pirate them.
>>
File: E.png (159 KB, 613x586)
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So how's my rig, guys?
>>
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>>651264
>>
Could it be that the principled shader doesn't play nice if you try to mix something ontop of it?
>>
>>651352
yes
>>
>>651353
fug.
>>
Why are my edges straight and not curved like in the tutorial? I followed every step.
>>
>>651363
Its showing you the original mesh, you didnt do anything wrong
There is an option in the subdivision modifier to show the modified mesh. Three little points connected with lines.
>>
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>>651365
Thanks, got it.
>>
>>651363
what subdivision does is add loops and it also 'rounds' the mesh.

this is why when you subdivide a plane it slowly becomes a circle. very useful for creating certain shapes
>>
File: 1300639571926.png (646 KB, 456x497)
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Fucking hell, I love Blender so fucking much it's absurd.

I keep learning every day, each day something new and then get ideas how to apply it in projects it is getting addictive. I think it's the instant visual feedback you get as reward when you apply something you've learned inside Blender.
Whatever, I just felt incredibly euphoric because some procedural texturing stuff with nodes I tinkered around with worked exactly how I wanted it to work. That shit is so incredibly handy to make quick base materials without having to make a texture just to test looks.
>>
>>651463
>I just felt incredibly euphoric because some procedural texturing stuff with nodes I tinkered around with worked exactly how I wanted it to work. That shit is so incredibly handy to make quick base materials without having to make a texture just to test looks.
Wait till you try out Substance Designer and [whisper]Houdini[/whisper].
>>
>>651467
Always willing to give something a try but for now I think I will keep having tons of fun for quite some time (especially considering with Blender you don't have to care about licenses, downloading software from questionable places or dish out fucktons of money when you don't even know yet for sure if you want to continue going the 3D path).
But yeah, may level up once I used this one to its limits.
>>
>>651467
no one cares about your football manager datasheet VFX mixer.

go shove your products somewhere else, far from this thread.
>>
>>651025
I really like the stylized look on this.
>>
>>651363
What tutorial are you following?
>>
2.8 should've been out already, is blender kill?
>>
>>651502
is kill.
also, you are able to download it for over a year by now. beta should be out in the coming days and official release somewhere early 2019
>>
>>651263
carpal tunnel/10
>>
>>650451
I recognize that doujin character.
>>
File: pulse.jpg (1.65 MB, 2400x1920)
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>>650439
Why are western weeb wannabe artists so pathetic? Stuff attached was done by one Japanese artist roughly 18-19 years ago, yet 95% of thirsty weeb artists can't reach that level today. You have all that tech but no clue. Only thing you do is fake-plastic-garbage-ass looking blendlet shit with balloon tits and balloon asses locked in creepy poses with horrifying expressions.

Justify yourselves now and I may grant you a samurai's death.
>>
>>651498
https://www.youtube.com/playlist?list=PLx4T6z-60-M0T_3oO6uiPr76wGQlIsASl

This.
>>
>>651586
Fucking jap tutorials and reference is all written in moon runes
>>
>>651599
You filthy uncreative weeb. Figure it out for yourself or you are some monkey who needs every step clearly laid out for him?
>>
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>>651607
>>
>>650621
When you render the render tile size changes render times depending on cpu or gpu
>>
>>651569
I see you too have good taste anon
>>
>>651607
Yes, please proceed
>>
File: angerydeer.png (89 KB, 241x198)
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>tfw you have a 3rd gen i7 and it's helping the GPU nicely when rendering but then fucks it all up right in the end because it got a tile that for some reason it has to chew on a long time while the GPU is long done with its part of the work and everyone is waiting for the CPU to fucking finish

it's all quite nippy just sometimes the last tile the CPU gets is stretching things. making tiles smaller is shit for the GPU
>>
>>650528
Saquib over here needs to wax his kebabs
>>
>>651474
lol, y u so mad?
>>
>>651586
looks like shit
>>
>>651701
That's because they are ancient.
>>
>>651701
These are 18-19 years old. Bet you can't come even close, kiddo.
>>
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>>651701

You must be 18 or older to post here
>>
File: plane1.png (162 KB, 1366x768)
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Newfag here. Any idea of how can i fix this? There is a lot of tools i don't learn yet.
>>
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>>651716
>>
>>651026
That's a huge bitch
>>
>>651716
Make a new one after learning all the important tools like subdivsurf, mirror, boolean, etc. Also try to maintain some topology.

You can keep adding edge loops and join them again to make a good topology but it will just consume more time.
>>
Does 2.8 interfaces will be friendly for animators ?
>>
File: untitled3.jpg (113 KB, 1080x1080)
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Working on an enemy for a video game. I want to keep him simple but I think he still lacks some details.
>>
>>650943
its more than 90% man, thats pretty gay
>>
>>651731
If you focus on the girl, it isnt.
>>
>>651733
Those who say it's gay to watch that kind of porn are the ones who can't focus on anything else than the cocks. It's obvious what that means.
>>
>>651734
This
>>651731 Is a true faggot
>>
>>651716
select a vert, hit G G to slide it along its edge.
>>
File: Capture 2.png (1.04 MB, 1305x740)
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Base mesh for a coat. Genesis 2 model imported to Blender. Working to detail costume today.
>>
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hey im working on a character but for some reason i cant remove the weight on the left side of the model. right now the weights of the legs are overlapping and causing issues
>>
File: 2018-11-22 (2).png (1.1 MB, 1920x1080)
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>>651762
how does one solve this? i tried selecting everything and removing the weights (with shift +k) but it still sticks at the left side. i really hope you guys can help me out. thanks :)
>>
>>651763
what do you mean by 'remove'
do you want to delete the bone?
>>
>>651763
did you try it without x mirror in the weight painting options?
>>
>>651764
i dont want to remove the bone. i want the weight on the left side to be gone,
>>651782
i did try that. it didnt work. it did work with the topology mirror. im still confusedwhy blender does this, but thanks allot for your reply it really made me look at the right options!
>>
>>651822
just delete the vertex group that is associated with that paint
>>
Conversationally Responsive Model AI will change the whole scene

"Bend your left arm up like before, but pose your hand like your other hand. A little different though. Tilt your left hip up a bit, and look a bit more pissed off. And move that fucking hair strand off your eye."

Josie 10 : "Okay."

10 seconds
>>
>>651855

And so i meant to start a new thread
>>
>click select all non manifold
>most of my model gets selected
How do you cope with fucking up this much?
>>
File: knot-question-01.jpg (47 KB, 1018x864)
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Hiding vertices for Weight Painting:
Is it possible?

I'm trying to weight paint this ribbon and want the knot to share a bone independent of the ribbon. I have the vertex groups set and can hide the ribbon in edit mode, but all becomes visible when going to weight paint mode. Is there a way to do this?
Note, object is on a path and I don't quite want to commit fully to it just yet.
>>
>>651919
people keep asking for this for years but no one listens.
your best bet is to awkwardly deselect shit where you don't want weight to be painted using the face selection tool.
>>
>>651919
it is possible, though if i recall you have to be in vertex mode in weight paint, and in vertex mode you can't actually paint, you have to use shift-K to set weights, so it's kind of fucked but should work fine for your purposes.
>>
>>651919
you can hide mesh first, and then weight paint.
hiding weight paint seem bizarrely complex
>>
Hot.
>>
>>651935
What's hot?
>>
>>650439
Do you guys have any recommendations for someone new who wants to get into making sfw/nsfw blender animations?
>>
Where do i pirate the Blender addons?
>>
>>652005
>pirate
Just ask some Blender user that already has them to share. It's legal and encouraged by the free software philosophy.
>>
>>651991
recommendations for what exactly?
>>
>>652017
learning material and examples of good animations techniques
>>
>>652021
the really good stuff is in CGcookie. so you either pay or pirate.

these in particular are the ones you want (in order)

https://www.pluralsight.com/courses/introduction-animation-blender-2303 https://cgcookie.com/course/animation-bootcamp/
https://cgcookie.com/course/character-animation-toolkit/
>>
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Kinda cheesy coming from an anime, but here's my render of Meliodas's dragon handle.
>>
>>652005
You can often find them on github, or on blogs, or on cgpersia

As has been said several times, the licensing for blender says add-on users are allowed to sell their addons but they can't stop anyone from redistributing the addon (and the addon also has to be in a modifiable open source format, which it is automatically but it means they can't go and obfuscate it)
>>
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.
>>
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I've rotaded my cylinder and now want to mirror it, but it's being mirrored on this axys, how can I change this so the mirroring axys is perpendicular to the floor? Messing with x y and z doesn't help
>>
>>652095
Check your rotation, check your object origin.
>>
>>650451
uh, so porn when?
>>
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Oh god I dont know what happened at all
>>
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>>652324
IT GOT WORSE
>>
>>652324
>>652326
looks like your weightpaint does affect both sides per bone
>>
Question: Rotating bones via local axis in Weight Paint View possible?

Not sure the exact term of what this would be, but know how in ObjectMode you can rotate and translate objects based on Global / Local / Normal / View transform-orientation? Is there any way to do this in WeightPaint mode for bones? Working with a skeleton that doesn't have straight fingers by default.
Notice I'm rotating via the y axis, but its using the global Y. Any way to get that in regards to the direction the bone is moving away from the previous?
>>
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>>652329
I redid the whole skeleton and I think I fixed that issue
But this is still happening
I got no clue what Im doing
>>
>>652342
your approach to modeling and rigging is subpar to say the least.

watch more tutorials
>>
>>652342
This guys tutorials really helped me maybe they will help you too.


Rigging:
https://www.youtube.com/watch?v=jp_SqjB0468

Weight Painting:
https://www.youtube.com/watch?v=nK2F-l8Wjbg&t=1s
>>
>>652348
Its literally my first model, ever
I wanted to do basic, but its just not working
>>652353
Im actually watching this guy along side while working, and well, this is whats happening
>>
>>652354
So I went and downloaded someone elses model to give that a try, gave them bones and it seems to work perfectly fine
Guess my model was fucked up somehow?
>>
>>652363
>Guess my model was fucked up somehow?
Dude, all the normals on your model are inverted.
>>
Welp, RIP
>>
>>652373
Honestly, don't understand why anybody uses MBLAB when Daz exists. Seriously, grab Daz, grab a few morph packs either legally or off one of the many sites, go ham. The model & texture quality is simply unbeatable compared to MBLAB.
Maybe it's because the import process to Blender has no perfect solution, and you'll probably have to fix a lot of things like setting up the rig yourself. But goddamn, basic Daz dolls make MBLAB creations look like poor clay figurines.
>>
>>652375
>Honestly, don't understand why anybody uses MBLAB when Daz exists.
because everything Daz related is copyright hell if you try to use parts for projects, especially when it's still visible from where you got the parts.
>>
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i am making a metro using the blender guru tutorial
modeling and uvs are done. i will prepare an id map then get to substance designer/painter and prepare the textures next
>>
>>652373
>why
There are probably very few people, in the Blender community, with the skill or needs for a procedural character generator. I wouldn't be surprised at all if an equivalent plugin made loads if written for Maya or Houdini.
>>
File: First walk.gif (891 KB, 500x500)
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First animation ever is done
Just a simple 4 frames a step, how much is ideal for more advanced stuff?
>>
>>652392
Her elbows need to bend when she moves her arms. She looks very stiff
>>
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So automated unwrapping (smartunwrap) is useless for sculpts?
I like to make quick sculpts and put some quick paint on it but whenever I try to do the automatic unwrap I get something like pic related.

Do you really only have the choice between retopo or vertex paint instead of using a texture?
I mean I could try to mark some seams and unwrap then but that is quite the horror too on a high density triangle mess.
>>
>>652477
Just crank the bleed in the Options tab even higher.
>>
>>652478
Thanks!
First had to find the setting you meant with bleeding but I guess you meant the "Margins" under Baking.
Tried several settings of that one and the options for smart unwrap but at best it reduced the triangle artifacts but never really got entirely rid of them.

I guess I will stick to vertex colors for quick sculpts and for anything more detailed retopoing the whole thing and pulling a proper texture over it then.
>>
>>652483
Also, my pc is quite old by now so I have to make use of dyntopo so my guess is that the unwrap gets a bit confused by all those mesh densities.
>>
>>652483
>First had to find the setting you meant with bleeding but I guess you meant the "Margins" under Baking.
Ah, yeah, that thing too. I thought you were referring to texture painting, not baking.
Anyway, https://github.com/wjakob/instant-meshes
External program, send it a model file and tweak the settings and it'll do a rudimentary retopo for you. Probably not animation-safe, but you can afterwards set up proper seams for better textures.
>>
>>652486
Oh fuck, totally forgot about that one! Thank you!
I remember there's even a bridge addon for it for Blender, just forgot it after a re-install.
>>
File: Harry_Potter.png (727 KB, 1170x1980)
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My Harry Potter 3D model I'm working on
>>
How come my reference images are only being viewable from camera perspective?
>>
>>652504
because the image is projected to the viewport. if you want ref setup like zbrush make a giant plane and plaster the ref like that
>>
>>650439
Why do I want to do lewd things to her? What is this sorcery?
>>
Ey can anybody give me some good nsfw model places to download
>>
is there a way to make it so shape keys are either on or off rather than having a value?
>>
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https://www.youtube.com/watch?v=xR_mFxl0bnM

>left click select is the new default
>it even behaves like other 3D software
NOOOOOOOOOOOO! They can't get away with this!
>>
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>>650439
I did this cursed thing recently.
>>
Anyone else suffers from 2.8 not syncing the uv image editor with edit mode? Basically, the mesh won't appear in the image editor.
>>
>>652529
Not default.
It asks you on the first launch.
>>
>>651025
fear
>>
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>>652529
HAHA, JUST CAME HERE TO POST THIS.

FUCK YES
>>
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Doing donut tutoruil

I can't understand who the fuck i see those artifacts in edit mode with subsurf? I need to make the mug REALLY THICC to make them dissaper.
>>
>>652558
wireframe view (z) shows the whole wire with subsurf on
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>>652560
it's on the screenshot isn't it?
I only see the artifacts in edit mode, in object mode they dissapear
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>>652550
lol Blender is rekt. How are the fanboys ever gonna recover?
>>
>>652558
Not sure what you mean by artifacts, but try clicking that little triangle with the three dots on the subsurf modifier panel.
>>
Anybody know how to do something like this in Blender?
Slightly more HQ source: https://twitter.com/kanihira/status/929589160930713602
>>
>>652594
you mean collision detection while modelling?
not that I know of but it would be glorious.
>>
>>652595
Yeah, more of bone collision with geometry.
>>
>>652594
>>652595
>>652596
>mfw blendlets can't even into scripting
>>
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>>652596
>>
>>652597
>he keeps lurking in blender threads just to fag around
the whole program heavily relies on scripting
>>
>>652601
But somehow you have no clue to do it while people did this shit in 3ds and Maya for years
>>
>>652597
Well, my deepest apologies for being an amateur that's still learning. Would you like to show us the way then?
>>
>>652605
I'm not a blender user, I'm a Maya/3ds/XSI cuck
>>
>>652604
>while people did this shit in 3ds and Maya for years
because I'm a user and not a programmer, just like you
>>
>>652597
>>652604
>>652606
>being an asshole and coming into threads just to shit things up
I thought 4channel was supposed to be different. Thanks for nothing, pal. Stay in your software wars thread next time please.
>>
>>652608
he's an ass but you don't have to be that dramatic about it.
also, this site is still "4chan"
>>
>>652609
>doesn't know what site he's on
You have to go back.
>>
>>652608
>4channel
The fuck are you babbling about.
>>
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>>652594
>>
>>652488
I dont understand his lizard hands. Have a (you)
>>
>>652594
Any beginner tutorial for something like that, porn oriented? I can only collide objects with each other right now.
>>
>>652681
Same anon. Also any tutorial/book for penis vagina topology?
>>
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>>652608
>assblasted blendie
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This is the fastest I've ever spent on a model, less than six hours, and is as of today, the first model I've ever really finished. It might not be the best thing, but I'm happy with this in the end.

Also, one question. What's the difference from posting in here and in >>651287? Is this thread only for Blender content?
>>
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>>652691
Oh, and I did this in response to seeing pic related. Thought it would been fun to make my own model from this design. Please no bully.
>>
>>652691
>Is this thread only for Blender content?
More or less. It's much faster than the /wip/ and /questions/ generals too. Though, it's usually just questions that tend to be posted here, and a lot of the lurkers are mostly asking/answering things. If you want proper feedback, head to the /wip/ thread instead.
Good work by the way, pretty cute. You might want to work on the hands a little more though, they look incredibly flat. I like their squarish look, but it sorta conflicts with the rest of the model's style too. Hope to see it textured soon.
>>
>>652546
are all the vertices selected?
>>
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maybe ill go with a more stylized approach, couldn't figure render layers ill do that later
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How do I prep up this render? It looks way too flat i think, even for a dreamy atmosphere
>>
>>652708
the tree trunk is too realistic for it to be stylized. stylized trees are usually smooth and more pointy. everything else is fine, just keep adding stuff.

notice how the tree is very pointy, and the shape is whacky? try that
>>
I want to get into 3D but I feel like its insurmountable. Been using blender with a class I got from udemy for a few bucks. At the very least I know how to work the program thanks to the class and I know a few very basic thing but other than that it feels like a lot of the stuff I'm doing from the class are kinda over my head, like I'm just doing "monkey see monkey do" by following the guide without really understanding it half the time.

Then I see a ton of shit like "blender wont get you a job, you need to use maya and zbrush to make anything good". Maya and zbrush are both in the thousands to buy (what the fuck?? does everybody just pirate these?) Zbrush intimidates me because its sculpting and I dont know anything about that and apparently thats how 90% of good looking models are made and I don't feel like I have the capability to learn "art" in that sense.

Help me bros, was it like this for you when you first started? Is this just not meant for me? Spending an hour a day on this stuff, how long until you become not terrible. Not great, but good enough that a normie can look at your stuff and go, hey thats pretty neat
>>
>>652720
Forget about Udemy, most of it is garbage. I made the mistake of buying my first Blender course from there. Learn some things, but it was 80% filler. What I suggest instead is to take some of the beginning/intermediate courses on CGCookie, they have learning paths laid out for you. After a while doing this you'll reach a point where you'll begin to specialize into something you enjoy over most other things in 3D, and then you'll have a better view of the field to choose how to proceed.

Keep at it if you overall enjoy doing it, you'll improve.
>>
>>652724
i strongly recommend CGcookie. might be on the expensive side but the content they produce is second to none.
>>
>>652724
appreciate the advice mate
>>
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last two weeks I started learning to sculpting in 3d. currently following Zacharias Reinhardt sculpting course and it's been good so far.
>>
>>652700
Yeah. Maybe it's just your usual 2.8 bug.
>>
Do people generally use arty stuff for 3D modelling/scuplting? Like a digital pen/board/tablet?
>>
>>652753
I spent years sculpting with the mouse and it worked fine (if you are quick with the keyboard on the left hand for pressure settings). Did this because I got cramps over a while when using the stylus for sculpting.
For fine details though I'd really recommend a tablet, it's way quicker for that.
>>
>>652693
Thanks for the feedback anon. I'll fix the hands, I too think it needs work and does slightly clashes with the artstyle some. I'll likely post future wips in the wips general.
>>
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2.8 Beta is officially out now
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welp, seems like sculpting still is a ton slower on 2.8 than 2.79. kinda hoped this would get better with the beta.
I made two comparison videos. both have that ball with 702k triangles in it

first:
>2.80
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while 2.8 seems to sculpt at like 15fps, 2.79 seems to make use of the full 60hz my display is running at
>>
of course no scientific comparison but I wonder how it is running on your machines
>>
>>652815
It doesn't matter since real pro's use Z-Brush.
>>
>>652817
yeah yeah whatever
>>
>>652818
I mean seriously what do you expect?
2.8 is in BETA. lots of code is barely finished.
It doesn't even come close to what was possible in 2.79 which makes it unusable in its current state. And 2.79 was pretty lame when you hit a certain polycount.
Stick with 2.79 if you want to be productive or use the industry standard.
>>
>>652832
it is a solid point but it is a shame that you have to invalidate your opinion by spouting tired memes.
of course I didn't expect it to be perfect but just hoping it will catch up to the sculpting speed it had before because 2.8 seems to be faster in almost every other aspect.
>>
I recently upgraded to a 1800X/Win 10/32Gb ram system from a i5/Win 7/16Gb ram computer and I'm trying to render out an animation.

Occasionally, anywhere between 5 and 50 frames rendered, Blender closes without any warning. I was playing with the program priority list in task manager but I have concluded this is not the cause. This never happened using my old computer.

Has anyone ever encountered this strange occurrence before?
>>
>>652839
Could be a bug, a problem in the scene setup and stuff but also sometimes windows likes to close applications that run on 100% cpu usage for a longer time and sometimes makes certain drivers make that happen more often.
have you tried rendering it on CPU or GPU only or all together? also, maybe optimizing the scene, deleting stuff you don't need, check what programs are hogging your RAM next to blender, etc.
>>
>>652834
How is the truth a tired meme?
I can sculpt on a hundred million poly model in Zbrush without my computer getting into a sweat, while the same computer slows down tremendously with Blender when i attempt to go higher than 10 million polys.

Its true that a great artist can make a great painting with a shitty brush, but the ultimate question is: why would you do that to yourself if there are better options?
>>
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>>651919
Have you tried selecting the vertices in edit mode and applying/removing them from the vertex group instead?
>>
>>652842
So all those people making Doom mods are retarded then, thanks.

No, real answer is that just means I don't have to topo over million poly count sculptures and could just sculpt a model first time for games or something. It just means smaller computers can just use Blender over ZBrush.
>>
>>652864
What the fuck are you blabbering on about?
You always have to retopo.
You can retopo over a medium resolution mesh, and only use the the highest resolution for baking.

Smaller,weaker computers profit even more from Zbrush since the program needs less resources and still does high resolution better than Blender.
My old x220 laptop does 15 million polys, while my desktop I7 has problems with the same amount of polys in Blender.

You are retarded if you think that Blender beats Zbrush in anything but price and thanks to cracks even that becomes a non-issue.
>>
>>652873
Well except for convenience. You lack that mentality and rather shill.

If nothing from Blenders sculpting hinders my experience to the point of looking for other options, your point means nothing in the end.
>>
Am I the only one who works with Blender Internal instead of Cycles?
>>
>>652878
As far as I know, yes.
>>
>>652878
I use it for baking and that's about it.
>>
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first time I ever modeled anything other than a cube
what do you guys think? is my dream of making lewd porn games gonna come true?
>>
>>652895
If you're going to model human characters, learn how to do it properly to assist with animation.
For example:
https://www.youtube.com/watch?v=ON3gsB5AxII
>>
>>652897
yeah I've watched a few tutorial vids, the topology should be fine so far
I'm actually impressed by how quickly workflow improves once you get the basic hang of things
>>
Can someone help me figure something out here? IWhen the ears are being modelled I see that its a merged plane, extruded out and then skin and then subsurface, but whenever I do it I cannot get the scaling to work as in the video. Whenever I select the vertex and scale nothing happens.
https://www.youtube.com/watch?v=rLtXuiqkUQo
>>
Why can't I find anti aliasing underneath dimensions in render layers?
>>
>>652899
So over 10,000 vertices for a leg is fine topology?
>>
>>652901
Never mind, it's cause I was in cycles and not blender render.
>>
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>>652709
Thank you, i kind of see what you mean. I too found that the tip of the branches looked unnatural for a tree (it looks like the chunks of tree you find on beaches). I'll try to fix this

Btw is this acceptable in this day and age for real-time hair? Or should i go for polygon hair + normal map baked from sculpt?
>>
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is the subsurf modifier not working in 2.8 or am i missing a setting somewhere
>>
>>652923
Works in November 30th beta.

Make sure you don't have simplify on and try loading factory settings.
>>
>>652878
>Am I the only one who works with Blender Internal instead of Cycles?
damn hipsters
>>
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>>652927
inb4 some anon still working with blender 2.49
>>
>>652813
>>652814
Did you try reducing the viewport quality in your settings?
>>
>>652927
Actually I learned Blender Internal first with the intention of moving to Cycles soon after but have never done it. Cycles seems a lot more complex than I first thought and the results I manage with the default engine are adequate for me. I just hope that the internal engine stays with the program with new releases.
On a side note, I did look into it a little with mixed results, but how hard would it be to 'convert' a project from one renderer to the other?
>>
>>652928
This could be a fun challenge/contest.
>>
>>652931
>I just hope that the internal engine stays with the program with new releases.
It's been removed from the code months ago.
https://www.youtube.com/watch?v=CYzrFDBURL8

>but how hard would it be to 'convert' a project from one renderer to the other?
Quite tedious, PBR shading is completely different.
>>
>>652933
Welp, guess I'm sticking with 2.79 indefinitely now.
>>
>>652934
Just learn the new technology my dude, don't be lazy.
>>
>>652864
If you don't have a very powerful computer and want to sculpt, you don't pick Blender, you pick ZBrush.
>>
>>652902
There is a subdivision modifier, retard
>>
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Rate my donuts
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>>652969
What the fuck do you want me to say? You followed the starter level tutorial, congratulations. The grind starts here.
>>
>>652970
Can i work at Blizzard now?
>>
>>650439
i have a question, it's about video editing
parts of a video i have are with wrong aspect ratio
i imagine i could Cut that part of the time line and adjust it somehow - the question is how
yes im noob
>>
I'm not an artist in any way, but thought I'd get into 3D for some reason. Anyways, did the donut and coffee on the table and then I made this. Still a WIP and I have no idea how to fix the hair in the ear so I kinda have up.
>>
>>652969
>intersecting sprinkles
2/10
>>
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>>652927
still do but this shader is something that I use with openGL rendering since I'm using it to make sprites
>>
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>>653007
nice milkies
>>
>>652942
Pretty sure you need high specs for zBrush too.

If anon's having an issue with his machine, then it's more a poorfag situation.
>>
>>652922
you can't really use hair in realtime. just hair cards/planes.
personally, i would just sculpt the hair in one big chunk. you could also do it with curves which is much faster.

https://www.youtube.com/watch?v=3e0oqgjI6bM
>>
>>653020
Thank you anon. Actually i made the hair with curves then converted it to planes. But i think it looks like some haircut from a 2007 sims 2 mod... There must be something im not doing properly. But i guess the trend is polygon fortnite hair, so doing it like that would probably look better, idk
>>
>>652665
What do you mean?
>>
>>653033
I'm saying I don't understand his hands. They make no sense to me. I can't explain it any more than that.

Have a (you)
>>
>>653013
No you are not sure, you idiot. If you where sure you would have looked up the minimum requirements of ZBrush. You would also know that the ZBrush render engine is based on some blackmagic CPU renderer which means it works on a cheap ass Laptop with a shitty a onboard graphics card as long as it supports OpenGL 3.3.
Also explains why it eats through much more polygons compared to any other sculpting program.

Poorfaqs, if you can't afford better hardware, then pirate better software.
>>
>>652488
Interesting hair. How did you model it?
>>
>>653044
I followed this tutorial
https://www.youtube.com/watch?v=t2XjdzzWCqI
>>
>not even 17k a month funding
>don't even have 5 programmers
>still got where they are right now

Holy shit and how much funding and manpower does Autodesk have?
>>
>>653043
>then pirate better software.
I'm not a Jew, I don't steal.
>>
>>653067
Oy vey, Jews don't steal, they just out-smart you and get shiny, fair rewards from doing so.
>>
>>652925
thanks for checking, got it working
>>
What do you guys use to make your normal/bump etc maps? Or do you just download them instead?
I used to use CrazyBump when it was free and it was a great program.
>>
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Still very new to this. Around my 10th day I've had time to sit down and sculpt. Mostly been learning commands and add-on features taking a break to do something just for fun, it's all fun though. Loving 3D. Puri Puri Prisoner WIP
>>
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>>652594
just tried using a shrinkwrap constraint on some helper bones attached to the hands, it appears to be working, with some script to set the object to shrinkwrap to for all bones at once and controlls to blend in and out of the constraint it should be useable.

>>653094
Highpoly sculpt and/or substance designer.
>>
>>650659
Nice. I'm kinda digging this low poly cyber punk thing.

>>653097
Why is she shaking like that?
>>
How do I finalize the shape of the body? I downloaded a file which has various customization to make a desired female. It doesn't have any textures or anything just mesh with shape keys. I adjusted keys according to my needs but I don't to how to finalize it and create a single mesh out of it so i can do my own adjustments.
>inb4 - you should model from scratch
I just wanna make some porn
>>
>>652839
On blender 2.8 ?
>>
>>653109
No, 2.79. I ran 2.79 on a win 7 computer too and nothing like that happened.

I've been rendering out on and off for the last 30 or so hours and it hasn't happened again as of yet. I dunno what's going on.
>>
>>652720
Sculpting in 3D feels a lot like drawing. Just try it. It's not that complex. It does require skill so that you can make high quality models, but the tools you use to accomplish this aren't very complex. It's just a set of sculpting tools and some settings to manage detail size and mirroring. You can easily introduce yourself to it by watching Blender tutorials on YouTube. You don't really have to "prepare yourself" for it. You can jump right into it if you at least know how to manage modifiers, and maybe you can even forgo this part.

The problematic part is what comes after. Retopology. It's problematic because it requires managing geometry manually.

Outright interacting with polygons is the technical part. Sculpting is almost 100% artistic.

But do what the other anon said. Subscribe to CG Cookie. I assure you you won't regret it. I don't.
>>
Can I make a request about getting NSFW Overwatch's Ashe model for Blender and SFM? Many thanks!
>>
>>653120
What's your budget?
>>
>>653130
no, I mean anyone here got that model willing to share?
>>
>>653095
You did a nice job rendering the sides of the head, but the middle of the face looks very flat. With the mouth twisted in such a way, his nasolabial crease should go crazy, but it is non existent here. Also there is usually a crease between the lips and the chin, and expression dimples between the brows. Its weird that you worked so much on the tiny details before making the general shapes.
Do you work with refs? Anyways glad you're having fun sculpting, sorry if i came off as a d/ic/k if all you want is having fun.
>>
>>653061
Funding a lot, manpower not much. At least, not where it impacts your life; the maya team hovers between ten and twenty.
>>
Is there a place to discuss nsfw 3D outside of /3/? I would like to know how to make vaginal fluid material in blender.
>>
>>650439
Hi
Can anyone tell me what the most important things are to bear in mind when making a model to be 3D printed?
>>
>>653211

dont think in 2d and stop trying to "creation the fly".
>>
>>653214
Creation the fly?
What that?
Do you mean create on the fly?
>>
>>653210
Try the 3DX discord. Google it and you'll see the invite link.
>>
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>>653102
Because her dorm room is really small and there is constantly someone bouncing against her back while she is trying to learn a new spell for class tomorrow.

>>653107
You should model from scratch. I don't really understand your question what you show there looks like it's already a single mesh if you want to turn the different shape keys into single one you can click on the little triangle next to your shape keys and use "new shape from mix" (then you could delete all other shape keys)

>>653210
Not that I know of, but discussing the material here should be fine, I mean there is a thread here with an erect penis as the OP image for almost a month now.
>>
>>653097
Could you share the bone+constraint setup? I'm a brainlet at rigging and mostly rely on riggify so I'm at a loss with this.
>>
>>653198
>Yep still working on the face. I often detail things that I end up going over again / end up removing later. Something I carried over from drawing, I'll draw something out completely, drop the opacity and draw it over again 3 or 4 times, problem because my brain needs a starting point to reach an understanding of what I am trying to do.
>>
>>653238
Man, Witchdevanon, your stuff's really nice. Love that titty deformation. You should advertise your stuff more, you're criminally underrated.
>>
>>653280
>Witchdevanon
I'll admit I haven't been on /3/ for a while. Is he doing this for a game, animation, or some other project?
>>
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>>653253
I think I'll try to create a proper setup for this in the next days it's just too useful, I will then post an update here.
>>653280
Thanks, I'll advertise more once I have the new demo out.
>>653283
I actually don't post much on /3/, it's for a porn game (in unreal, because writing my own engine was taking too long).
>>
>>653287
Christ that's amazing

>>653238
Is this key-framed or do you have a rig going on for the breast size?
>>
>>653287
That's a weird way of breathing, but, oh man, do I like it!
>>
I'll look forward to your demo then.
>>
Give me a hint on some technicalities.
I am a 2d artist who wants to make a 3d prinatble sculpure of a character.

the way I see it
>box model a crude stickman(boxman)
>sculpt the deails
>model each single fucking strand of hair
>model hard surface elements
>rig it
>pose it
>somehow unify or something it
>slice it into conveniently printable parts with pegs for easy assembly

Now how exactly am I doing it?
Can I rig a lowpoly model, and sculpt it with multiresoluton after rigging?

How to model hair?

How do I unify and make the hard surface elements properly stick to the character?

How do i best slice it into parts?
>>
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really digging 2.8 and the new ui, feels fun to look around and work, although some things are annoying, like how wireframe is pretty shit now (at least with default theme)

also mouse i'm making, im not good at modelling since this is the first thing i've really done so whats wrong with it so far
>>
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I need help!
I've got a basic walk animation down but i'm trying to add some kind of interpolation between the first, middle, and end keyframes of the cycle. When I open up the graph editor, however, I can only see/edit each individual bone, not the entire rig all-together.
Is there any way to edit the interpolation between i-frames of the entire rig?
>>
Is there any document or a site which tells you what you can do in cycles but not in eevee? For example, the emission node doesn't work for me.
>>
>>653319
First, there are no completely sharp edges in reality, so you should usually use a bevel modifier, limited by angle so that it only affects sharp edges. If it causes problems with geometry, you canuse the bevel node in the shader, and connect it to the normals.

Also, the materials so far, and the light setup, are boring.
>>
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Sup, anon. When will blender 2.8 be able in RTX 20x0? I'm waiting since ever.
>>
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I'm new to blender and modelling in general, how does this work? Will blender automatically create extra triangles once I export the model or will I end up with an impossible model?
In the first picture I have a triangle attacked to that face on its left, and then try to stretch it.
If I change the perspective like on the right picture I see blender is adding edges to make the stretch possible, but those edges aren't real and I can't select them.

Am I supposed to only use triangles in cases like these?
>>
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>>653389
If I press ctrl+t this happens, which makes sense, am I forced to do this with every face manually at the end of the day or will blender automatically fix my abomination?
>>
>>653389
In 3D, even though a plane might appear to have more than three edges, everything's actually made up of triangles from the computer's point of view.

In other words, the "new" edges are real and were always there; you just can't select them, and you couldn't see them when the surface was flat.

The problem with n-gons is that you leave it up to the program how the triangles are assigned, and that can result in weird deformations during animation or whatever.

N-gons are generally only used for flat surfaces; you should try breaking it down into tris and quads instead in this case.
>>
>>653392
If you export it to a program that only works in tris (like taking a model made of quads into a game engine), it will break it down into triangles automatically.
>>
>>653395
>>653397
Thank you
>>
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La question, how can I take a render screenshot like the preview you get by clicking shift+z (aka like in the picture on the right)?
If I click on the camera the final result looks like the picture on the left instead.
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>>653502
Click this button.
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>>653504
Yeah, that's what I mean with the last sentence.
If I click that I get what's on the left, but I want something that looks like what's on the right, which I what I get as a preview by clicking shift+z while working.
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I want to change the appearance of my model by removing/creating/moving vertices around. You know, like normal modelling.

The problem is I have a ton of shape keys on my model for animation purposes and changing the model in the littlest bit causes the newly modeled area to flip out all over the place when any of the shape keys value is above 0.000.

Is there a fix for this? Like removing the new vertices from an existing shape keys influence? When I modelling I made sure I was on the 'Basis' shape key too.
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>>653572
Solved it. Make a new vertex group for the model and leave out unaffected vertices for the shape key and add it to the blend function. Thanks guys.
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>>652095
1. Select Object
2. Ctrl + A
3. Click on "Rotation"

That will set the new default rotation of the object to 0,0,0 and mirror should work.
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>>652342
Maybe is the direction of the normals.

You need to invert them.

1. Select the mesh
2. Enter edit mode
3. Select all
4. Shift + N

Your model will look a lighter gray, and maybe that will fix it.
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>>653039
Different anon
Id say its because his palms are completely flat and the thumb is in the same plane as the rest of the knuckles
Straighten out your hand and look how curved it is over its width and how the thumb is considerably lower
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how can I make a joint where there the distance between points stay the same with compound rotations, like pic related?
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>>652981
You're welcome
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I could have sworn there was a way to take a square hole in an object and make it circular with a button in tools. Maybe it was an addon that I'm forgetting. Anybody know what I'm talking about?
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>>654222
hit space and then type "into sphere"
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doin a ortho from the other thread, learning a lot just lookin some tutos my way
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>>655040
does she have a benis?
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noob here, what do you guys think
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>>655364
Blade's a little soulless, but other than that, give it smooth shading and an edge split modifier and it's fine.



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