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last one hit the bump limit >>650439
got a question? ask us
got a cool render you just made? show us
>>
When should I model in zbrush over blender? In trying to make simple character meshes and both approaches seem like a pain in the ass.
>>
What're the best resources for learning 3D animation in blender? Anything from books to YouTube videos will do.
>>
>>653431
depends on how complex the characters are. character creation is always a pain in the ass, there is no way around it.

>>653433
there is this video for the basics
https://www.youtube.com/watch?v=HyVvi-TjHlM

and if you want better stuff get cgcookie subscription or get the videos from cgpeers instead
>>
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>>653435
This detailed
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>>653440
blender should be enough to create this.
you just have to be more economic with polygons in blender.
>>
>>653435
>cgpeers
Isn't cgpeers invite only? There's gfxpeers as well but I don't want to sign up or anything. Why aren't there public torrents for this?
>>
>>653450
>Why aren't there public torrents for this?
because lack of seeders.
>>
>>653453
Is it safe to use private trackers without a proxy, I've never used one before? How's gfxpeers?
>>
>>653458
its safe, i have no idea about gfxpeers.
>>
>>653458
you have less expensive tutorials like blender101. cgcookie is pretty expensive
>>
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N00b af here. How do i unfuck this?
>>
I finally figured out a way to blend the normals of two objects together to make them appear as if they were boolean'd together. Full disclosure, I was in search of this in order to seamlessly blend a pp into a model without destructive modeling, but I can see this being useful in many ways.
>>
>>653567

Pressing g twice makes you slide vertices without changing the shape too much. Try that to smooth the topology.

Selecting two vertex and pressing j, joins them. Like the knife tool but faster.

Not everything has to be one solid piece. Check your reference. The nose, which is giving you the most problems, can be made as a different object.
>>
>>653568
Sorry this was for
>>653565
>>
>>653567
Can you tell more about what you did and what you achieved here anon, I am a noob.
>>
>>653568
>Pressing g twice makes you slide vertices

TIL
>>
>>653565
like that dude said, slide by pressing GG
or use knife tool 'K'
bridge vertex 'J'
merge with alt+m
>>
>>653586

1. Create a vertex group, let's call this norm

2. Go into edit mode, assign all the vertex in the mesh to the group

3. As in the picture, I create a VertexWeightProximity modifier, select the mesh I want to mix normals with, then select the norm vert group. Set the distance to geometry And the Highest to 0 and the Lowest to 1. What all this essentially does is give you a nice weight gradient along the intersection between the meshes.

4. Set up the Data Transfer Modifier as in the picture. Select the target mesh, enable Face Corner Data, set to nearest face interpolated, then hit the Custom Normals Button.

5. You should be all done, make sure you enable Auto Smooth in the Object Data Tab or else you wont see any changes. It works better with more geometry, and you may need to adjust the lowest and highest setting on the vertweight proximity modifier.
>>
Can Blender Internal get on SFM level of graphix?
I know Eevee would rape the shit out of SFM, but I'm not sure about the old guy.
>>
Asking again. What're the best FREE resources for learning animation in Blender?
>>
>>653430
Guys seriously, when you make a new thread, please link to it in the old one so people can move on.
>>
>>653618
There's already an answer, early on this thread. "Free": CGCookie paths for animation, on CGPeers.
>>
Just pagin' witchdevanon from the previous thread since I got no idea how else to reach him:
Tried out your publicly available demo from itch.io, the 0-2-2 version. It's pretty decent, really like the modelling of the characters but everything else needs a lot more work. I see you're working alone though, so it's understandable. Any other places to follow you, like a discord or something, or do you just exist on Patreon and /3/? (I'd guess /adgd/ maybe, but I don't go there)
Also, can't wait to see the work on that hand rig thing. Was the one that asked it in the first place, haha.

Guess I'll respond to some other posts too so my post isn't so bloggy and out-of-the-blue.

>>653565
Don't slide vertices around so much. Create / cut additional (support) loops and extract the details you need from there.
Like another anon said, break it up into parts too. Model things like the nose, cockpit, wings and tail separately then bring them together once you're done.
Also, get references with front & top views next time. Side views don't really help that much on their own.

>>653587
You can use it for edges too. It's the hotkey for edge/vertex sliding.

>>653567
>>653612
Very nicely done. Though I'm pretty sure with the subdiv + bevel + boolean modifiers set up right, you can still achieve this and have proper control over bevel widths & subdiv topology (none of that weird crinkly-ness along the cylinders).

>>653613
Maybe with the AO cranked up high enough. Both are incredibly rudimentary renderers at this point though, good to see BI being deprecated. Hope it's SFM's time soon.
>>
>>653621
Cgpeers is invite only now.
>>
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>>653625
Thanks, the 0-1-x and 0-2-x demos are actually completly independent, the 0-1-x has some "gameplay" as in walking around but it's pretty dated by now (and will have to be redone completly at some point anyway). I'm just on patreon and sometimes on /aco//weg/ I used to post in /agdg/ but not recently.
The hand rig is working, it's a bit fiddly and can freak out a bit easier than I'd like it to. I will try some creating some animations with it and try improve it a bit more (the thumb is giving me an especially hard time since it tends to be almost parallel to the thing the hand is holding in a lot of cases which is much more difficult to solve), I will then upload it on my patreon with an explanation on how to use it. (It'll be in a public post it's just more convenient for me to upload it there. I do also upload my complete models for patrons, but the one that is uploaded currently is pretty old by now and a lot of it is bad, it's my first rig after all with the additional difficulty that it has to work in Unreal Engine as well, because I'd love to have an ingame animation editor at some point)

>>653440
Blender can handle sculpting to that level of detail, but that specific example is actually sub-d modelled and a pretty impressive example at that, you really have to understand how edge flow works with subdivisions to reproduce it. (And even then it's probably faster and certainly easier to sculpt it, sulpting would require different topology and a graphics-tablet, can't imagine sculpting with a mouse)
>>
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>>653654
Oh and just in case someone is having trouble getting stuff from blender to UE4 I might be able to help, because since I set up my fbx export settings in blender I've never had any issues gettting my stuff into unreal (static meshes, skeletal with morph targets and animations).
I'm creating all my models in blender and textures (a lot of this isn't textured currently) in substance/photoshop.

>>653618
Do you want to know about rigging? Everything else isn't really blender specific and should be the same no matter what kind tool you use. The only thing I can recommend when it comes to animation is to try to use reference whenever possible it makes everything so much easier, for me it's pretty much impossible to figure out the correct timings without some sort reference.
>>
>>653656
I want to learn 3D animation from the basics to the relatively most advanced level, the only software I'll be using is blender.
>>
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>>653430
How would you go about making something like this? I'm thinking of a fluid simulation then doing proportional rotation or some shit.
>>
>>653648
Gfxpeers, then. I believe it's open to registration.
>>
>>653661
If you are starting at the rigging process i can recommend humane rigging: https://www.youtube.com/playlist?list=PL3wFcRXImVPOQpi-wi7uriXBkykXVUntv
But if you already have a rigged model then I don't know you could even look into some 2D animation stuff ("the animator's survival kit" is pretty good though not free), to learn some of the basics, other than that it's probably just practice.
>>
>>653667
How is it different from cgpeers? What do I download on there and how? I mean what to do after registering?
>>653670
Thanks.
>>
Blender guru's tutorial is fucking garbage.
>>
>>653676
yep, i don't understand why so many still watch him
>>
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My first model after donuts
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>>653654
Big ups, witchdev. Just might have to throw some Patreon bucks your way soon. Oh, if possible, please throw in some instructions on how to set it up for other rigs too. Could be very useful for some current / future things I'm working on.
>>
>>653654
please do tutorial on the controllers you use so some of the fine folk here can animate their waifus too.
im not really into porn that much but id like to see 'more'
>>
>>653682
Anon please set to smooth shading
>>
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>>653711
Thank you anon <3
>>
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>>653567
>>
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I made this tonight, but how can I add better colors/textures (what would you do) to not make it so boring and only diffuse?
>>
Why should I model with rectangles over triangles? triangles seem so much more malleable.
>>
>>653834
Subdivision?
>>
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>>653830
I just stared messing around with blender so I'm not able to give a qualified answer, but I had plenty of fun with using voroni texture / noise texture nodes (using the position geometry as their respective inputs for example) and connecting them with the material displacement input.

Also connecting a diffuse shader with a glossy shader through a mix shader and playing around with the factors is really fun unto itself.
The principled BSDF (whatever that means) shader has a lots of parameters to play around with, so that's also a fun one. I have no idea what I'm doing at all but I guess it's okay to experiment.

I tried to create some icy lunar landscape. The material does not look remotely like I'd imagine a moon to look, which means I had to hide this hideousness in World Volume Scatter, but close enough.
>>
>>653830
Make your lighting much brighter. Vary it more too, add a lamp on the top or something.
Bump up the saturation of the colours of all your objects. It's very dull.
Give that weird pink thing some specular/glossiness, basically do something to it to make it stand out more. You can give it some bump, but for something as abstract as this I think making it shiny would do the trick.
Better randomly distribute the smaller objects by using basic rigid-body physics.
Lastly, go to your render tab, change that default 960x540 (or 1080p@50%) resolution to something else.

>>653834
Like the other anon said, for subdivisions. Splitting a rectangle into equal parts is much easier than splitting a triangle into equal parts.
But also for deformations (i.e. animation). Think of edges as creases. When you bend or stretch your model, they'll fold along those edges. Having quads means you just have neater, more predictable deformations.
>triangles seem so much more malleable.
And you're not wrong on this. Which is why sculpting is pretty much always done in tris, and requires retopology after the fact to make it all uniform quads.
>>
>>653847
i think light goes through ice so its possible to add subsurface but the performance toll might not be worth it.
either way your scene is pretty dark
>>
If my model has clothes, how should I retopologize it? If it's a man with a tight armor, should I ignore the parts that are under the armor and sort of consider his armor as part of his body? Or should I retopologize his entire body and then retopologize his clothing above his body?

What about a character in a robe, or a woman wearing a dress?
>>
Why should I use Maya? Does Maya have any advantage over Blender except being "muh industry standard"?

The UI doesn't count. I've been using Blender for two years so I know my way around the UI. I just learned that Maya has a free educational license.
>>
>>653965

Because Maya's tools are much more refined and polished. Better UV tools, better NURBS, better simulation, better retopo tools, better renderer (Arnold), better hair and fur, better animation, better workflow, better modelnig tools (target weld, amazing knife tool, interactive symmetry, the best bevel out of all apps), selection is faster and more intuitive, I could go on all day.
>>
>>653967
ignore this guy. everything he says is bullshit.
>>
>>653968
>Oh no! He's trying to take him away from our deluded donutsday cult!

I knew a delusional blendie would reply something like this. You just proved my point. You're all a bunch of ignorant fanboys who will never reach half the skill level required to need Maya's complex tools.


Maya has objectively much better UV tools. Even the TexTool addon doesn't bridge the gap. Blender's NURBS tools are broken and bare bones. Blender's retopo is outdated compared to Maya's powerful quad draw tool. cycles looks grainy as hell. Xgen shits on Blender's hair solution.
>>
>>653969
i agree what you said about arnold,nurbs and xgen but that's pretty much it.
there are 2 plugins here that were specifically added to maya and does not belong in the core program. you are really stretching it m8.

and with the UV meme. maybe you just say that because you haven't seen a good unwrap with blender. im willing to unwrap whatever you give me without addons.
btw i feel like you take alot of your impressions regarding blender from the shitty begginer renders on this site
>>
>>653971

UV tools are not just about unwrapping.
>>
>>653969
M8, Maya Nurbs crash the stupid bitch all the time.
I agree with you, Blender is a PoS, but don't bring Maya Nurbs forth as an argument in favor of (((her))), because it's probably the most unstable and frustrating part of the software.

Also a little note: if you want to, say groom a characters eyebrows so that they follow the mesh underneath correctly, Blender is a better choice.
I've seen it used JUST for this very specific purpose in an AAA studio I worked at.
>>
>>653974
>say groom a characters eyebrows so that they follow the mesh underneath correctly, Blender is a better choice.
How is this accomplished? Can you give some info or point to some tutorial?
>>
>>653989
I'm no groomer, but iirc, it was all because Blender's internal grooming tools handled collision checking between the hair guides and the polygon mesh much better than xgen's.
>>
>>653963

I'm also interested in that
>>
>>653963
depends on how much the user sees.
you can retopo just enough of the insides so it will look like a whole piece
>>
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Why is retopoflow 2.0 so based?
>>
A pretty rookie question: If I bake a simulation to disk and save the file under a new name, can I access the old baked files without having to rebake?
>>
>>654030

So based that it doesn't work correctly if you import a model that has more than 100k polygons, because of blender's crappy viewport performance.

But of course you wouldn't know about that since you're only retopologizing a head. Now try using retopoflow with a million polygon character from Zbrush.

In Maya not only are the retopo tools better (no need to switch between tools), but the viewport performance allows you to retopo anything, and if it's not enough you can also creape GPU caches.

tldr; Blender is a piece of crap and no addon will change that.
>>
>>654033
i worked on models that have 300k polygons more than once, never had any performance issues. what are you babbling about moron?
>>
>>654031
just bake your sim and create a new blend file.
im not sure you can even save a sim
>>
>>654036
Right, and when I do that I lose the baked data because it's in a folder matching the blend file name. I dunno how to fix it.
>>
>>654035
Ignore him, he's just a faggot that enjoys lurking in the Blender threads and being an asshole.
>>
>>653963
Don't retopo the stuff under unless you plan on showing it, ever, all that will do is clip and be a nuisance.
>>
>>654047
Now that makes me think: how do devs create armor and clothing behavior like on Dragon Age Origins?

For instance, if I strip my character of all his clothing he will appear naked. If I put a robe on him his robe will cover his body, and it won't clip.

What do they do? Do they have a "naked body" model that appears when I get naked, just like armor models and such, or do they somehow manage to join them all together?
>>
>>654062
Separate meshes for everything. Every piece of armour/clothing is its own mesh, with parts of a reference "nude" mesh visible on unclothed parts.
>>
>>654038
You may have come across one of the pipeline-unfriendly limitations of Blender regarding simulations. It's just dumb when it comes to caching sims.
>>
>>654083
Next time it happens I'm going to just rename the cache folder to the new blend file name. That should probably work but I thought that there would be something in the program itself so I wouldn't have to do that.
>>
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I'm having trouble with the hair clipping with the hat, how to fix this? Thanks!
>>
>>654110
If it was me, I'd make a temporary shape key and move it out the way with proportional editing.
>>
>>654113
how do you do it exactly? (sorry, I'm really new to blender)
>>
>>654114
Object you want to move > Object Data > Shape Keys.
Create a basis and a key 1 by clicking the + button twice.
Click on 'Key 1' and go into edit mode for the object.
Move the vertices around as you like. 'O' is the keyboard shortcut for proportional editing.
Exit edit mode and adjust the shape key's influence which can be set anywhere from 0.000 to 1.000.

There might be better ways to do it but that's how I would.
>>
>>654110
Create a cube and scale, rotate & position it over the parts of the hair you want hidden.
Add a boolean modifier to the hair and select the cube as the object. Set the boolean mode to Difference.
This will essentially create a mask, with the cuboid acting as a "culling zone" and hiding all the hair you don't want seen.
Don't apply the modifier if you don't want to destroy the hair. Just toggle the eye and camera buttons (viewport visibility/render visibility) where needed.
>>
>>654115
So it's like creating a "fake" hair with the top parts were all put inside the hat?

P/s: I did it, thank you so much!
>>
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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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>>654191
probably using hooks and constraints
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>>654033
works fine on my 2.4M poly sculpt.
>>
progress so far
>>
>>654220
same anon, the finished model will probably have smaller nipples. face is also still a big fuckup.
>>
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>>654033
>million polygon character from Zbrush

The problem is that you have a million polygon character. Zbrush enables that bad behavior.

Also I decimated the sculpt before this.
>>
>>654234
>shits the bed with 100k polygon mesh
>nowadays main characters in videogames have that kind of polycount
>hurr durr 1 million poly zbrush bad
Yes, I agree, decimate your shit, but you're missing the bigger picture.
>>
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Alright fellas, thanks for your tips. I managed to correct my topology just a little but im still strugling with it. I have no idea of how should i fix the front part of the plane. Also i can't divide some faces that i did with the fill (F) command.

Any advice of what should i change on it overall? So it doesn't look like straight up shit.
>>
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>>654250
Wings from below. Pure mess.
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>>654252
From above. I still doesn't fill that holes.
>>
>>654250
Looks like the normals on your wings are inverted. But first, sounds like you have duplicate vertices. Press W and select Remove Doubles. Might want to X > Limited Dissolve too. Then recalculate your normals in the Shading tab.
As for the nose of your plane, I'd recommend creating a UV sphere, cutting it in half, and rotating / scaling it until it matches. Alternatively, you can create a cylinder / circle (ngon-fill) and extrude / scale until the shape matches well enough.

Once you're done with this and you're a little more confident, I'd recommend looking into hard-surface modelling, so you can pick up the proper techniques to making nice and detailed planes and all that. Unless you want to keep to a low-poly style, which is still fine.
>>
I rendered out an image and worked on it with the compositor.
I then saved the image and now want to readjust some values in the compositor like depth of field which uses objects in the scene.
Can I do that without rendering the image again?
>>
>>654033
Imagine being this retarded just for a moment, I wonder what sort of bliss the day consists of.
>>
>>654240
>nowadays

Because Zbrush enables bad behavior.
>>
>>654253
You appear to have ngons in there desu sempai, make sure you have 4 vertices on each face.
>>
>>654262
yes. you need to load up the image like this

when you done with the compositing, go to the UV window and in the image dropdown save the viewer node as image
>>
>>654337
i forgot to mention the 2 nodes are image and viewer
>>
>>654311
Imagine reading some criticism about Blender and being unable to prove it false, then resorting to personal attacks.
>>
>>654355
you were already proven wrong multiple times.
your whole argument consists of file formats and plugins. none with the core program.
if you have to talk about file formats as an artist it means your'e a bad artist to begin with. an artist job is to create art, file formats is the last thing you should be concerned about.
>>
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i want to make her face more feminim but i have looked so long at this picture that i lost track of how a face is supposed to look like. pls help
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>>654360
Not him, but his argument is mainly that Blender's viewport has poor performance and thus can't deal with current production requirements. Was that proven to be false?
>>
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admit it, I am a 3d GOD
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>>654377
it can handle anything you want my dude.
the idea is to simply use masking,hiding and layers when needed. if your scene is messy like a gorilla's nest then you deserve to lag.

and im sure this applies to every workflow, not just in blender. pros use masking much more than the average user. you can easily have 50M polygons if you know how to optimize your scene - you don't need every polygon to show up when you work on a landscape scene or a character
>>
Warning stablefags. I thought I would try 2.8 and wanted to see what all my previous shit would look like in Eevee but I didn't break my habit of hitting CTRL>S>ENTER after every other keystroke. Now all my softbody tits and cum simulations won't load in 2.79, and I can't use 2.8 for actual modelling because 2.8 brings a whole new meaning to the saying "Blender has bad UI". Now I have to append every asset back manually.
>>
>>654425
meh. i just don't use it
>>
>>654381
>you don't need every polygon to show up when you work on a landscape scene or a character
That's what proxy objects are for, but last time I checked Blender didn't have that functionality. I'd rather use software that deals with those issues for me instead of having to work around all the limitations of Blender.
>>
>>654441
you would never make a scene that involves so much shit anyways.
i guess someone had to break it for ya. sorry
>>
>>653430
someone teach me blender personally thanks post discord username
>>
how do i move the camera in blender it controls like shit
>>
>>654481
Projecting much, my dude?
>>
>>654516
shift+F for freeform type of camera (takes abit of practice)

or my favorite which is lock to cursor, this will pan around every point of your 3d cursor, its good for zooming in and out as well
>>
>>654515
post discord
>>
I have my character's hair physics rigged by lattice with a soft body applied to it.
The problem is the hair clips into her body which I'm not too proud about.
How do I add a collision detection to a lattice?
>>
>>654571
collision for both the hair and body
>>
made some progress
>>
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Any thoughts?
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>>654590
Nice tiddies and all but that face reminds me of, uh, Conan O'Brien. If you're going off the top of your head, maybe find some pictures of a cute girl to reference?
>>
>>654590

Her face reminds me of Bran Stark.
>>
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>>654590
>>
>>653441
>you just have to be more economic with polygons in blender

lolwut?

Blender is perfectly capable of that and more.
>>
>>654234

It's common for high quality game sculpts to have dozen of millions of polygons. One million if less than the barre minimum for the level of detail required for a quality up to today's standards.

Your sculpt just proves my point. You're doing low detail stuff so you don't need many polygons. But don't assume that's the case for everyone. Some people actually do some high quality stuff and need as much polygons as they can get for fine details (wrinkles, skin pores, muscles).

>>654324

How so? There is no bad behavior when it comes to sculpting. That's the point, it's pure artistic creativity, and Zbrush enables that thanks to it's amazing performance.

Dear god! I swear blendlets are retarded as hell. Or maybe just ignorant, it just hurts my brain to read stuff like that. No wonder why Cedric Lepiller (notorious french blendlet) can't stand blender users. It's almost embarassing to be part of that fanbase.
>>
>>654624
>How so? There is no bad behavior when it comes to sculpting

yes there is.
if you can have a cube with million polygons and 1 with 4 polygons you understand that there is bad behavior.
when making rough shapes you don't use 1024 dynamesh, when finishing the sculpt you don't subdivide 9 times.
if you can't make good busts with less than million polygons, then the problem is you.
unless you make super realistic portraits or AAA character there is no reason to munch down your cpu
>>
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Why do blenlets need their own thread, isn't the WIP thread good enough for you?
>>
>>654644
It helps keep the board organised and segregated. You don't get >muh blendlet overflow into the other generals, though I honestly agree that WIP stuff should still go into /wip/ and that these generals are best for Blender-specific questions/discussion.
Keeping it Blender-specific is good considering how different Blender can operate compared to the other software out there. You don't get a mix of answers meant for this other program that are completely incompatible for someone working with Blender. (and let's face it, at least half of this board uses Blender because we're all NEETs too lazy to pirate the big boy tools)
>>
>>654644
It's just a safe space, let it be.
>>
>>654611
>>654612
>>654621
yea faces are a bitch, but lemme tell ya its getting better with each try haha
>>
>>654644
its a contamination board in in itself
>>
>>654612
i wanna go for something like this
>>
>>654642

That's what I'm saying. Of course, making a bust with millions of polys is retarded. But I'm talking about full characters here with tons of details. Blender can't handle that yet, compared to other software (except Modo which also has bad performance). As long as blender doesn't address this issue it won't be a viable alternative to commercial software.
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>>654624
>No wonder why Cedric Lepiller (notorious french blendlet) can't stand blender users.
Do you have a source for that? I'm honestly curious.
>>
>>654669

http://www.3dvf.com/actualite-24938-maya-et-maya-lt-2018-5-disponibles.html

Use google translate and read the comments (Cedric is Pitiwazou).

He also made a video on his YT channel to tell blendlets they made their software look bad and childish with their maya hate.
>>
>>653430
WHERE IS OPENGL RENDER OPTION IN 2.8?
>>
>>654324
I meant 100k in REAL TIME you dunce.
High res meshes always had 7+ figures polycounts, ever since digital sculpting became a thing. That's how it's supposed to be done.
Reading comprehension: F-

>>654642
>you understand that there is bad behavior.
There actually is no such thing, only cretins.
That's why knowing how to draw is a requirement.
Because if you really know how to draw, you already know that the proper workflow consists of working from big to small, from rough to detailed. Because that's how art is done.
So you don't need anybody to come tell you that you're not supposed to pull the primary forms out of a 50M poly block of digital clay.
But this isn't bad behavior, it's bad artists thinking that they can skip steps just because they're playing with expensive electronics and pieces of software which they believe will do all the heavy hauling for them.
>>
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I'm trying to make a child with the proportions of Hat Kid basically, is this decent enough or too pear shaped? I was thinking that since I'm going to dress her up, her silouette is going to end up more cartoony anyway at the end of the day.

Also, should I bother making a naked model for characters I plan to not let them have multiple outfits and just start modelling by directly modelling the clothes instead?
>>
>>654676
i would maker her body less curved since its a child
>>
Where can I find good tutorials for 2.8 (even though it's beta)? Free or paid will work for me.
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>>654674
because im referring to the blender troll.
he says blender can't hold big scenes and that's part of the reason why it isn't used in mainstream production.
i explained to him several times why that happens, its because he is transferring a dense mesh from 1 program to another and that's how hes 'testing' the viewport performance.

as for muh industry argument. the industry makes shit movies (most of the time). every blockbuster marvel hardly gets above average in terms of reviews.
these people don't understand art,storytelling,character development and how to sequence a scene. so why should we take anything from what 'the industry' does?
im not saying indie movies are better, they are garbage too. for some reason film and animation is full of retards that shouldn't be allowed near a camera
>>
>>654671
He's not wrong about Ton wanting to make short movies with only Blender and completely ignoring the reality of other software and the entire field of game development.

What people don't really realize how much it requires to make a software like Blender and how little the devs are rewarded for it. When you write software because of passion and ideology, you also get passion and ideology. That's just how it goes. If you don't want passion and ideology, you just pay through the nose for all the "industry standard" software.
>>
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>>654657 >>654684
Hmm how many polys do you actually need? Pic related is a full body sculpt at almost 10 million polys (and I know that blender handles meshes with over 20 million polygons without issues as well), i just quickly rubbed a detail texture over her face to see how much geometry detail that would give me and I don't know how much more detail one would need.
On the other hand I'll be using it in a game and won't be able to bake down that level of detail anyway (without going for a 4k-8k texture for the head alone at least) and will have to use additional tiling detail textures to get that level of detail.
Also I'm aware that ZBrush is better for sculpting but blender works well enough for me, blender's smooth brush could work better in my opinion (it doesn't smooth well around poles).

>>654590 >>654654
I don't think using anime for reference is smart, it's usually so perspectively incoherent that you have diverge very far from the reference or have to use some crazy hacks to get it to look right from different angles (custom normals, flattened eyes, inset mouths).

>>654676
>just start modelling by directly modelling the clothes instead?
That would probably be fine for something as stylized as that but, on the other hand it won't take much time to extrude a few simple limbs for that either.
Your silhoutte matches your reference pretty well you could make the hip a tiny bit narrower and make the chest a bit wider (but I think it will be pretty close once she has arms/shoulders)
>>
>>654689
>over 20 million polygons without issues
Could just be the fact that you have a good rig, witchdev-senpai. I know from my experience my viewport performance already drops by half when I exceed 1.5m polys and that's not even going into edit mode. Can't imagine what a 3m++ sculpt would be like on my shitty 6700HQ.
I "have" a copy of Zbrush, though it's been sitting on my hard drive for some months now. I should probably install it and see what it can really do for poor hardware.
>>
>>654690
Zbrush can handle about 100x Blender can.
>>
>>654691
your problem is comparing blender to zbrush when you should compare blender ot maya, which is a far more fair comparison.
>>
>>654690
Why the fuck would you ever need 1.5 million REAL poles?
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>>654690
Don't know how important the gpu is for blender sculpting, I think CPU and RAM are way more important and yes my i7-8700k and 32GB of fast ram is probably above average in that regard.

>>654691
Not that I've seen any 2 billion poly meshes in ZBrush but I would seriously hope that it can handle way more than blender and no one is denying that.
>>
where is opengl render option in 2.8 i need it and i cant find it kurwa.
>>
>>654702
I guess setting the renderer to workbench is the closest thing (couldn't get it to render the armature though).
>>
>>654699
What gpu are you rocking?
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>>654705
1070ti
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>>654678
>>654689
Thanks, I fixed her a little bit to make her more rectangular. Once I'm done with the overall silouette I'll probably tweak the body more since I kinda want a short character who can easily curl up into a ball like Mario in Odyssey.
>>
>>654533
post discord
>>
wtf no obj import in 2.8 yet?
>>
So, Blender just got an artificial intellimeme neural meme denoiser

https://www.youtube.com/watch?v=HT6NBLv7w_Q
>>
>>654691
Which is bad as it enables shitty design.
>>
>>654624
>level of detail required for a quality up to today's standards


Aka the overdesigned shit. Zbrush's powerful engine enables overdesigned character. Take overwatch. If you removed about 33% of all their details, those characters would be high quality.
>>
>>654853

Are you fucking dumb? It's good because it allows you to create as much detail as you need. And for high quality sculpts up to today's standards, you need a LOT of detail. I've never seen any "shitty design" in zbrush, just good and bad sculpts.

It's funny that you blendlets always blame other software and people's habits instead of admitting that your donut meme software limits artists because of his bad performance and bad compability with other software.
>>
>>654854

Overdesignated? You can't make a good realistic human/creature sculpt (full body) in blender with all the required detail. This is why all blender sculpts are either realistic busts (because it couldn't handle a full body with the same amount of detail) or pixar style simple characters.
>>
>>654862
>blendlets
why are you here? fuck off
this isn't your personal venting thread
>>
>>654870

Oh but you blendlets keep harrassing real software users on every website and youtube comment sections. I'm just giving you retards a taste of your own medicine.

https://forums.autodesk.com/t5/maya-forum/maya-2019/td-p/8156771/page/3

Have a good read, pros giving blendlets a reality check.
>>
>>654874
im not here to solve all the world's problems, just take a hike my man
>>
>>654888
>im not here to solve all the world's problems
But you, too, could help in solving the Blender problem.
>>
>>653662
using the simple deform modifier and some displaced mesh could work similarly.
I remember doing a render kind of similar to this a while back.
>>
>>654853
So I guess clay enables even worse design, since it holds detail down to the molecular level?
>>
>>654914
i just love to see enraged autocunt, feels good
>>
>>654925

Enraged blendlets are even funnier with their legendary inferiority complex and total retardation.
>>
>>654925
Nice counterargument, m8. BTW, I don't use Autocuck software except when I'm being well paid for the hassle.
>>
>>654957
then who cares if you pick 1 software over the other?
what if we had c4d general and everyone was just posting c4d related question. would we be called cinemalets? this is just dumb.

what i really think this board needs is more artwork, because the shortage of art here is awful. somewhere along the way the discussion here morphed into whos got the better brush or the better color scheme, literally no one gives a fuck.
look at /ic/ for example, they don't have these dumb software wars. and 2D tools are very complex as well.
>>
>>654962
>what if we had c4d general and everyone was just posting c4d related question. would we be called cinemalets?

No, because C4D users are not a bunch of retarded, fanatic and insecure little kids who hate on every other software because "hurrrr blender is better cuz muh shortcuts and nintendo eevee"
>>
>>654689
Can you please post the front and side views of your full model? I would like to use it as a reference for modelling my own character.
Cheers.
>>
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Why does Blender save 2 files with every blend file?
What's the second one used for? Or is this just me?
>>
>>654998
It's some kind of backup file, I believe. If you notice it's the same size as the previous time you saved that file. Not sure how to access it.
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>>655000
If nothing changed then I'm pretty sure it's just the old file with 1 added to the end of the extension.
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>>654998
That's the file from before your last save (you can look at the files time stamps, whenever you save the blend1 will get the time stamp from the blend file before you hit save. Most likely blender renames your x.blend to x.blend1 and then creates a new x.blend file.)

>>654979
Sure.
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>>655000
Unfilter by file types.
>>
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Got finally finished with the texturing, only rigging left.
Am really happy how it turned out.
>>
>>655063
That looks pretty cool anon
>>
https://www.youtube.com/watch?v=NiLHTRGny3s

Wow blender really turns people into retards.
>>
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Hello there !
I'm working on this project, and I was wondering if there would be any way to mirror the whole particle system so that it's flowing through both of the plastic tubes at the same time.
The particles are mballs (on which I can't apply a modifier) driven by a curve. I don't want to create another particle system as I want to keep the whole scene as simple as possible.
I tried to put a mirror modifier on the emiter itself, but it doesn't work in this situation ...

Please tell me if you have any idea on how to fix this !

Also what is a simple way to have a clean set up regarding particles system ? Is there a way to keep only the particles visible and hide the rest (particle objet, emiter, etc ...) in antoher layer ?
>>
>>655094
you can set vertex/group/object and assign it in the emitter.
if you use vertex, just assign the vertex from the different tube and its supposed to work.
not sure how you would 'mirror' the action. you can always hide particles and bake your simulation if you want to save performance
>>
>>655094
I don't use particle systems much so I could be wrong, but I think what you want is to use either group instancing or the particle instance modifier.
>>
>>655091
Is that satire?
>>
>>655108

No he's really a retard. This is what the blender cult does to you.
>>
>>653728
Where is the pommel?
>>
>>655094
Uhh... Mirror the curve?
No fucking idea how Blender particle engine thinks, but if you can instance the particle system, do it, else duplicate and add L_ and R_ prefixes.
>I don't want to create another particle system
Being anal about this is only gonna cost you more time than just making another particle system.
>>
>>655099
Hol up, do you hide your sim after you baked it?
>>
>>655136
particle systems create new modifiers on the objects they sit on. so you can hide them by clicking the 'eye' icon in the modifiers tab.
you can hide just about everything and save performance, also look into layers and group instances
>>
>>655143
I know about that stuff but didn't know hiding the particle system after baking it would help anything.

Also I have a question; I want to have a mesh xray through the other meshes in the scene, sort of like bone x-ray without transparancy, is this possible?
>>
>>655147
To clarify, as a render, wouldn't mind if it was in viewport too but that's not as important since I have wireframe display.

Alternatively is it possible to like put a circle over a mesh to see one layer down or something like an xray effect? I'm kindof lost about how to do this without transparancy.
>>
>>655147
it dosen't matter if you baked it or not. baking only helps when you intend to save the simulation instead of simulating it over and over.
hiding the particles actually save performance, especially if they are mesh or hair.
you could try group instancing with particles, should be good shit.
>>
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>>655149
If I understand what your asking, you can create that effect by using the light path node.
You just have to use "is transmission ray" as the factor for mixing your object original shader and a transparent shader. (see screenshot)
You can then add a transparent plane (here it's a plain white glass shader with 1 IOR so that it's not visible) and every ray that comes through the plane will display the transparent shader instead of your base material so that you'll be able to see through it.

>>655123
I guess you're right, I'l just duplicate the curve then and create another particles system ...
>>
>>655147
>I want to have a mesh xray through the other meshes in the scene
possibly this
>>
>>655207
I'm pretty sure this is viewport related only
>>
>>655209
you do this with render layers, depending on what you want. but maybe >>655192 answer is sufficient
>>
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super noob here

How do I set up where parts of a model rotates? Like pivot points or rotation points.
Like the wheels on a car, or the spinning barrels on a Gatling gun, or the turret on a tank.

I'm able to create minecraft-tier models, but I wanna get those models into unreal engine asap so I can start to play around.
>>
>>655226
its called 'origin' your model will rotate around that point in 3 axis or all of them together (euler rotation or Quaternions).
you can easily set the origin point through the left menu.
i usually use origin to geometry because it always pins it around the center, but if i need more accuracy i use the 3d cursor to set origin or change the pivot point or transform orientation.
it will take you about few days to master. but it usually works with a click of a button.
>>
>>655226
>>655246
You can also go into edit mode and move your model around. The origin point will not move.
>>
>>655246
>>655226
>answers correctly
>misses UE4 part
Anon, for UE4 your pivot is always the origin of the world (0,0,0)
All individual pivots get overridden.
>>
>>655275
didn't get the UE4 reference.
so yeah, move your model to 0,0,0 world coordinates, especially before you rig and animate.
>>
It's going to be hard to get used to left click selection.
>>
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>>655192
That's like an xray machine it's not what I want though I want the cube mesh in your example to be fully visible, and the mesh that's inside it to be visible through that cube mesh.

Pic is an example of what i mean, i cheated and pulled the heart outside the mesh here, but that would not be feasible during animation.
>>
>>653670
Where do they get the tape for pasties in Witch World? Magic?
>>
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>>655301
https://en.wikipedia.org/wiki/Rabbit-skin_glue
>>
Is there a good resource for grabbing good textures? I can make all secondary maps myself if need be. Sorry for a question that I'm sure has been asked a million times, I am just picking blender back up after a while
>>
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Why does sculpting lag so much in 2.8 yet object view is so smooth
>>
>>655326
from the internet?

well you can always download textures for free but getting the particular one you want can be a pain in the ass.
you have dedicated sites that sell textures for 3D artists and i think the monthly sub is worth it. especially if you plan on doing environments.
>>
>>655326
>>637415
>>
>>653440
Triangles reeeeee
>>
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>>653654
Hey witchdev, how in the world is the fingers following the curve on that nicely shaped object, what sort of sorcery is this?
>>
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>>655300
Then I guess >>655225 is the way to go. But it will involve a little bit of post processing afterward.
Using the render layer panel you can chose to render several image for each frame of your animation. Here I have the cube on the first layer, and the head on the second one. So I set one render layer to render only the cube and the other one for the head, you can then use the compositing nodes to mix the two using the alpha channel of the head as the factor.

Honestly just google it a little bit, I've never used render layer before and it took me 30 seconds to find how they work (https://docs.blender.org/manual/en/latest/render/post_process/layers.html)
It's important to really get what you're doing first instead of blindly following instruction. Once you get the basic you'll be able to come up with your own solution :)
>>
>>655336
Works fine on my machine. Are you working on 5 million vertices or something like that?
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>>655369
Thanks desu sempai I'll look into this tomorrow.
>>
>>655336
Dyntopo is always pretty laggy because you're actively creating new geometry. Give Multires a shot.
>>
>>655438
that's the exact opposite.
dynatopo creates the topology you need. and multires creates a huge chunks of geometry everywhere, like subdivision.
>>
>>655284
>>655275
>>655261
>>655246
Thanks!
>>
>>655439
But it does it once. You're not creating new geometry on the fly every frame with multires, you are, like subdiv, creating it once and then just pushing things around.
>>
>>655261
>>655284
So I have to use world (0,0,0) in blender to set pivot point for models in ue4?

Is rigging done in blender or unreal?
>>
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>>655453
sorry forgot cat picture
>>
>>655453

Neither of those. Blender's rigging system is incompatible with Unreal unless you use Autorig Pro which has a custom .fbx format.
>>
>>655438
>>655439
>>655444
Just change Relative Detail to Constant Detail and you're good.
>>
>>655459
This does not affect lag in any way.
>>
>>655460
I don't use 2.8 so I'm not sure how bad the lag is. I was just responding to the posts saying how multires > dyntopo when you can make dyntopo do the exact same thing.
If the source of lag is the fact that it's creating/destroying geometry on the fly, you could always just click Detail Flood Fill, wait for it to process, and then all the sculpting you'll proceed with will just be pushing and pulling vertices around.
>>
>>655462
>I was just responding to the posts saying how multires > dyntopo when you can make dyntopo do the exact same thing.
But your suggestion doesn't do that.
>you could always just click Detail Flood Fill, wait for it to process, and then all the sculpting you'll proceed with will just be pushing and pulling vertices around.
Neither does this. geometry-modifying brushes (i.e. not Grab) will still change the topology if dyntopo is on, even if it's already the same level of detail.
>>
>>655464
Ah shit, you're right. My bad. Forgot how sculpting & multires worked for a minute there.
>>
>>655453
>>655455
Blender armatures work just fine in unreal.

>>655360
Shrinkwrap modifier on some helper bones, I'll try to publish the hand rig over the weekend, no promise though I've got more important stuff to do.
>>
>>655483
Cool, it could be cool for various tasks and would save hours on fine-tuning.
>>
>>655483
>Shrinkwrap modifier on some helper bones
fuck that actually makes a lot of sense
i checked the shrinkwrap modifier can even be keyframed so that that the animation can be separated
this is some top tip mang thanks. i am not planning to make a porn game but i had problems in the past having a characters properly grasp a sword
>>
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>>655372
>>655438
Dynotopo is off and I'm not using any modifiers. Model has around 3M vertices. As you can see brushing is incredibly slow yet I can still rotate the viewport without any noticeable delay.
>>
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>>655535
This is 2.79 in comparison using the same model. It's actually the opposite, slower viewport but brush doesn't lag at all.
>>
>>655535
you must be retarded for sculpting on that naked piece of mesh (that should be less than 80k anyway).
my character is half a mil and its basically completed with full gear.
you guys are so cringy its amazing, how do you manage to fuck up this bad
>>
>>655526
Is there a way to translate shrinkwrap into scale?
>>
until recently i thought the high poly had to have the same uvs as the low poly

i dont think im cut out for this
>>
>>655535
Jesus christ, anon, I was just joking about 5 million verts. There's absolutely no reason for you to go that high, especially with a basic mesh like that.
>>
>>655535
dont sweat anon, 28 is still beta and hasnt been optimzed for production
>>
>>655566
>and hasnt been optimzed for production

You mean like every versions before it?



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