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last thread hit the bump limit >>656235
show us what your'e working on
post questions here
>>
>>659852
show me your nodes
>>659828
in specular and normal you should change the color to non-color data in the texture option, other than that it seem fine. altho im not sure why you need a texture for subsurface scattering.
>>
can someone explain the different transform orientations to me? or a link to a video or text that doesn't suck?

normally what I do is playing a guessing game until the 3d manipulator widget is pointing in the direction I want (usually I switch between global and normal if I want to stretch, for example, a rotated cylinder along it's normal). that works for most things, but i feel like a deeper understanding would be useful.
>>
>>659910
well you have to play with it to understand but here is a quick rundown:
global means, in 3d space, more specifically in relation to the entire arbitrary world within your viewport
local means in relation only to the object itself
normal- just to 1 selected element, the z axis will point in that direction.
gimble-allows rotation on a single axis
view- will match the current view, in the viewport
>>
>>659914
ok, that helped a lot

still a little unsure on gimble? how is that different from locking by pressing x,y,z?
>>
>>659924
iv never used that option.
but i think.. when you do free rotation like double tap R, it will limit the amount of axis in a way.. not really sure, i just read that from the manual
>>
>>659894
thank you anon!
>>
whats the best way to achieve this kind of shading in internal? I figured out a way of doing it but its super convoluted and limited
>>
>>659969
i would do it in unity instead, the shop is full of good cartoon shaders. the one in BI won't allow much wiggle room
>>
>>659983
it isn't a toon shader and I'm using it for animation not a game
>>
>>659989
shader=shading? isn't a toon shader?
best way to just draw this if you ask me
>>
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anybody got tips or a link on how to make warm indoor lighting, something that looks like recessed lighting, no windows (or curtains drawn)

pic mostly related. there's a window, but ignore that.

i'd like to use blender internal, if possible. i'm not going for photo real. i want it to look like shit, tbpqh
>>
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Hey /3/ i am stuck on something. A client came to me saying that they want to have a pattern on their hoodie printed right. Basically he wants the pattern to be put onto the hoodie and get the resulting template. I'm thinking Unwrap so i import the AI hoodie template into 3ds max and use garment maker to make a 3d hoodie which i'll be able to texture and get the unwrap on. Except being the retarded software it is it crashed and now i'm stuck. I don't know how i can do it.
>>
>>660010
point light to generate basic lightning in the room, make it centered as possible to avoid reflections.

combination of area and spot lights for the indoor lamps.
a 2 color light combination always give a nice feel, a mix o blue and yellow perhaps
>>
>>660013
Download model
Unwrap in blender or just used the already done unwrap.
>>
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>>660013
not sure what u need
>>
>>660013
just use project painting? it exists in every major software, including blender.
mind you, it takes some time to get right
>>
>>660013
Try out Marvelous Designer, maybe? Not entirely sure what you're asking for but something like MD is perfect for generating garments. Definitely try it out if you're going to be doing more of this in the future.
>>
>feel comfortable with extrude based modelling
>want to learn sculpting next
https://www.youtube.com/watch?v=EhKGI92dUQU
Trying to follow this tutorial and im losing my mind
Is there a way to constrain axis for sculpting?
Are there some secret settings for the snake hook brush to make it feel more precise?
>>
Doing some low poly(?)
the old model i had was like 9k+ tris of chino
I tried doing a little further to 2k Tris.
Is this decent for a low poly model??(i know textures shit and has no AO)
https://sketchfab.com/models/a539f86affb44bde89e42c1602b7d7a3
>>
>>660034
Same anon here. I mean is the topology good somehow? I know i could improve in texturing.. Though i kind of need some help on that too.
>>
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how do i get a shoulder that'll deform properly? i've tried a bunch of stuff with topology, b-bones and weights with various degrees of success, but there's always volume loss or warping when putting the arm into a pose with the hand behind the head
how are the porn guys doing it? shape keys?
>>
>>660046
you do realize the arm is connecting to other muscles right? those have to have proper deformation topology too and then weighted properly
>>
>>660046
yes, corrective shapekeys driven by drivers based on bone rotation, etc.
>>
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Any good tutorials to learn rigging? i basically know nothing about it
>>
>>659820
Rigging question, I had a rigged body and I separated the teeth from the body object which created two objects. I then parented the new teeth object to the teeth bone to make it work properly. Only now the teeth don't correctly follow the armature (when it did before) and just vaguely follow it by orbiting outside of the mouth. Is this a texture paint error?
>>
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>>660046
It's almost unheard of to see rigs that have shoulders that deform properly thru out the entire motion range.
Most artist, esp ones doing high poly pre-rendered content, solve it with morphers/shape keys.
The movie companies do elaborate simulation of muslces to solve this stuff.

It's also not uncommon to not address it at all, but build the arm in a A-pose type configuration and be happy that it looks good thru ~half of the motion range.
95% + of characters in games can't lift their arms above their heads without lots of stretching and tearing.
But you can get away with that since it's so unusual to raise arms high above your head.

If you wanna solve this in a rig you will need to use several bones and constraints to account for how the muscles shift the surface geometry thru out the motion range.
The shape of the shoulder depending on the orientation of the arm varies so much that you will need to emulate some muscle and tendons, not just bone in your rig.
Never found much good information on this subject, inventing my own solutions suitable for real-time use (my area of interest) emerged over many years of tinkering.
>>
>>660075
Do you ever plan on doing a full rigging tutorial some day? From what I've seen your stuff seems crazy comprehensive, and it being for real-time purposes makes it all the more impressive.
>>
>>660076
The fastest way to learn these kinds of techniques is just to watch rigging tutorials for other DCC's. There's a nice Houdini rigging tutorial by Michael Goldfarb that covers these kinds of helper joints for the clavicle and pecs.
>>
>>660072
you parented the teeth but you didn't allow it to keep transform

i think you can use a constraint to fix that
>>
>>660072
> parented the new teeth object to the teeth bone
Why? Just parent it to the armature and weight paint it.
Why is there even a teeth bone? Teeth suppose to be painted with the head and lower jaw bones.
>>
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>>660010
>>660015
I'm having a lot of difficulty achieving the right look. I'm going for something like pic related -- best image I could find online, sorry.

I've experimented with AO, environment lighting, point lamps with low energy and shadows both enabled/disabled, area lamps, spot lamps, different lamp colors, soft sizes, samples, energy, distance, fall off, etc. This stuff is hard, but I won't give up. I just need a tutorial or a *.blend to study and I'm good.
>>
>>660109
Me again. I decided I'd experiment with Cycles and I'm getting closer to the results I want, and because I've got an NVIDIA GPU it's rendering about as fast.
>>
>>660098
>>660101
It's the shit rigify rig that contains the teeth bones. The auto weightpaint paints both the top teeth and bottom teeth to the lower jaw, so when the mouth opens it takes along with it both teeth which makes it look aweful, which is why I tried to separate them and parent them to the teeth bones and it just messed it up further
>>
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No matter how many tutorials I follow, how much I practice and try to experiment, everything will turn out to be just utter shit, every scene I make doesn't seems right, which only results in me deleting the whole file. I don't think I'm made for 3D stuff.
>>
>>660276
thats because you dont know the basics. you cant follow tuts and expect to learn shit, if you already dont know where your shit is.
>>
>>660276
Of course you have what it takes. But that attitude isn't helping.

You're not going to nail it on the first try (or even the second or third or fourth) and rarely anyone does. You've got to iterate over and over. Make a scene, write down what you don't like about it or seek feedback (NOT on /3/), salvage what's there and/or start over, and do this process several times pushing yourself further each time. It might take you a hundred attempts, but you *will* make something you're content with (nothing is ever perfect!).

3D is hard and it takes a lot of time and labor. You might be underestimating how hard and time-consuming it is. If that's the case, then that's kind of comforting because it just means you need to allocate more time to studying and working. That's something within your power to change.

Get a notepad and put a tally mark for every hour you spend studying or working. Use the timer on your phone/computer and only let it run when you're actively working. Fill up the entire page with tally marks. Be honest about how much effort you're putting in. This will help you be true and honest to yourself.

And don't delete your scenes! That's evidence of the progress you're making. When you started, you probably thought you'd never reach that point but you did.
>>
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I made the meme donut
>>
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is there a way of having a 'windowed' texture (right handside in first half of pic related) but which follows the model as it move (unlike the second half) which happens if you use windowed coordinates for the texture?
>>
>>660295
is there a way of clipping rather than masking with a mask layer?
>>
>>660295
>>660298
think I might have solved this but any suggestions would still be appreciated
>>
>>660276
it took me about 100 artworks to be in a place of "not shit anymore"
>>
>>660276
I find reference helps a lot. Look at models in game asset viewers or places like sketchlab and look at the wireframe to see how they did the topology.
>>
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Help anons i am new to kinda new to blender.
How to un-fuck ass and crotch area?
How to delete just one edge?
Also could you give me good examples or advice for good character topology? Thank you.

btw this is supposed to be low poly cartoonish character.
>>
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>>660349
>How to un-fuck ass and crotch area?
get a better reference. you can select both legs and try to narrow it abit by hitting s+x
>How to delete just one edge?
select the edge, hit delete- delete edges
or dissolve edges to maintain topology much as possible
>Also could you give me good examples or advice for good character topology? Thank you.
there you go
>>
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I'm using Blender 2.8 and this is part of my first UV Unwrap
How can I straighten this island?
Selecting the edges and set Y scaling to 0 doesn't work properly
>>
>>660382
get TexTools http://renderhjs.net/textools/blender/
select the island
hit "Rectify"
>>
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>>659820
Just Blender sculpt, Nurbs and modifiers. Working on lighting... opinions appreciated :)
>>
>>660385
It doesn't work with 2.8
>>
>>660382
Old classic shortcutless way.
Grab your entire edge and W + Align Y
repeat until all are aligned.
If you feel autist, you can do the same with all vertical edges, W + Align X
>>
>>660388
then do it in 2.79
2.8 is still Beta and not fully function-able.
>>
>>660391
what this anon said, dont expect addons to work with beta versions
>>
Jt seems Eevee does pretty close to Cycles with lamp lights, but it doesn't do well with HDRis,
Also my hair texture made out of stretched noise tex is all pixelated for some reason,
>>
Is it possible to get grease pencil 2 objects to work with panoramas? They just render on a different 'layer' under normal camera settings.
>>
>>659820

Poorfag blendlet here. Anyone know where I can download uv packmaster 1.9+?
>>
>>660463
It's on cgpeers.
>>
>>660466

Only 1.8 is on CG peers. I need 1.9+ for 2.8
>>
>>660467
How unfortunate for you.
Suck it up Buttercup and use the old version.
>>
>>660467
Ask someone who already has it to share, after all that's the spirit of free software.
>>
>>660063
>Any good tutorials to learn rigging?
>good tutorials
Get out of this mindset of only watching "good" tutorials. Just watch tutorials, period; watch a lot of them.
Each one will be doing at most one or two good / new / correct things, and the rest will be wrong, and your job as a beginner is to take each new and better way to do something and combine them all together to form your own superior technique.

Consequently that means a time will come when you watch 90% of a tutorial and learn almost nothing, even possibly saying "Uh there's a better way to do [thing someone just did]" but then there'll be one or two things they do that you haven't seen before that you've been doing wrong until now (you and everyone you learned from) and now you've learned something new.

That's just how it goes
>>
>>660527
Dis is true.
>>
>>660500

I'll just keep using Modo then. I can't stand blender pre 2.8.
>>
>>660386
how did you get those sparkles, also the back spikes look kind of deformed like the polygons are spazzing out but other than that looks bretty good
>>
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>>660355
Thank you anon. I learn something new. Here is the final model.
>>
>>660530
If you have Modo you definitely should do UVs in Modo since it is better than Blender. Not only the packing but the unwrapping algorithm and other UV tools.
>>
Modo is Blender done right.
>>
>>660549

Yep. I mean 2.8 is okay but the more I use it the more missing basic features I see. I think I'll stick with modo.
>>
Are there any good tutorials for making stuff like helmets? I know how to make stuff like the doughnut and weapons but have no idea where to start with designing helmets and the only stuff I can find are timelapses
>>
>>660576
https://www.youtube.com/watch?v=GfmD9XMrdYc
>>
>>660578
way too many polys
wtf
>>
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Why won't these nodes display in my view as the world texture?
>>
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so I made a cup, now how do I achieve right pic?
>>
>>660867
>how do I achieve right pic?
download daz
>>
>>660868
I mean in blender
>>
>>660867
>now how do I achieve right pic
Download Second Life.
>>
>>660867
Most people who do stuff like that grew up doing 'serious' art and then became really thirsty and perverted once they already had the skills necessary to make stuff like that.
By no means do I belive 'Girlfriend Forever' should be held up as work of a very high level but it is def of a level that demands a nod in recognition.

If you are a artist who start out because you wanna make porn you typically never get anytwhere since you'll be too distracted by your own booner to learn.

A good example is the famous manga author Masamune Shirow who compossed beloved work like 'Appleseed' and 'Ghost in the Shell'.
He then fell down a flight of stairs and sustained a damage to the endochrine system in his brain after which he would only draw elaborate scenes
featuring greased up girls being molested by horses/techdildos/BBC's/abstractCockMonsters etc.

Basically you don't set out to do this, you need to become perverted somewhere along the journey.
>>
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im trying to make realtime hair
anyone can tell me what i do wrong or send me towards resources on haircards? t
>>
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>>661031
This is made by @blendy_13
>>
>>661031
HNNNNNGGG
>>
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To anyone who the has Toonkit plugin, can it work with textures, or is it just flat material shading?
>>
>>661049
Ignore the picture, I was going to ask how to make it work, but I realized I didn't have it on Open Shading Language.
>>
>>661031
That is amazing
>>
>>660527
Or watch 1 good paid course by an expert and nail the fundamentals, then solve questions and tricky bits with tutorials
>>
>>660889
>you need to become perverted somewhere along the journey
Well, that will not be a problem...

The thing is, I really like and admire the work of some 3d artists, in addition, for what many have told me and I have discovered I have a great facility to assimilate and understand things very quickly, and I would really like to create something myself.

My question was obviously a "joke", but not my intrentions, that's why I'm looking for guides and tutorials that are preferably not so "simple" or "too easy", and more for "fast learning".
>>
>>660535
Sparkles? By not using enough samples X)
>>
>>660867
Use the force...
You have an unlimited resource of willpower and wit, than you can tap whenever you feel tired, lonely, or disappointed at your work...

Use the force of your dick.
Ask yourself? Would I jack off to this? Does this shit turns me on? If it DOESN'T then you need to go on. Make her better, make her hotter. Use to your advantage the millions of years of evolution that made you a perverted piece of shit. You will learn everything you need to, to achieve your goal; anatomy, topology, texturing, rigging, you will learn it not by choice, or by discipline, but by mere power of lust. And at the end, the teachings will be engrained into your mind, into your soul, forever.

You think ancient romans or renaissanse painters made "tasteful" nudes for the pleasure of learning anatomy? There's not such thing as tasteful nudity, they wanted to see Big ASSES and ABS and Butts and Dicks. That's how they got where they were. Following their dicks.
>>
>>660995
can't help, but digging the proportions
>>
>>661110
This knowledge is not for the uninitiated. DELET IT
>>
Real honest question from someone who dabbled in 3d like 15 years ago and is only getting back into it now:
When you're accustomed to it and you know it like the back your hand, is blender's interface still a bizarre fucking mess that makes you contort your hands in impossible ways to make the gestures you need to do the most basic things?
>>
>>661175
Occasionally I do pretty funky hand contortions for certain functions, but they're not basic stuff and usually one-off.
Honestly, use the Spacebar menu for everything. W menu's good too for quick access to basic functions.
>>
>>661175
blender is nothing like it was 15 years ago
>>
>>661031
points deduced for those asscrack panties
>>
>>661204
That's a thong
>>
>>661206
It's just panties deep inside an ass crack, thongs have a distinct shape and usually don't cover much cheek if any, and has a much higher waistline.
t. undies expert
>>
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>>661031
>>
>>661049
Bump for my question
>>
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Is there any proper support for UDIM in Blender 2.8?
Where you can map multiple parts of an object in different parts of same UV space by offsetting the tiles (pic related).

I'm not really sure how to go about it in Blender. There's no real way to tell when you're in the next tile or not, and I'm quite sure it doesn't export to Substance Painter properly either.
Any help, or an addon that works properly in 2.8 would be great.
>>
>>661283
>Is there any proper support for UDIM in Blender 2.8?
lol no
>>
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>>661284
Actually, I just gave it a go to see what happens and it kind of does work. At least enough for Substance Painter.
There's no UI or anything for it though.
Just gotta unwrap piece by piece and then add a 1,2,3,4,5 to the U coordinate after you unwrap.


Threw it into Substance Painter with the UDIM option ticked, flipped on/off the different texture sets and the areas I had offset in the map worked.
It's far from what I'd call proper implementation though. Blender really needs to work on that.
>>
>>661287
this wouldn't be hard to implement, at all.
hopefully this will be a feature in 2.8a
>>
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>>661289
Hopefully.
Doing it by hand by manually inputting coordinates is pretty slow.
It could be as simple as an option box like subdivide has for the cuts that lets you offset the U and V values. All it really needs to do is add the number to the base value when it unwraps.
Why something like that hasn't been in since the start is beyond me. UDIM has been a thing since like 2002.
>>
>>661290
all you have to do is make an extra UV channel, but a blank one.
udim's are not uv channels but i think the implementation should be something like that
>>
>>661289
I think a patch for making it work was submitted months ago (support for UDIM in Cycles or something like that), but, you know, priorities being what they are...
>>
>>661291
I've tried something like that before, but Substance doesn't like the multiple UV channels. It doesn't recognize them as different spaces or something.
>>
Are there better alternatives to the donuts tutorial for someone starting out? Andrew Price kinda just rambles on about unrelated stuff in his tutorials.
>>
>>661336
yep, go through the borncg beginner playlist until you feel ready to create your own stuff.

the lego man tutorial is very good as well.
>>
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I really like blender for everything but rigging/animation, why is the documentation so bad?
Its honestly like they are doing it on purpose, just look at all the work required to just properly link a rig between characters compared to literally any other program.

Literally its so bad i'm just thinking of switching to something else to not risk pouring tons of time into a base rig to only find out 200 hours later that it suddenly cant be edited in some way without breaking everything since i didn't change some placeholder setting from the start.
>>
>>661428
The reason is because rigging in Blender is hot garbage. They're going to completely rewrite it in 2020.

https://www.blender.org/press/blender-projects-in-2018-to-look-forward-to/
>>
>>661441
In a year i could earn the money to buy a better program, learn it and finish the job 3 months quicker.
>>
>>661428
its because your'e shit at rigging.
>>
>>661458
Main issue was with linking, but hey I guess reading isn't one of your strengths. I guess writing isn't one of your strengths either since you aren't willing to share how you do it so efficiently?
>>
>>661446
That's 2-3 years from now, not 1 year. They will start rewriting their system in 2020 and be done whenever they're done. Eevee has taken at least two years since starting (began in 2016)
>>
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How would you go about making pic related (czech crystal)? I don't quite get those "shiny" faces. Lowering the roughness of the material doesn't do it. Is adding a glare a good idea or should I adjust the material?
>>
>>661482
You need to put more detail in the geometry, not the texture.
>>
>>661460
you didn't bother asking a question, or present an issue. you just kicked the doors saying blender sucks. why should i engage in such argument
>>
>>661491
>you didn't bother asking a question, or present an issue. you just kicked the doors saying blender sucks.
>I really like blender for everything but rigging/animation, why is the documentation so bad?
In the first fuckin' line. Jesus, not even that anon. Can you not act like a blendlet?

>>661482
>Is adding a glare a good idea or should I adjust the material?
Assuming your geometry's good, what could be missing is glare/bloom. That post-processing effect easily gives that overexposed shine that metal needs.
>>
>>661496
that wasn't a question, just a rant
>>
>>661506
Well it was more of
"I can't read the manual and it doesn't help, give me some easy to understand reference material to do whatever I need."
It's fucking ambiguous and is more rhetorical than anything, though.
>>
>>661508
linking can work in 2 ways.
1. link that maintains transform
2. link that does not maintain transform

i should point out, that linking has nothing to do with animation or rigging. even tho links are being used to connect different parts of a rig(sometimes).

in theory, a link should be good enough to use when you want to transform 2 objects but its not enough since it won't move relative to the parent, it will just kinda move with it.

you can make objects follow properly using copy & limit transform. it will allow ANY object to follow anything.
so in theory, you little candle should follow the floor location on the z axis, which is why you want to copy the location.
this can be confusing, and im not sure i gave the correct answer. but here is a video

https://www.youtube.com/watch?v=JHJKIDZQIis
>>
>>661428
Rigging is a piece of crap, there's no doubt there. But it doesn't seem like you tried too hard.

'Course, I can't help you here since I suck at rigging too (not just in Blender, but Maya as well). But this just feels like arrogance than a legitimate cry for help.
>>
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>>661111
thanks, heres the head on the body
>>
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>>661496
>>661484
What would good geometry entail? Is pic related good enough? The number of faces is approximately the same as the rl version, I just added a bevel. Sorry if it is a retarded question, I'm new to the whole 3d thing.
>>
>>661527
Yes, you got the idea anon. The point is that what's catching the light isn't a difference in texture, it's that those little beads have flat planes on them that glint. The geometry doesn't have to match perfectly when they're so small.

The next step is getting a good HDRI lighting setup to produce color variation and glinting.
>>
>>661519
>A link has nothing to do with rigging

Lets say i have created a really good human rig, now i want to use that rig on 20+ models which is how essentially every single proffesional game/movie production works. Now in any other software, i can simply link the rig in, weigh all models to it and it just werks. Then if i update the rig because my animator (or me in a solo project) realise something is missing from it i can simply add it to the rig and it is automagically propagated to the other models.

Now, compare that to all the BS you have to do in blender if youre using an advanced rig and tell me with a straight face that it is easy.
>>
>>661519
Dunno why you're replying to me. I wasn't the guy asking, just giving some clarification for his "question". Hopefully the dude got the info though.
>>
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Give me a character modelling related noobie project for exercise. I lose motivation and leave whatever project I choose for myself.
>>
>>661597
Do a low-poly character under 1000 polys and hand-paint it (pure diffuse).
You need restrictions and small projects. Set yourself a time limit. Get this thing done in under a week.
A robot is even easier than a human. Do it properly, get references, maybe watch some tutorials before, define a clear goal and work towards it.
>>
>>661556
then use maya, do the thing you just said and come back and show us.
>>
>>661610
Why would he ought to?
>>
>>661617
because he needs to prove that what hes saying is true.
not calling him a liar or anything, but with all the software wars going around these days you never know
>>
>>661610
I use this kind of workflow every day lol, super straightforward in maya.

Start with an empty file.
- Reference Editor -> Create Reference
- Reference in scene with geometry
- Reference in scene with rig
- Do your skin bind.

Now any edits to the geometry file or the rig file will be propagated to the final output file.
>>
>>661556
>now i want to use that rig on 20+ models
i don't get it. do you want your rig to interact with other models or be a part of the same armature?do you want to combine different armatures so you can weight paint them all at once? you are being very vague here and its not helping.
help me to help you my dude.
anyways, if you want to give everything weight select all the objects in the scene and then the your main rig at the end, click ctrl+L animation data or modifiers (not sure which).
mind you, im researching this as i go. and im positive there is a much better method
>>
>>661620
you mean this?
>>
>>661628
this can help btw

https://www.youtube.com/watch?v=tNOCSor0U5Y
>>
>>661211
bubble gum
>>
Anyone done this course? "Hard Surface Modeling in Blender "

https://www.youtube.com/watch?time_continue=198&v=0CSjRBzio0w

It's on cgpeers. Looks good.
>>
>>661651
I've done it. Downloaded the numerous Gigabytes only to realize after watching it, that it contains barely something i don't already know. But i learned at least 5 new shortcuts. At least there is that.
But if you are a noob its quite good, maybe even too difficult from time to time.
(listening to Gleb is a nightmare, i hate this dude, solely based on his shitty jokes and terrible accent)
>>
I see. I might do this one below instead. I agree his voice is horrible.

https://www.youtube.com/watch?v=sHo9hNksMuw
>>
>>661656
I don't want to stop you from doing it, its a good course, but i think i already know a lot about hard surface stuff, i expected some secrets, but there is only so much you can learn until you exhaust the topic.
I would advice to do as much courses as possible so why not do both?
>>
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>>661211
>>661643
>>
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>>661620
This guy gets it. Now look at those steps and now look and realise that the same thing in blender is a 30 minute tutorial.

>>661628
Yes, and that is easy to use, but if you try and do that with a rig the rig will be broken on import, and before you ask yes even after adding it as a proxy as well.
How do you make it not broken? Its something like 15 steps with settings in 9 places. The reason always given? "Its an artifact from way back, this will be fixed later".

>>661626
So let me paint up a scenario alittle more clearly.
I built a rig for mr human. It has control bones, custom bone shapes, all sorts of constraints and drivers etc. I've then animated this rig with a set of standard animations, like walking, sitting etc. What i would then do in for example Maya is create a new file, create a Viking model, reference the rig and then weight the mesh to the rig. If i then add any new animations to the rig, or any new bones, these will be added to the Viking (at which point i'll have to weight paint them in). Then i can at the same time have a Mr Soldier, Mr Knight model etc all done the same way. This is how ALOT of professional game and movie animation/rigging is done.

The problem is that in Blender, that "reference the rig" step, is broken specifically for rigs and requires workaround on workarounds that aren't documented anywhere.


>>
>>661672
That's fucked up.
No wonder people scoff about Blender, disregard it, and use Maya.
I am currently learning rigging and you just made an very compelling argument for Maya and against Blender.
Thank god that i decided to use the right tool for the job and didn't listen to the Blender-fanboys.
>>
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>>661672
>Its an artifact from way back, this will be fixed later
I fucking hate this halfassed reason
honestly for fucks sake it seems that there isn't a single package out there that doesn't have this pathetic excuse
>>
>>661672
i admit the problem and im not covering for blender here.
but since im not a rigger or an animator, i don't 'fully' understand the problem.
what i would do to get around it is simply assign mr. viking to a group and hide the group, then make the new character ontop.
but generally speaking, proper linking should be a thing since its literally how multiple artists can work around a given rig.
>>
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>>661713
The problem with that is that I'd end up with one MEGA file that would be impossible to properly source-controll or work with other people simultaneously.

Do also note that I'm not salty about lost time, I haven't actually done an advanced character with anims yet, only small examples to test if it was possible.
>>
Anyone here want to make a short film with me? There's some film festivals starting soon and I wanna make a short film but would prefer to work in a team. Have you seen the criteria to be a "short film" it's all absolute garbage and I know I can at least make that.
A quick 5-10 min short film with a small team and who knows maybe we can be the next katawa shoujo, probably not but you never know.
>>
>>661738
i can do compositing,modeling and texturing (to some extent)
i also know my way around cycles, i only lack animation and rigging skills
>>
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>>661738
>coming to /3/ to find people willing to work on a large project like a short film
>for free

Doomed before you even began.
>>
>>661784
"Large project" this shit would take like a week to a month tops. This isn't a money making scheme there's no way to make money from this unless you sell the thing outright ands no one is going to buy a short animated film. I just want to make something good, cuz I know with our combined autism we can make something great. https://youtu.be/TH3HOcRayC8 This oscar nominated piece of shit is literally the competition we're up against. We can make something better than that no doubt.
>>661743
Thanks anon you have any contact info? Even a trash email you just made would suffice, don't worry I'm just tentatively collecting contact info I'm not committing you to the project or anything.
>>
>>661801
addme on discord
jet112#5993

>>661784
it doesn't have to be big
>>
>>661801
>>661830
i've just read your messages, maybe I'll join too..
add me on discussion rd too gam3b0y#0795
>>
>>661830
Sent you a fr
>>661884
I think you typed your name wrong or I'm dumb but it wouldn't go through
>>
>>661986
Hey I can help if needed but neither of your names pulled anything on discord
>>
>>661986
accepted
>>661988
open a server and we join it?
>>
>>661992
oh nvm I tried the jet one again and it worked, thats weird because it would not go through earlier
>>
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>>661986
>>661988
isn't this my name?
sorry I'm using discord first time.. and it's kinda wierd,,

>Gam3B0y#0795 I copied this now
>>
>>662007
ok I sent you a request
>>
>>659820
I'm new to PBR materials and used https://3d-wolf.com/products/materials.html plug in for quick materials.
Is there a way to import/install/save new pbr settings for this? Alternatively, is there a better pbr add on with more range of materials/allows for importing easily?

I can find new pbr materials, but I have to set them up manually with node editor. I am looking for an easier solution, something I can just drag the files into and it works.
>>
>>662047
>I am looking for an easier solution, something I can just drag the files into and it works.
The Principled shader is meant for this, just connecting the textures with all the required settings and it's usually enough. Aren't you using it?
>>
>>662047
your'e late to the party m8. blender already has PBR (principled shader).

to save a custom material just make a .blend file with all the materials you want to save. then in your project file click append then select materials/shaders from the top row and click ok
>>
>>662050
I am, I just thought there might be a way to throw the maps into a folder and have it as a preset to easily apply it on different models across different projects.
>>
>>662051
Cool, thanks! Another question, is there a way to get .mat files into blender?
>>
>>662054
you mean the file .mtl? or the material file from blender?

you can't export material files, but a .blend file with materials alone will be lightweight as an .mtl file
>>
>>662055
I mean vray .mat I guess. Not really sure, I just saw some neat looking material stuff on a website for vray resources and grabbed a file but it was .mat which I think only works in 3ds max. It's all new to me.
>>
>>662056
every render engine have its own material system.
same can be done with cycles. i saw a guy include materials with several textures in 1 file, it can be done if you append files properly (be it blender or 3ds max)
>>
>>662052
Just append the material.
Just make a folder with blend files with your materials, then whenever you need them in a project, File>Append>(your material .blend)>Material
Boom. I've got a library of commonly used materials that I can quickly drop into a project whenever I need them. Mostly procedural, but there's a few PBR's thrown in there too.

You can just link them too, but it'll change the settings for the material across the board and all your other projects if you do that.
>>
>>661992
>>662007
>>661988
Okay I've sent out the fr
>>
It seems that I've somehow fucked up with my settings, becuase every time I spawn a mesh it faces my camera view, rather than stay at all 0 in rotation.
Is there any way to fix that?
>>
>>662047
My friend is making something like this. Basically the use case is to export an XML file that goes alongside an fbx when you export assets from Maya Max etc.

https://github.com/jensnt/pbr-material-importer
>>
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I'm trying to model a plate as part of some last supper scene or some shit. I can't get rid of that ugly bit where the lines show up. How can I make them smooth?
>>
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>>662154
And this is the bottom of the plate. The thingy that supports it in the center is looking very nice, but on the outer side you can see the same artifacts as from above.
>>
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>>662155
This is the geometry from above.
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>>662156
And it's the same from the bottom, plus the thingy.
>>
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>>662157
Now, these edges here were created as an attempt to fix the artifact. But they didn't do anything other than making the corners more round.
>>
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>>662158
This is how it looks if I undo those edges. The artifacts never changed. Tell me how to make this plate beautiful or otherwise it's gonna be Judas' plate and then I'll have to figure out how to make a nicer one for Jesus. What do?
>>
>>662154
>>662155
>>662156
>>662157
>>662158
>>662159
By the way, I am already using the smooth thing in the shader setting, and I'm also using the subdivision modifier at level 3.
>>
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>>662160
Start with a flat cube and select the top face
extrude, but don't move it
scale the extrusion down inside
add loop cuts north-south, east-west
optionally dissolve the 4 middle faces
>>
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>>662160
Your geometry is wrong.
Get rid of the edge loops that make the thing on the bottom. Just have the 9 faces on the top and bottom.
Then extrude the bottom and inset the face to make the lip. Throw some edge loops on the side faces to make it sharp, and if you want it square just throw some more support loops at it.
Also, your faces are doing a weird thing at the corners of the plate when not subdivided. They're bending in a way that doesn't really make sense so that might be contributing, but it fixes itself when subdivided.
>>
>>662162
>Throw some edge loops on the side faces to make it sharp
you do realize you dont have to put those edge loops there right? just use the creases ffs
>>
>>662166
Yeah I know. I just didn't want to make it more complicated than it needed to be. I mean adding edge loops does that, but it doesn't seem like he knows much about creases.
>>
>>662171
no its still bad practice no one does that method anymore
>>
>>662174
OK, that's fine.
I'm not going to make excuses for a plate. I did what I did because I did it.
I don't usually subdiv model. I prefer using bevels and edge weights.
>>
>>662174
Friendly reminder that
1. Creases can't be easily exported to game engines or other DCCs
2. Supporting edge loops give you more control over UVs than creases
3. Polycount doesn't really matter these days, so edge loops are nearly free
>>
>>662213
none of those statements are true, nice bait tho.
>>
>>662227
I'd like to see why
>>
>>662213
>Polycount doesn't really matter these days, so edge loops are nearly free

This has to be bait.
>>
>>662280
Not that anon but plus minus a few thousand polygons ain't gonna change the render performance of a game. It's more about the number objects and how they're sorted and how heavy the shaders are to fill in that will be the limiting factor.

While you can't waste polygons everywhere, generally you can use as many as you need to accomplish your goals. It's not uncommon for important characters in AAA's to be in the order of ~100K triangles these days.
>>
>>662283
>It's not uncommon for important characters in AAA's to be in the order of ~100K triangles these days.
I bet most of that has to be going into face, hair and elbows\knees\pelvis\shoulders
>>
>>662283
heres the thing tho, creases are much easier to control then edge loops especially with an modifier to make a set out of them
>>
>>662294
>an modifier
Nobody believes you Pajeet. Edge loops are as peachy dory as it gets.
>>
>>662294
I would argue the opposite. My experience with creases is they're always too sharp and look fake. Edgeloops are easier to keep smooth just by making them a little wider.
>>
>>662283
>Not that anon but plus minus a few thousand polygons ain't gonna change the render performance of a game.

It will in the medium-long term. Blendlets are so out of touch with quality standards.
>>
>>662283
I'm pro edgeloops for hi-res models but where would you have them in a game model?
>>
>>662388
In the joints. It is known that back in 1999 Turok already had about 1k edges in every joint. Multiply that by almost 20 years and it all makes sense now.
>>
>>662377
>>662384
you cant manage edge loops as well as you can creases tho
>>
What does he do at 2:02? I try to grab the face and intrude it (is that a term), but with me it makes a 90 degree angle in the limit instead of that diagonal slope. How do I get the diagonal slope?

https://youtu.be/LtIbS1BqhU8?t=122
>>
>>662411
Select the face and press g then z and move your mouse? Alternatively drag the blue arrow down.
>>
>>662411
>>662412
wait, I think I know what your problem is. press a until everything is selected then in panel labled "tools" on the left of the screen click the button at the bottom labeled remove doubles. Then select only the face you want to move down and move it down
>>
>>662413
Dude that was it thanks a lot. But why did that happen? Do I have to just remove duplicates for everything I make as a protocol or something went wrong?
>>
>>662411
he said he inset the faces
>>
>>662418
>>662413
thats a roundabout way of doing it, just use inset faces dude.
>>
>>662418
You accidently extruded and then deselected the extruded face. It happens to us all more often than anyone would like to admit.

Clicking out after pressing e doesn't remove the extruded vertices, it does that so you can do other stuff with an extruded face like scaling it and whatnot.

90% of the time problems can be solved by pressing remove duplicates, applying location rotation and scale, and moving your origin point. You'll encounter those problems in the future.

>>662420
He'll learn that soon enough.
>>
>>662421
but the video literally says to use inset
>>
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Made jiggling butt/thighs using bones parented to a cloth physics mesh. (Newest 2.8 beta turned my texture pink.)
>>
>>662426
I don't speak whatever language is in the video, I can see the keys pressed though. E does not inset unless he has it bound to inset, which would be really weird for a tutorial with screencast on.
>>
>>662427
I haven't actually really touched it yet, but I think I saw an option in 2.8's bones for bendy bones. I think that's jiggle stuff.
Like I said though, I'm not actually sure that's what it does, but I'd give it a look if I were you.
>>
>>660063

google Humane rigging
>>
>>661107

Lear the software, got that? good

Learn anatomy

https://mega.nz/#F!es1BSKQR!spODyd0iaQmMelGA2GscFw

there you go, art resources. Why drawing resources you ask? If you wanna make humans you must understand the human body.

Watch people sculpt, model, draw, whatever. If you wanna make something pay attention to their techniques.
>>
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I'm having an issue joining some meshes.

When joined (with no modifiers) the first mesh has a different texture than the one joined. the verts are lined up as quads. The problem is exacerbated when adding a subdivision surface modifier.

Tried deleting every face on the mesh and just pressing F but this creates some fucky bugs when adding a solidify modifier which crashes blender in the render. I need the solidify modifier.

Is there a way to smooth or normalize (don't know any way to explain it) the underlying mesh?
>>
>>662443
Bendy bones is for making snake-like things. Blender doesn't have any physics bones (that I know of)

To make my own jiggle bone, I made a small thin pyramid, gave it cloth physics with a pinned base, and parented it to the leg bone. When the leg moves, the top of the pyramid jiggles. Then I made a new bone also parented to the leg bone, in the same position as the pyramid mesh, then set a rotation constraint to match the pyramid mesh. Then I edited vertex weights to the region around the new bone.
>>
>>662213

1 and 2 are true, 3 is wrong especially if you are going to use several models in one scene.
>>
>>662450
show more of the mesh please, not just a closeup view
>>
>>662459
Got the face method to work.
Could have been sort of bug? Not sure what did it though. Could have been maxing out on memory, closed a few background programs. Also deleted old uvs and re-ordered mesh modifiers also moved everything I needed to a new file. Made new materials new uvs. ect ect.
Thanks anyways.
>>
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Starfleet reporting in.
>>
>>662447
That is a damn fine collection. Thanks for sharing the link.
>>
>>662453
Ah my bad, still I just took a look at the bendy bones and that's some cool stuff too. I can't think of any uses for my own stuff, but it definitely looks interesting.
I ended up doing something similar with softbodies a while back rigging up a car suspension. Just thought that 2.8 would finally have something less hacked together. It's kind of a shame. 2.8 is shaping up pretty nicely but there's still so many oversights that haven't been fixed since 2.7 started. The UI is nice and all, and I love working with Eevee, but there's still a bunch missing from the core that needs some love.
>>
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Rendered a Daz model in Eevee and Cycles, not changing any settings except the exposure on eevee to match cycles.
Cycles took 2m 45s to render
Eevee took 0.64s to render
Can you tell which side is which render engine?
>>
>>662570
Eevee on the left?
>>
>>662570
I don't have experience with Eevee, but I'd say it's the right one, because of (what I guess is) bad mipmapping (noticeable around the eye), the banding, and the absence of noise. The lack of noise is a plus, but the other two points should be solved for a more fair comparison.
>>
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Thoughts on my freeway lane?
>>
>>662593
I found a free asphalt texture online because I have no idea how to create my own, but the texture has to be repeated a every square foot or so on this model. I don't know what to do about this ugly repeating pattern on the road.
>>
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>>662598
go outside and take a picture. then use gimp or photoshop to make seamless. plenty of tutorials for that. but if you don't want to, here, have one of mine.
>>
>>662599
Only problem with that is then I won't have the roughness or normal map. Unless there is a good way to generate those with a picture I take.
>>
>>662600
there is. https://store.steampowered.com/app/441770/MindTex_2/

but if you'd like, i can do that too.
>>
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>>662602
>>
>>662598
>>662600
Check the pastebin link in the /wip/ OPs. Plenty of resources there.
>>
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>>662603
>>
>>662606
>>662605
>>662603
>>662602
>>662600
>>662599
Thanks. I'll post an update tomorrow when I get it figured out.
>>
>>660527

I think a lot of us have this fear of "learning wrong" and getting into bad habits from using bad/outdated tutorials
>>
>>662602
These tools seem to pop up now like mushrooms, some still paid, some free. What tool in that category gives the best results?
>>
>>662636
Well, given how many there are, the only real answer is to just try them out and see which works best. Sift through all the free ones and pick the ones that give you the result you're looking for. Given that these tools are basically applying regular image filters to your source image, chances are free ones won't differ too much from paid options unless they're using some Super Special Proprietary Algorithm (and even in that case the results still can't differ that much from each other).
>>
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>>662598
Greetings, Anon. Another option you have is to mix in another image or color via procedural texture plugged into a mix factor. Then tweak the color ramp to get your look. Hint: take the output of the color ramp into a diffuse shader while adjusting, that way you can see your tweaking more clearly. Then when you have it use the color ramp as the mix factor. This has been known to have a 83.4 percent success rate among 3D ensigns. Starfleet out.
>>
>>662655
God, imagine seriously LARPing on 8th slowest board on 4chan. Anyway, plug it into an Emission shader instead of diffuse. Gives you an effectively shadeless preview of your texture(s) when you're in render preview mode. Especially helpful when working with procedurals.
>>
>>662657
>God, imagine seriously LARPing on 8th slowest board on 4chan.
slowest boards attract weirdest characters
>>
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>Be me
>Try Blender
>Autism engages
>Can't stop creating trash
>Have to find acceptable stopping point for autism
>14 hours later....

what the fuck is wrong with me....
>>
>>662666
Looks like some stuff straight outta Starblade
>>
>>662666
This looks good
>>
>>662666
i actually like it, from the top it looks like some kind of wyvern, also makes me think of wipeout
i wonder what the fuck's wrong with the front though
would be worth trying to paint it like a ps1 model imo
>>
>>662686
>>662685
>>662678
Thanks guys,i actually picked up blender 2 days ago, just to make wipeout models that i always wanted as a kid. There is obviously other sci fi inspiration in there. gonna work on my first attempts to plate it this weekend!
>>
>>662666
Don't be fooled though, this wasnt easy lol
>>
>>662718
Yes... do keep us posted...
(wa ha ha ha ha)
>>
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I'm trying to bake this fucking tower merlon for couple of hours and the result is not that I expected. I think that it supposed to generate the normal map of the whole mesh, not a single face.
Any ideas what am I doing wrong here?
>>
>>662770
your uv map only has 1 face?
>>
>>662770
Check the UV map of your low-poly.
>>
>>662776
>>662777
Holy shit, that works!
Guess I totally forgot about this, cause I baked some stuff recently and it was just fine.
Thank you, /3/.
>>
I found a model which had a shape I wanted. I've gone through some retopology to get things cleaner, and decided to try a real quick armature test to see how the topology deforms. The image shows both the original and my retopo'd version being manipulated by exactly the same armature, with automatic weights. My version is the red one.

Why is this fuckery happening? I did this test a few hours back and got things working exactly how I wanted, it moved just like the original, and I haven't significantly changed the topology since then.

I pretty much shrinkwrapped the entire model so the shape is nearly identical, I have slightly more tris, I used a mirror modifier (All modifiers except the armature have now been applied), etc.
>>
>>662816
>Why is this fuckery happenin
your weights are too strict, and you probably don't have enough polys in the plevis area
>>
>>662823
I have more polys than the original. Even if that was the case, it doesn't explain why the automatic weights are putting some weight for the left leg bone on the right side of the mesh on my version, whereas the original keeps it entirely on the right side?

I don't know what you mean by weights are too strict. I applied automatic weights to both meshes in the same manner.
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>>662826
well i read your post, and i look at the image again.

just explain some stuff to me

1.why are your bones so big? im not saying the bone size matter, but maybe it does. the bones don't have to be humongous.

2.why do you work with overlapping mesh? just hide whatever you don't need or move it to a different layer.

3.what is the problematic mesh? the red or the white one? and what IS the problem exactly?
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>>662816
>>662826
Fixed it somehow by applying loc/rot/scale. Must've done something to fuck that up during the retopo phase.

>>662837
Well the overlapping mesh was to show how things were differing. You can see in the image that my mesh, the red one, has the right leg moving away from the base mesh, the original, despite me only moving the left leg up. Basically the weights were just applied weirdly despite working how I wanted on the original mesh.

Not that it matters now. Not sure exactly what the issue was, but the loc/rot/scale fixed it.
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I vertex painted the walls to be able to blend different textures. However, when I apply Subdivision Surface modifier this shit happens. Why?
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Does anyone have a cartoon skin node tree they like to use that isn't cell shading?
>>662875
This is a sculpt? And you applied a subdivision to the sculpt?
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>>662882
>This is a sculpt? And you applied a subdivision to the sculpt?

Here are screenshots of the mesh before I am applying subdivision. I want subdivision to have more details in my cave.

Is there a better way to get a nice blending of the two walls and the floor textures than using Vertex Colors?
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Any of you use the godot game engine with your blender work? I had a good time with unreal and modo in the past.
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>>662908
I don't think subdivision would be an answer to your problem unless you found a tutorial that specifically calls for this approach.
I would do this manually with a stencil.
https://www.youtube.com/watch?v=Ryi_pYqcavs&t=295s
at 17:28
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I add an area light in Blender but it shows something similar to a sun light icon instead of the 'window' thing. What is going on?
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>>662929
I figured it out, apparently the default light size is like microscopic or some shit. I just had to make it 1000 times bigger.
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Is the "Complete Blender Creator" course on udemy any good? Don't really wanna shell out 20 bucks if there's better shit out there for free
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>>662948
uhhh not more than borncg beginner series on youtube.

there are good paid courses out there but for beginners its best to start on youtube
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>>662916

Thanks for the help, I wasn't aware of the stencil tool. However, I also wish to use the displacement modifier..
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>>662948
I paid ten bucks for it, I regret it. It's bad. I'd suggest CGCookie instead.
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What would you say are the models everyone should learn to model at least once? What would you add or remove from this list?

>car -- hard surf with studio lighting
>interior -- archviz
>human -- organic
>robot/weapon -- hard surf with finer details
>creature -- sculpt from imagination with references
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>>662993
I would add just one thing,

>doughnut -- Blender
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>>662948
Best tutorial I ever did was the CG Cookie Porsche -- and it's free! Instead of modeling the Porsche, I chose a Ferrari 512 TR. Different enough that I was actually learning instead of just following along. I watched the series on 1.5x speed, took some notes, then tried modeling the 512 on my own. When I ran into problems, I knew approximately where to go in the video since I'd watched it already. I pushed through to the end topology-be-damned. Once I had a finished model, I had an idea of what mistakes I'd made and what improvements to make. So I re-did it and it came out much better topology-wise. Much more planning on my part. I also used 2.7x instead of 2.4x which made me think on my own instead of just following directions. I had to Google a few things, but it pushed me outside my comfort zone which is how you learn.

https://www.youtube.com/user/blendercookie/search?query=porsche
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i took my first steps today and made a sword. i didnt get to colour it in because something went wrong towards one of the last steps so i had to cut it short which was a shame.

also apparently shift d doesnt duplicae but my tutorial said it does???

after that i made a simple person out of a sphere and two cylenders. idk what to do with this though and im not sure if i want to continue with blender, it seems too hobby core, and im looking to do game model.dev
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>>663008
looks great, they have this for free while the jeep tutorial from cgmasters costs money. both are equally good (altho cgmasters one does the final render)
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>>663011
These two will take you 99% the rest of the way. At least enough to start creating a preference and learning a few things.

car shader:

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

studio lights:
https://www.youtube.com/watch?v=9zA_MwBAGv0
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>>663015
btw what are the stuff you learned here that you didn't learn from regular tuts?

i think masterclass tuts like this is what bumps artists to the next level.
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>>663017
It's a bit hard to express in words, but I would say something like "volume". With a vehicle, you often have shapes moving in three directions. Take the hood, for instance. Every extrusion needs to be raised along the Z axis in front and side view, then you must enter into top view and move them along the X and Y axis. But more importantly, if you do one extrusion correct, the next comes much easier and you're much more likely to create smooth transitions from edge to edge. Then you have pieces that aren't connected, but the edges have to line up (such as the door and the body of the car). You want to commit to the shape or you'll be doing lots of pushing and pulling. I don't want to pretend there isn't some wiggle room, because there is, but in a lot of ways you need to get this absolutely perfect. An organic model is much more forgiving, but the surface of a car benefits from absolutely zero shading/lightings artifacts. You've really got to get your shit together.

It's extremely gratifying, though. I modeled cars for a long time before moving onto other things, because I found them challenging and relaxing at the same time. If you ever put those plastic Revell kits together as a kid, this is just about as fun. Maybe even better because you can render out many different colors.
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>>659820
Hello, guys, new to blender and trying to follow the warwick fundamentals video on blender but I can't get it to give me sharp rectangular borders no matter what borders i crease.
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>>663194
If you have a subdivision surface modifier on it, you will need to add an edge loop with ctrl+r and slide it right up close to the edge of the model
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>>663220
Well, that kind of sucks :/
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>>663222
What sucks?
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>>663224
Having to add geometry for that.
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>>663225
IIRC, you have to select an edge that is shared by two or more faces

that's why your creasing doesn't work here, because it's at the end

this model doesn't have enough polygons for a few controlling edges to really matter. what could you possibly be doing where adding geometry is bad?
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>>663194
i have a possible solution for you, if you can explain what you're wanting

is it just that one side you want curved, and the opposite side with right angles?
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>>663243
I want a curve that has a rectangular tip like this one.
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>>663245
Based on my understanding of the problem, I can't seem to get it to work. Maybe if I understood a little more about what it was you were trying to accomplish, I could help. Is this going to be used in the array modifier?
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>>663251
Nothing special, that's how turbosmooth works in 3ds max, and I'm trying to follow the warwick essentials that are on cgpeers, he's following the flow lines in a car. I guess it's more of an aesthetic concern, but it doesn't let me see clearly where the edge is facing to with the subsurf modifier on.
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>>663252
Like you were told add an edge loop to each side, but the only difference is you add the edge loop after completing the swirl.
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what are the best light settings for a space scene? the reflections look like there are multiple major light sources
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>>663305
well the sun, earth, and moon are three light sources, right?
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>>663305
Tone down that CA a lot more, makes it look like your entire image is blurred.
Realistic lighting would be to have just one sun lamp with the size set to 0 for hard shadows as nothing exists to diffuse light in space.
Of course, hard shadows that are completely black aren't the nicest, so you should add another sun lamp that opposes your main sun lamp to act as a fill. It adds ambient lighting and makes your scene less harsh and boring at the cost of stark realism.
The moon will reflect some light as well (albedo/planetshine), you can attempt to fake that by adding another sun lamp coming from the moon that's the same colour as the moon surface.



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