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File: Day E7.jpg (666 KB, 2017x1073)
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last thread hit the bump limit >>664179
show us what your'e working on
post questions here
>>
reposting my result in response to shift knob anon.
we finally made it >>666178
>>
is eevee good or bad? I'm trying to use it but it just seems so shit compared to cycles.
>>
>>666184
Well it's not a path tracer and cycles is so...

EEVEE just has the advantage of being fast. But hopefully future development will make it more comparable to Cycles.
>>
>>666184
Eevee is for video game assets, not actual work.
>>
>>666184
different purposes. eevee is for realtime shit and previewing cycles-translatable materials.
>>
>>666184
eevee is like Videogame(real time render (rasterization)) engine for previsualization, Cycles is a render engine based on path tracing.
>>
>>666180
Can confirm. it actually doesn't look like shit when I do it.
>>
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>>666180
But does Rush have even one song about a girl?
>>
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kids...alright- thought I could have this done today but life always hits. then when I do have time to sit here at my station I am so freaking tired.

must ... fight .... on ....

I have been staying as faithful to the console as my experience will allow. but I like it, I think it is going to work out well. I wasn't going to post more uncompleted work but we just can't end the day with a dick pic.
>>
>>666179
blender is absolute garbage
>>
>>666293
Ones man's trash is another man's treasure.
>>
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I made a custom matcap to quickly preview anime models without having to actually texture them.
Check the WIP thread to see how it looks in action.
>>
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>tfw no Chilean Blender gf
>>
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it's me again. after switching through tabs and moving around i got pic related.

>>666444
>ralsei
>double triple
>>
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>>666449
wrong pic.
>>
>>666450
OW, MY EYES
>>
>>666451
why does it happen?
>>
>>666452
Either you're about to timetravel back to the 80s with your 2.80 or it's just that it's an incompatibility issue because it's still a BETA version.
>>
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Filling in the gaps between the panels, some scratch texturing is needed. Also, air vents up top seemed to work last time. Put some years on the model, so to speak.

Right now I am leaving this desk. You guys handle it.
>>
Just encountered my first blender 2.8 bug. I can't select anything unless I enable X-Ray.
>>
>>666499
stop using 2.8
>>
>>666524
Impossible
>>
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>>666179

one of my projects. Getting the camera position right first. then modelling/materials.
>>
>>666499
And?

Load factory defaults and if the problem persists bug report it.
>>
>>666670
Actually it's because my GPU is dying.
>>
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>>666668
a cool thing about these farnsworth houses most people miss is that the columns aren't boxes they are I shaped beams so the light bounces nicely
>>
>>666703
I have not modeled anything this weekend. Fuck!
>>
>>666703
huh, guess I need to change that. thanks.
>>
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<3
>>
I'm trying to set up a scene with linked armature and meshes pointing to a source .blend file in order to conserve HDD space and allow for easy editing by using a single source. I'm able to get everything I want linked, with a proxy rig created to be able to animate. So far so good.

The problem I'm running into is when I want to export and make everything local before exporting, the linked armature(not the proxy) is the only thing that refuses to become local.
In blender it seems the meshes are still pointing to the original armature, yet are following the proxy's animations. If I export and import the file into any program that isn't blender (UE4, Unity, etc), the meshes seem to be receiving zero animation, as the proxy is still the only thing animating, with the original armature doing nothing.

What step am I missing between making local and exporting? Or am I doing something fundamentally wrong for what I want to accomplish?
>>
>>666732
links are not preserved, if you make anything that isn't directly attached to an armature, it has to follow the exact same coordinates in unreal which start at 0,0,0
>>
>>666321
link pls im new here
>>
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Is it possible to modify the shape of a cloth pattern in Blender after sewing/simulating it?

What I'm looking for is something similar to Marvelous Designer, with the simulation in one viewport and the original patterns in another. I'm fine with paying for a plugin if one exists.
>>
>>666763
>I'm fine with paying for a plugin if one exists.
Well, you can get Marvelous Designer then. It's probably the cheapest cloth sim software out there.
>>
Is there a way for the IK control bone to dictate the rotation of the hand bone without using the "keep offset" method? The reason I can't use keep offset is because it fucks up the bone hierarchy. The copy rotation constraint seems kinda shitty and never quite seems to mimic the IK bone properly no matter what settings you give it because they have offset.
>>
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noob here
>>
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how do i do this?
>>
>>666958
Press F to make faces.
>>
>>666958
I'm not exactly sure what you are asking. You can make faces by simply extruding edges.

If you want to make a face from a vertex, install the F2 addon, it's packed in with Blender. With that you just press f on a vertex to create a face.

If you want to do the exact process in your image, e to extrude from each vertex then f when all vertices are selected to fill.
>>
>>666958
alt+m merge
and f to fill face
w-subdivide to add a vertex in the middle of an edge
>>
>>666958
You select 4 vertices or two opposite lines and then press F. You can't make faces if you only have 3 vertices or two lines connected to each other.
>>
I work from home and I'm considering jumping from Maya to Blender but the main thing holding me back is all of the rigging tools I've accumulated over the years in Maya.
Does anyone have any links to in-depth character rigging tutorials in Blender or would I just be better off animating characters in Maya and then exporting them to Alembic?
>>
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Can anybody tell me some character topology tutorials for noob. I want to animate. I am looking for tutorials teaching to model from scratch to finish with topology for animation, I found some but they are just quick overview not explaining how to handle poles, etc.,
Tell me about the paid ones too, I am on cgpeers i'll try to find it there.

I did a couple of models but I can't get shoulders/under arms and butt crack right.
>>
>>666988
https://www.youtube.com/watch?v=0QT1GNMevfc
>>
>>666988
flipped normals on youtube might have some stuff
>>
>>666982
There are no advanced rigging tutorials in Blender because advanced rigging in Blender is impossible. You can follow tutorials for basic IK/FK bipeds and you can learn more fully functional rigs by using AutoRig Pro and reading the source code, but that's as far as Blender rigging allows you to go. (There's the BlenRig setup but it's not about the same as AutoRig Pro)

>>666988
Cut down on the kites unnecessary kites. Just remove, add and reroute edges when they are uneven. Topology doesn't have to be 100% perfect to look good. You just want to avoid large sections of obvious jank like you've got on the pelvis.

Another tip is to lay out your topo at half density, subdivide, then adjust. Subdividing never adds poles, and it lets you turn tris and N-gons into quads for free.


>>666998
LMFAO
>>
>>667021
>avoid large sections of obvious jank like you've got on the pelvis

lol, that's a Daz Genesis model, the workhorse of the porn world.
>>
>>667021
>There are no advanced rigging tutorials in Blender because advanced rigging in Blender is impossible

id love to hear your opinion on astroid mining
>>
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I recently started learning sculpting and modeling in Blender. This is my first sculpt following a guide on youtube.
Left is low-poly + normal, middle is base mesh, right is retopo.

Any obvious flaws with the topology?

Any good add-ons for retopology? I found Retopoflow but it doesn't work with 2.8 yet.
>>
>>667122
good tutorials hardly exist on youtube
>>
>>667115
this is all I have about rigging and animation in Blender, https://textuploader com/15sxq , you have to add the . to the url are mostly youtube videos and shit like that the paid addons aren't in that list you can take a look in Blenderartists or BlenderMarket
>>
>>667124
sorry I miss a couple, I know, more advanced tutorials are hard to find like drivers and constrains and things like that
>>
>>667125
nah, i mean those are good videos when you want to follow examples.
on cgpeers there is hours long thing about animation and rigging, 3 big courses in fact.
>>
>>667117
yes you have no respect for loop flow. it is atrocious.
>>
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MAYDAY...MAYDAY

OBSERVE!

1. Two subject meshes spaced apart over a plane object.

2. Move the origin of arrow meshes to the bottom.

3. In Edit Mode of yellow arrow, rotate mesh randomly around its origin.

4. Make a new Transform Orientation based on the normal of the bottom face.

5. Green arrow projects onto surface with no problem. Yellow arrow not so lucky.

6. Get drunk. What am I doing wrong?
>>
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Finally we've got it figured out. (Thanks to all of you for your emails and suggestions! not)

1. You have geometry (or telemetry) in which the orientation is fuqd up. But you need a clean snap to surface and for that you need a clean orientation.

2. In edit mode, select the face that represents the orientation you need and create a new orientation.We will name it "new Face"

3. Create a cube and give it the orientation you just created.

4. Align object to this oriention through the Object menu: Object > Transform > Align to Transform Orientation.

Parent the arrow to the cube.

5. Zero out the cube rotation (Alt + R shortcut) and the child mesh will follow the zeroed out rotation.

6. Delete the cube now.

7. Apply the rotation to the mesh using Ctrl A > Rotation. Now you have a clean orientation if you use the Local Orientation. You can snap to surfaces using a clean Local Orientation.

8. Viola!

9. You guys can thank me later. Source: youTube tutorial (Align 2 Faces - Advanced Snapping Blender Tutorial)

Starfleet Out.
>>
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>>667117
>>
Hey so Im interested in Blender and want to start getting into it. but i dont have a machine to run it effectivly by any real means

Im trying to find a Good laptop that could run Blender and handle the rendering process. I also need it for Video Editing aswell, and would be using it for light gaming, so its not like im just gonna blow my load and spend all my money just for Blender. But i want the machine to beable to handle Whatever i through at it.

But im not really sure what i need. I dont need absolute overkill with this machine, Just something that wont make me want to kill myself with rending wait time, for this and for video editing in a profession since.

About $2k , is my spending limit.
The ability for the laptop to handle Temps and cool itself is a big aspect of what im looking for.

And im not sure if i should search for a GTX 1080 or 1080 Max Q system. or go for one of the new RTX cards 2060-2070-2080

Also portability would be a major thing to, nothing above the 15' - 15'6'' size range, and under 6lb

any advice would be appriciated :)
>>
>>667199
>>667156
grats you can align shit... also people would help you if you would stop fucking role playing so we dont have to waste our fucking time decoding your stupid shit
>>
>>667885
Seriously, when was the last time you got laid? Because you really need to let off some steam. This is not healthy for you. The way to start a conversation with a woman is to just jump right in, something like, "Hello. My friends call me Cranky. If you got 20 minutes I'd like to treat us to a cup of coffee."

Get out and try that once in a while.
>>
>>667881
Can you deal with a desktop workstation? You will get significantly more bang for your buck. The new MSI laptops are looking great but they're closer to $2500-$3000.
>>
>>667881
Priorities are
must have ssd
then budget 2 external hdds for backups
then best AMD cpu with lots of cores you can afford
16gb ram
good enough gaming gpu
The CPU should be your focus, get as many cores as you can because video encoding/blender rendering is all about that. 32 GB of ram is probably a better bang for your buck than a premium GPU. Dell, Lenovo, and Asus are top quality with high prices. MSI, HP, and Acer will sell you better hardware on paper but it will break often. My buddy swears by his MSI after he got it taken into the shop a few times. All laptops have heat problems so you'll want a cooling fan stand if your really going to render with it. Its usually smarter to just pay a render farm than to do laptop rendering beyond test renders.
>>
>>667927
Don't cheap out on the clock speed. Getting a low end Threadripper to cut down your simulation times sounds nice until you get 4fps interactive playback after the sim is finished. If your machine is stuttering for hours and hours you spend on modeling, who cares if the final render takes 30 minutes instead of 45?

Overall advice that CPU is #1 is correct though.
>>
>>667881
First things first: Build a desktop if possible. You can easily get twice and up to thrice as much performance if you know what and how to shop. You'll want a good multi-core CPU; anything from AMD's Ryzen line-up is great for multipurpose. Go for the best Nvidia GPU your budget allows, your render times and anything using CUDA (Blender Cycles, etc.) will thank you. AMD can't compete in the GPU sphere just yet. 16GB RAM should cover you, even in 3D applications (since Blender's still reliant on VRAM in rendering), but 32GB is a very nice number for legroom.

>>667927
Heed what this anon says. Laptops generally have ASS thermals. If they advertise a very good CPU, expect it to throttle to some degree. But:
>cooling fan stand
Don't. These are scams, especially for the prices. They have little to no effect most of the time. You're better off repasting the thermal paste for the CPU/GPU for better thermal performance.

>>667953
It depends. Many productivity workloads are multithreaded nowadays, and in those cases more cores > clock speed. Threadrippers are incredibly useful for video rendering and productivity in general, but since that anon still wants to game and everything I still recommend Ryzen as a compromise.
>>
>>666179
After learning about the displace modifier I fucked around for a bit and made a meatball. Just a single meatball. No sauce. No pasta. Just one single meatball. Pic related.

Also you guys should check out Ducky 3D, he does great belnder tutorials
>>
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>>667995
>mmmm specular meat
>>
does Blender Guru have a missing tooth or something? he's always talking out of the side of his mouth like he's trying to hide something.
>>
>>668191
fuck that guy lmao
i watched some 3 tutorials from him, and that's when i realized im not building any skill or confidence, its something in his teaching method that is off.
other people on youtube helped me tremendously compared to him
>>
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Are there any reference charts for effective methods to UV unwrapping basic shapes? Or does it always boil down to "just experiment until something works"?
>>
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>>668225
unironically >>>/po/ or >>>/fa/ if you think about it

just think of where to put the seams
>>
>>668225
Unwrapping tutorials go through the basics, but if you care about primitives, blender 2.8 (and I think 2.79) automatically creates UVs for all the basic meshes like cubes and tori.
>>
>>668227
That does make sense. I was just wondering if there were some effective strategies for the basic objects.

>>668228
Oh neat, didn't know that! I'm on 2.79 but don't really see it. Where would it be in 2.8- or is it always in the background when executing Mesh / UV Unwrap / Unwarp ?
>>
>>668229
In 2.79 when you add a mesh there will be an option at the bottom of the tools panel (t) in the object's generation options for adding UVs. In 2.8 this option is on by default.
>>
>>668204
can you link some better stuff? everything i find fucking sucks
>>
>>668246
borncg,oliver villar,Zacharias Reinhardt,cg geek,MrSorbias
>>
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>>668225
>"just experiment until something works"

I'd say you're right about that. Just practice. Pro-tip, while I did unwrap this all at once and whilst it was in this shape, usually I like to unwrap in parts. You don't have to always unwrap things all at once.
>>
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Been practicing making a simple milkcarton. Managed to get the UV's fairly straight. Intention is to photobutt something funny as a logo for a friend in SL (please don't laugh too hard). Did an AO bake with:
> Data Tab:
a) Normals -> Auto-Smooth enabled with 175deg
> Environment Tab:
a) Checked Env Lighting with Energy 1.0
b) Gather: Raytrace / Samples 35
> Render Tab:
a) Anti Aliasing checked and set to 16
b) Bake set to Ambient Occ / Normalized / 4px margin

Back looks fine, but the front has those lines. Front is where the triangulating will happen. Straw has strong lines around the edges. Any protips on how to get the AO bake more smooth?


>>668233
>>668274
Gotcha, thank you!
>>
>>666958
Subdivide your edges with ctrl+R or the specials menu. Turn on vertex snapping. Extrude. Scale the edge flat, this can be done by typing s * 0 (where * is the axis parallel to the edge.) or using the mouse drag to set it to 0. Make sure your corner is the active selection, then hit g over the bottom vertex of the triangle. Repeat on other side. Select all and search remove doubles.
>>
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How would you unwrap something like this? Should I slice it ring by ring and hit "follow active quads" then rince and repeat for a nice UV or there are better/easier-and-nobody-gives-a-fuck ways?
>>
>>668399
I would make a seam on the rim of the shield and have 2 islands, one for the back and one for the front. The model is very flat so you can have a circle that represents the shield seen from the front and you will not lose too much detail in the part of the shield that hace height. It makes painting the texture very easy too.
>>
>>668399
around and across, very simple.
if it starts to warp add more seams, that's pretty much it
>>
>>668409
>>668407
thx, seems to work so far.
>>
>>666179
So I'm getting a noticeable dip in performance with a scene of 50k tris and a huge deep (it's running at like 5 fps) on 200k tris. Is this normal? 3ds max handles this no problem.
>>
>>668412
I lied, 3ds max doesn't handle this no problem, but is this normal?
>>
>>668413
its not normal, you should run stuff at 800k without any problems
>>
>>668417
I mean, I don't have problems while navigating the vewiport, but if I try to extrude a face or something I get this huge lag.
>>
>>668418
its not normal
>>
>>667856
HAHAHA
>>
>>668420
Well, can't find any problems with my setup. Zbrush runs flawlessly.
>>
Just checked back on max, if I collapse my modifiers it runs no problem on 800k faces. What's the problem with blender?
I really want to make the jump, but can't do it with this dreadful performance.
>>
>>668425
Here is the thing, the way you describe it is not normal for Blender. There is a difference between Max and Blender when it comes to performance, but it shouldn't be as drastic as what you describe.
50 and 200K is nothing. I regularly deal with scenes made up of 1-10 million (spread over many objects).
Sculpting on an mesh gets slow when i go way over 4 million poly in one object.
>>
>>668428
Could you do me a favor? Just make a cube and subdivide it a couple of times and tell me when there's a noticeable lag on your end.
I can't think of any reason for it to be running this slow.
>>
>>668430
Like i said it starts with the slowdown when i go over 4 million, but in synch with the increase of poly's. If i subdivide it further,16 Millions gets noticeably laggy.
I have an I7 and an GTX770.
>>
>>668436
Are you on 2.8?
>>
>>668422
zbrush is cpu tho.
try updating your drivers or close any software (including tabs) that use gpu
>>
>>668441
Updated driver, but that did nothing. It's not slow when moving around the scene, it's only slow when I try to make a selection or modify geo.
>>
>>668441
Also, it seems to be using my cpu only when it freezes because I ask it something that seems mildly demanding. Do you think it could be using the gpu in my i5? I have a 2500k.
>>
>>668449
it shouldn't lag period, especially in a new file with nothing in it.
i had this happen to me when my old card burned out and i had to use the cpu.
maybe go in the settings and see if you can even use the gpu render
>>
>>668454
also make sure to check computer temperature with speccy, if its too hot get a cooling bed.

your computer might also lag if you have too many programs booting in startup
>>
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my low poly capybara attempt
>>
>>666179
Is there any tutorial reminiscent of grant warwick's essentials but for blender?
>>
>>668582
did you went through grant tutorial?

if so, this pretty much covers everything
https://www.youtube.com/watch?v=PcIu2hIO4Og

if you want something more streamlined regarding modeling only, go through borncg tutorials on modeling. he has about 10 short tutorials that cover everything (more or less)
>>
>>668589
this should be easier imo

https://www.youtube.com/watch?v=KcCXM5zCuc0
>>
>>668589
>>668592
thanks!
>>
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not sure why my mesh is being so weird visually in unity

exported FBX to unity from blender with this model and im getting
strange results

my crab over there was imported with no issues.

anyone know what this shit is?
>>
>>668620
remove the stupid matcap and let me see if the normals are flipped.
or click wireframe view and see if you have any inner topology that you haven't deleted
>>
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>>668621
they are not flipped, ive tried triangulating/re-quadrazalizing (word)
calculate normals, looked over normals myself. honestly already found all my flipped normals because of how my render shader is setup.

could this be from mirroring the mesh ? (yes the modifier has been applied im not [spoiler]THAT[/spoiler] retarded)
>>
>>668622
the problem is youre using two of the worst possible programs in the field. drop blender and drop unity. go learn unreal and maya you dumb blendlet
>>
>>668622
try removing doubles. if problem persist then delete the polygons in those areas and take a closer look. grab one of these polygons with (G) and move it around to see if its acting weird (loose/warped)
>>
>>668620
you are probably using a default Unity shader which are pretty much all garbage
>>
1. Whats a good site to upload short animations to? I have a 5 second avi sitting at 68mb.
2. 2.8 won't see my 560ti as cuda compatible, 2.79 did tho, do i need a newer card now?
>>
>>668708
>1. Whats a good site to upload short animations to? I have a 5 second avi sitting at 68mb.
https://syncsketch.com/ maybe?
>>
>>666970
>You can't make faces if you only have 3 vertices or two lines connected to each other.
Are you retarded? Of course you can. You literally just press f.
>>
I don't know much but can magical "Bake" button save me some time when I render an animation? Blender told me that it'll take 1.5 hours to bake a single character and I got more things to bake.
>>
>>667021
Give examples of what you can do with other software rigs that Blender can't.
>>
I'm having a weird problem animating the mapping node right now.
I've animated the coordinate on one material, but for some reason, it also animates it on another.
Both materials are the same, but they're their own user so they aren't tied together, but the mapping node seems to be or something.
I've tried deleting the keyframes and the nodes for both, but they still end up tied together. I'm not really sure what's going on.
>>
>>668772
Evaluate animation at near real-time with active subdivision.
>>
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I'm using this model from Smash ultimate and it has several eye expressions in the same texture. How do I choose the one I want?
>>
>>668859
It was as simple as moving the UVs in the texture. I'm a fucking idiot.
>>
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>>668859
holy shit i miss the old blender interface
>>
>>668871
yep, its a trick used since first 3d mario game
>>
How long did it take you guys to become proficient enough to see a full render through to the end? I'm relatively new so I'm getting overwhelmed with all of the stuff there is to learn but everyone says that's normal. I'm just trying to figure out how long it's going to feel like I'm banging my head against the wall.
>>
>>668620
>>668622


im gonna kill myself over this shit
>>
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amateur here
i'm making some medieval stuff for a little rts game and i need some feedback on the models please
both cuirass and gambeson lacks the back side
>>
>>668918
>>>/agdg/
>>
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>>668918
>queer ass
looks god. keep your poly counts low!
>>
>>668918
If you animate, please don't have the cuirass bend with the spine. I see that all the time in games and stuff.
It's a rigid piece of metal, it ain't gonna twist with your torso or bend down the middle when you go to pick something up.
I get that it's got some give, but it's not going to bend under the pecs, or twist like cloth. Every time I see that shit it grinds my gears.

In any case anon, looking good. Keep it up. Depending on how close you're gonna get, think about what you can do with bump/normal maps as well for detail.
>>
>>668876
i can give you some tips on how to survive the first year of 3D.

1. lightning is very important, you don't just throw a lamp into the scene and call it quits. find out what lightning setup works for you, basic 3 point lightning works for most setups.
also don't be afraid to tinker with lightning colors,backlights and suns. the reliance on area and point lights might gimp you in the long run

2. for the first 10 works, its best you strictly follow tutorials. your speed and proficiently depends on your knowledge

3.don't try to emulate things 1:1, make your own spin on things
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>>666668
What complex modeling.
This is almost a 5min project.
>>
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>>666321
Stop what I was doing to check your matcap.
Very nice found, thx.
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anyone know why this might be happening going from 2.7 to 2.8? the fk shapes disappeared and the mesh seem to be getting deformed on the arms when its in tpose, but fixed if they bend. I tried messing with the individual bones around there and they can change the shape but I can't seem to get them to clear it back to normal.

I'm new to this so it might just be something obvious.
>>
>>669124
Go back to 2.7
>>
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Any ideas where to look for bottlenecks when rendering an animation in Eevee? It seems like there's a pause between each frame where nothing is happening. My CPU cycles between 0 and 40% and my GPU cycles between 0 and 20%. I can't see how much memory bandwidth is being use, so I suspect it's related to that.

AMD FX 6300 with 8GB DDR3
Radeon RX560 with 4GB GDDR5
>>
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>>667156
>>667199
>>667910

not the anon you replied to but jesus christ talk like a normal person
>>
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working on some low poly garbage and my question is.. do I have to make 2 different UVs, one for each object or just merge the two objects together to have one uv for the entire thing?

still new and have never textured anything yet
>>
>>669250
It might just be regular workload. GPU utilisation doesn't have to be 100% and it usually isn't. If you figure it's memory, there's a memory usage meter up in the top info bar of Blender.
>>
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How do I click on the BLUE edge when the RED face of the boolean is blocking me from clicking the edge. Like in general, I got a live boolean, I wanna click on the inner lines, and I can't cause the invisible face is blocking the cursor. So far I've been moving the camera inside the shape to grab the edge. Theres gotta be an easier way right?
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>>669542
click again to cycle selections?
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>>669543
simpler version, I'm trying to click on the edges behind the faces of the live boolean, I can click on the green edges, but not the red ones cause red is behind the faces of the boolean Clicking again does nothing.
>>
>>669542
>>669544
in edit mode you can only edit what you selected in object mode
in 2.8 you can multi-object edit, but only if you select them both in object mode first
is it that?
>>
>>669545
No I only want to edit the cutter cube not the part being cut. I wanna to put a bevel on one of those red lines in picture 2. The cutter is an invisible cube but the red edges are behind what the camera can see. Invisible cubes blocks it.
So far:
>Put camera inside the invisible boolean to click on its edges
>drag select over the red edge (doesn't help when I need to grab a whole edge loop)
>go to wireframe and click on the red lines then go back to shaded
I need a way to select the edges behind what the camera can see or maybe is there a setting to only use visible faces to block the cameras view? and not invisible live boolean faces.
>>
>>669548
is x-ray on?
>>
>>669536
you can animate it still if its one object, you just skin it with a bone or some mesh and constraint it to a spline or something, and no unless they bleed into eacho ther they dont really need to be together. however its better to make it one object because say if you wanted to export it to substance painter, which you should be using to texture objects. you need to assign object ID's and export the id map to painter so that its easier to paint with the id masks. but for something like this you dont really need ID's
>>
>>669124
whats with the random ik/fk gear tho? its pretty obvious most rigs are ik/fk
>>
>>669536
you can unwrap it with 1 material, 1 UV and then seperate the object later. its perfect
>>
>>668455
It apparently is a known problem. Edit mode performance is atrocious in 2.8.
I might try blender when and if this is fixed.
>>
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i can't get the walk anim right, it's missing something
help please
>>
New bnpr podcast
https://www.youtube.com/watch?v=7NaRi37b9sQ
>>
>>669103
>What complex modeling.
did I say it was complex?
>>
>>669649
Check out the book "the animator's survival kit" its for 2D, but has a lot of walk cycle tips.

I recomend making the shoulders swing more.
>>
>>669649

you dont walk with your feet that wide apart you retard
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>>669649
Looks like his legs are driving the momentum, rather than the torso.
Right now he looks like he's partway sitting down, but also his legs are moving. Give his torso more of a forward lean to guide the momentum, and make it swing a bit more with the motion. The arms as well seem very stiff, rather than freely swinging with the motion in a nice arc.
Finally, it looks like he's straight stomping instead of walking. The knees seem overly bent when he plants his foot, like he's holding his whole body too low vertically (like a squat). Have him raised up a bit, which will straighten out the knees just enough to not look like he's trudging a long.
I'd also try to blend the steps a bit more as they quite clearly stop, instead of having a continuing motion.
>>
>>668620
Importing stuff to unity is so disappointing.
Basically the things looks just how I want to it to in blender, then you import it to unity and it looks like utter crap.

How do these people make nice looking games in unity? Do they all have good programers working on shaders or what?
>>
>>669932
>How do these people make nice looking games in unity?
By knowing their trade, and not using fringe software with bad interop.
>>
>>669932
i imported dozens of models to unity and it was good everytime. his one particular example is not an indicator to how softwares interact with eachother.

my guess is that his polygon bull had problems in the early process that he didn't notice
>>
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got the left hand with a "child of" constraint to a vertex group on the axe as a handle but the fucker is not updating at the same rate as the rest
could it be because the axe itself moves with a child of constraint on the right hand?

>>669788
>>669812
>>669825
noted, i got it
thanks
>>
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>>669951
nvm got it
does it look good?
>>
>>669957
Looks like he's scared to really swing the axe, or afraid to knock something down or hurt the tree.
There's a lot of momentum that just isn't there.
Animation is pretty jerky and you can clearly see where the keyframes are.
Little to no follow-through
Improper stance, I think his body would be turned more at an anglerather than straight on to the imaginary tree (though I've never chopped something like that)
Axe has no weight at all

Take some video footage of yourself pretending to swing an axe, and try to match it. Or simply compare it, you'll notice a lot of what you're missing here.
Then take what you have after you get something good, and exaggerate the actions.
>>
>>669943
I'm not talking about the the model, but about the shaders. Basically unity shaders are crap.
>>
>>666179
fooling around with the shaders in Eevee
>>
Does anyone know how I can lock the bones of two armatures quickly like in SFM? So bones of the same name in one armatures will drive the other. Or a script that does it? In SFM you can just drag and drop and all the bones with the same name will lock transform with each other.
>>
>>669986
Anybody know of a good tutorial that will demystify the whole node setup? I usually just google what I want when I need it, but it would be nice to have an understanding of how this stuff actually work.
>>
>>670252
they have inputs, outputs and titles what more do you really need lol. im pretty sure you should know buy know what tex coords are, mapping and shaders are. if you dont then thats your fault. these nodes are baby tier too.
>>
>>669957
https://www.youtube.com/watch?v=nK8h2DmM0Ww
references
>>
>>670255
https://www.youtube.com/watch?v=BhZqAOgDhI4
slightly better technique
>>
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Does anyone have any resources on using blender to create models for 3d printing?
>>
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Oops, posted this to the general WIP thread before I saw this thread. Made this during the weekend while messing around with eevee. Lemme know what I should fix.
>>
>>670413
>while messing around with eevee
yeah no shit, anyone call tell by the garbage rendering go use an actual render engine.
>>
>>670420
thanks
>>
what's the easiest way to cement a character's legs in place so I can make a squat animation? I'm having a lot of trouble with this.
>>
>>670442
feet* I mean
>>
>>670252
Just fuck around with them. They're really not that hard at all.
>>
>>670442
IK rigging.
>>
>>670445
is there any other way to do it? I find it incredibly difficult to manage an IK system. I have to constantly keyframe it on and off because it gets in the way too often.
>>
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Fuck me, just when I thought I was through with my issues, it happens again.

Pic related. the problem I had last thread is back again. And now I don't know why.
>>
>>670448
There's nothing difficult about using IK legs. Just like watch a simple tutorial.


>detatch the first foot bone (or make a new bone which is not connected to to anything)
>make a new disconnected bone in front of the knee (this is your pole target)
>select your lower leg bone
>add inverse kinematics modifier to it
>set length to 2
>add foot bone (or the new foot controller bone) as target
>add knee bone as pole target

Now you just select your hip bone and drag it down to do a squat [spoiler]down ona dick like the massive faggot you are.
>>
>>670449
Set Displacement to Bump Only, see the panel on your right down under the Settings tab. Set to True it's currently trying to displace geometry, which you don't have enough of (and would require too much for the kind of detail you're looking for).
>>
>>670469
No, I want it to go deeper than a bump map. I'm trying to make it so that it looks like it's stamped in fairly deep.
>>
>>670472
Adaptive subdivision then. Keep displacement at True, add a subdivision modifier to your model, click Adaptive. Fair warning, it eats up a STUPID amount of memory.
>>
>mfw you've seen the dry cleaner poster in two threads and he's been shit on in both, but you still like it

Why can't we all just be friends? Working together the crabs can get out of the basket. Working for themselves they all get boiled.
Holding each other back is what the Jews rely on. And let me tell you goys, you do not disappoint.
>>
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This must be very basic, but how do I enable python expressions for drivers in a blend file? I'm talking about enabling them for a single blend file, not for all of them, so if I share this file it will work in other computers. I'm trying to run a driver using an expression like pic related.
>>
>>670473
That's exactly what I'm doing, even though the picture doesn't clearly illustrate it. And it's not working. That's why I'm bringing this problem up in the first place.
>>
>>670479
i guess you don't understand /3/
when a good work is posted here, its gonna get the most backlash BECAUSE its actually decent and close to completion. so when the work is 80% done its better be 100% done too.

when a noob posts work that needs too many things to be decent, we will usually throw some general guidelines or tutorials in his way until he can redo to something decent
>>
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Been getting into line weighting for subdivision but I've noticed it has trouble with edges that go from hard to smooth. Is any way to fix it?
>>
>>670661
Just be primitive and learn proper triple-edge/fencing techniques.
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>>670662
I've tried edgeloops but they only compound the issue and I don't like the extra edges it creates. I guess I'll just made them separate and boolean the lot together after.
>>
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>>670662
>Just be primitive
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>>670485
Just in case someone has the same problem as me, solved this by adding an empty .py file which auto-executes on startup. Blender asks if scripts can be enabled every time the blend file is opened.
>>
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Posted this pic on the unity general also and I hope I'm not spamming.
But does anyone know why does this happen to some of my objects when I import them from blender to unity?
>>
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>>670878
looks like flipped normals.
check with backface culling in blender and if necessary correct your normals.
>>
>>670879
worked like a charm, thanks for helping a noobie out.
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>>670879
>check with backface culling in blender
or face orientation overlay ;^)
>>
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>>670879
>>670886
pic related
>>
>>668620
Probably an issue with Unity's toonshader imo. I bet they just use some kind of Z depth pass to add a black pixel anywhere the Z depth changes suddenly. The extreme glancing angle of the shoulder from that camera position probably triggers the shader over and over as it colours in the mesh face.

I really, really doubt they use mesh data for the black lines. It'd be impossible to do that 60 times a second. You'd probably be better off using only external line drawing (the setting that only draws a thin "halo" line around the very exterior of the model) and then either painting in the detail lines in the characters texture or splitting the parts of the character you want separated with black into their own models.
>>
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hey guys, Im looking for some sculpting textures/normal brush with textures like pic related.
I tried to do it by hand but its too asymmetrical for my liking.
>>
>>670943
Learn to GIMP. It'd probably be easier to paint that in 2d then it would be to paint it onto the model itself...

I'd probably make a couple masks for the model in GIMP and use them to bake a single texture/normal map in blender... That way you can just merge generic leather textures into a single custom arrangement.

From there you's just need to hand paint the edging detail between the different leather textures (there are ways to automatically do it, but that'd be a pretty complicated node set up for the bake).
>>
>>670661
>>670664
Edge split modifier.
>>
>>670501
The sharp edge is caused by either the displacement maps image quality or the lack of enough mesh resolution... If you are already using blender's adaptive subdivide I'd guess its the image quality. If you can try to repaint or bake, or whatever you did to get the displacement image, but make sure it is saved at the highest bit level you can... a 4048x4048 at 24bit or 32bit uncompressed .tif should do the trick. The saved file will be huge (for images anyways) but it'll be able to store enough information to get you a nice looking edge at the top of the embossing.
>I wasn't in the last thread so I don't know if this is the issue you are referring to.
>>
Is displacement map a better normal map?
When to use normal map, when to height map/bump map/displacement map?
>>
>>670953
>I wasn't in the last thread so I don't know if this is the issue you are referring to.
It was, it took up much of the thread's end along with some argument about bump and displacement maps I wasn't part of. I'll try it (texture's 4048x4048, but in PNG format, not.tif), and update the thread accordingly.
>>
>>670955
True displacement>height>bump>normal

However, performance is the inverse of quality. You could do literally all of your texturing with true displacement, but you'd have to subdivide the model into sub millimeter polygons. If you have the power you should use true displace for macro detail and a normal map for micro. A simple way to decide which is which is to visual a glancing angle of the model. If the detail would effect the shape of the model's edge then at it to the true displacement. If it wouldn't effect the model's edge then use a normal map for it.

>i.g. the bump of veins in your arms effects the edge shape of your arm, but the grain of your skincells does not.
>>
>>670958
make sure you set the bit depth as high as it'll go as well (blender calls it colour depth and seems to only be able to output 8 and 16. Use 16). Its basically the number of zeros after the decimal in each pixels RGBA values. The more zeros the finer the detail preservation can be.
>.png uses integers instead of floats, I beleive. However, the preservation concept is the same
>>
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>>670960
So what do I do if I'm making it in Photoshop or some other external program? As this particular texture was made in it

Pic related, it's a step in the right direction, but I'm getting these jagged spikes forming in the mesh (despite it being a mostly plain texture) and the odd curving on the edges of the one thing that's not a solid black/grey (for the displacement texture)

Color depth output is set to 16 too, I should note.
>>
>>670961
>Color depth output is set to 16 too, I should note
Ah, I figured you were baking the displacement map from a higher res model. The render output Colour depth doesn't effect images loaded into blender. So...

By the looks of it your height map is just a solid greyscale value, correct? No feathering? It's either that, or a perfect gradient. You'll need to either either add some curvature into your displacement image, or apply some kind of smoothing after the subdivide modifier.
>>
>>670962
Opps, almost forgot. I'd suggest adding curvature into the displacement map if you can figure out a method that works for you. Smoothing after an adaptive subdivide would probably take awhile, and you'd need to use a displacement modifier between the subdivide and the smoothing instead of the node editors built in displacement.
>>
>>670962
>>670963
Also if you are hoping for the displacement to all align vertically you'll probably be out of luck. The embossing effect is going to point towards the center of the sphere. Blender only does vertical displacement (2.8 might have multi axis displacement, but I haven't used 2.8 yet), and "vertical" for a displacement map is relative to faces normal.
>>
>>670955
>>670959
Whoops... True displacement, height, normal map, and then bump. I got bump map and normal mixed up. Use the normal map for the skin grain detail I mentioned. Sorry.... A bump map is just a shittier version of a height map, and a height map is just a displacement map without actually modifying the mesh info. Bump and height maps essentially just become normal maps behind the scenes (a simplified explanation), and displacement maps end up changing the pixel's normal value by reorienting the mesh face that the pixel is sitting on. The normal map is the black sheep of the group and comes in three flavours; world, object, and normal (it gets it name from the last). Of those three World is the fastest, but least useful. Object can actually be a little bit useful for objects that aren't internally animated (the object itself can be moved, but not its mesh). Normal is the slowest, but most useful. It allows for individual articulation of mesh faces... For most renders you'd be wasting you time using anything other then a normals based normal map as the performance benefits of world and object based maps have become nearly insignificant.

For highly, highly optimized rendering it might be useful to use world or object based maps. If you are, for example, creating a room that is going to be rendered over and over and over, and you are baking custom normal maps for it, a world based normal map might save you some time in the very long run. However, you wont be able to use the map for anything other then that room.
>>
>>670955
>>670966
This video should make it fairly easy to understand:
https://www.youtube.com/watch?v=ZOHNRlrd1Ak
>>
I've been trying to export a rigged model with some animations but no matter how I modify the export settings the fbx always loses the animations. My best guess is that the hierarchy isn't set up correctly, but I have no idea how to do it properly.
>>
>>670981
hierarchy should always be from in to out. sof for the arms it would start from the shoulder, for the legs the hips. then those hierarchies would be under the center of the body which would be the hips and the torso and head would fall under that hierarchy.
>>
>>670982
I was talking about the hierarchy of the actions in the outliner. My rig and animations are fine, but for some reason all keyframes vanish whenever I export. Pic related are my export settings.
>>
>>670950
Doesn't help.
>>
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>>670962
No, I said in the post I made the texture in Photoshop. Pic related is said texture (albeit in PNG) As you can see, it's a simple greyscale image with the pattern in black, background in grey. It shouldn't be doing what it's doing in >>670961.

Oh, and the mesh originated from a cube.
>>
>>670983
maybe the xforms are fucked up
>>
>>670987
How do I find out if they are fucked and, in case of fuckery, unfuck them?
>>
>>670988
well its either that or the rotation axis are not filtered from Euler
>>
>>670989
I'm not sure what that means. The rotation is stored through quaternions in my keyframes.
Here's the .blend file, maybe this will help:
https://ufile.io/scve1
>>
>>670990
then thats fine, the only thing i can think of is the transformations are not properly set up and i have no idea how to fix that in blender.
>>
Is there a systematic way I can take incremental poses, sculpt them for correct anatomy, and combine them in a rig? I am aware I can sculpt into shape keys, but is there anything more methodical than just applying x amount of shape key y until it looks right in so-and-so position?
>>
>>670959
>>670966
>>670971
thank for the detailed answer!
>>
>>670986
Are you plugging it into a bump map node and then into the normal input of a shader? <-- The right way to do it.
Or are you plugging the texture (with or without the bump node) right into the displacement output?

If you plug that straight into displacement, you're gonna get a result like that because it's trying to actually move the geometry around.
>>
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Does anyone know any good site where I can down brushes for sculpting and stuff?
>>
>>671044
I'm trying to displace the mesh. I want a noticeable groove in it to get the result I need. And modeling it looks like shit.
>>
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how do I split up the mesh like in this pic guys?
>>
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I want to turn all those small faces into holes in the large face. What's the most efficient way to do that? This picture is after lining everything with empty edges, filling the whole thing, then deleting face only on the small faces. But I'm not sure how to make them empty. Tried knife project earlier but it made the large face really fucky with edges all through it, not sure if it's possible to do what I want cleanly though. I'm not concerned about ngons right now.

>>671052
Can you be more specific? It looks like you just need to move the selected faces back on the X axis, but I think I'm misunderstanding.
>>
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>>671054
I mean they are all part of the red piece but then break a part at blue and purple, how do i recreated this look?
bisect the mesh at blue and purple line and then move it?
>>
Someone help a noob. I'm messing around trying to rig models I find online and give them animations.

How do I accurately weight paint or assign vertices to rig a model in Blender?

I imported this from Vroid and it seems like an extremely complex model with tons of vertices and what-not.

Do I just have to very accurately use the brush and paint the sections according to body parts? There's gotta be a more accurate way to do this. Someone please help.
>>
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>>671062
forgot pic
>>
>default viewport is still misaligned
Would it kill Ton to fix this tiny thing?
>>
>>671068
>using the default startup file
Blendlet spotted.
Jokes aside, you (and everyone else) should really be using your own startup file. Mine's completely empty, but has a HDRI loaded and ready to go for quick test renders, basic materials and complex node groups appended for easy access, 5 different screens setup neatly for each part of my workflow, and of course an aligned viewport. Real easy to set up and can save you quite a bit of time down the road. Ctrl+U will save any file as your new startup.
>>
>>671054
Blender has a projection knife tool that'll cut those holes. I haven't used it much, but if I remember correct it works from "selected object" to "active object" and cuts along the view port camera's axis.
>>
>>671083
Alternately you could make a mask and mix in a transparency shader.
>>
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>>671052
>>671057
I gave it a go and despite having dogshit topology I was able to somewhat mimic what you were trying to achieve. I created the overall shape and elevation with a plane then I extruded the mesh and merged the edges at the bottom
>>
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>>671062
>>671063
>>
>>671088
Damn that's good, look clean as heck, can you make a YouTube guide please I would like to see how you did it
>>
If high poly mesh has normal maps in itself, is there a way to bake those details into the low poly mesh and not just the shape of the high poly mesh?
>>
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I managed to get the UVs for a low-poly model I'm working on unwrapped with minimal stretching, but I made the legs look really weird while doing so.
This is what they look like in quad and tri form. Is there another way to seam this up into a result that looks a little more orthodox without causing major stretching issues or do I need to just suck it up? I'm kind of a newfag when it comes to the texture side of modelling.
>>
>>671090
This model has hundreds of vertices. I have to adjust the weight for all of them to so anything with it?
>>
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>>671092
http://my.mixtape.moe/tbcaci.blend

i'll just send it your way. Once you take a look at it you can really see how fucked up the topology is but hope this helps
>>
>>671128
>http://my.mixtape.moe/tbcaci.blend
Dude much obliged it, thats miles better than my cheap ass chinese knock off.
>>
>>671083
Yeah, the annoying thing about knife projection though is that I have to manually delete the faces in the holes. This is going to be a big fuckin model with lots of those, so it's a pain in the ass. I might try a boolean.
>>
>>671133
better luck with transparent i think
>>
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how would you get those apart cleanly?

wanted to make a quick pants unbuttoning morph for some daz pants and of course you can't just sculpt it apart. in the end I got it really quickly done by selecting the parts using the UVs, hiding the part that shouldn't be affected, switched over to sculpt mode, pulled the other part away the way I wanted, then un-hid everything and did the other part/finetuning.

worked really well BUT what would you do if you don't have UVs to work with? diving into the mesh in wireview, trying to select shit is incredibly tedious.
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>>671151
Two deform modifiers set to bend and weighted to only those areas? One for each side of the pants.
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>>671151
a mix of proportional editing and snapping.

honestly anything that's supposed to bend, i just leave the modifier on just in case. you can use an empty to better direct the bend
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>>671171
>>671172
Thanks but I should have been more clear. The bending itself isn't that much of a problem but selecting only vertices you want to affect by your bending is.
As I said, you can of course dive into the mesh and try to find all them in that vertex forest but I hoped there might be a different and swifter way, like for example making the select brush only select vertices only in a radius and only on the plane where you started the selection process.
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>>671176
Masking or hiding unwanted verts maybe? There is also box select and brush select. Keybinds are B and C while in edit mode, if I remember correct.
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Is this too much polygon for a simple item?
Also how do you check your poly count on blender 2.8?
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>>671471
top corner or bottom gives you count and yes thats a fuck ton
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Any tip on making new sculpt brush with normal map?
just downloaded this huge brush pack by this Andrew dude and im quite impressed, and I would love to make new brush for myself
https://gumroad.com/d/c81c580e804c39166462aa0b06d4bf21
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Are there any modifiers, vanilla or addon, that can do a simple move/rotation/scale transform on a vertex group?

I'm using Booleans to cut a model into segments for printing but would like the position the pieces down without applying everything. Linked duplicates don't work because they're still doing the Boolean.
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>>671578
You can select all vertex from a vertex group in the properties panel quickly in edit mode to transform the vertex. Just select the vertex group and press select.

One option for posing the pieces is using a very simple armature, assign a bone to each piece and pose them as you need. Try using the armature after the boolean modifier. Im not at home to test this out, so the weight painting might not work at all. Maybe envelopes can do the trick.
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Does anyone have info on the best way to do jiggle bones in blender?

I've tried pic related method with curves and it works OK.
I also tried a cloth cage that mesh deforms.

Between these two method what would people who know what they're doing recommend?
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>>671769
What exactly are you trying to jiggle? There are a couple different methods. For breasts I made a fairly easy to use physics rig by targeting a breast bone at a second models vertexes (the second model had only two verts; one for each breast bone). I ran the sim on just those two verts. If you apply the correct modifiers to the breast bone you can get the breasts to squish and stretch somewhat naturally without having to run physic on the entire breast. Its been a long time, but I think I used a "maintain volume" mod and a "lock rotation" mod on the breast bones.

NSFW: https://youtu.be/51Isc4TmS8k
NSFW: https://youtu.be/RD0CfpD3XUw

Both of those have only two verts being run through the physics sims so it ran pretty much realtime... Even on the toaster I was using back then (the bones animations were baked from the physics sim before rending, but they did show up just fine in real time... I think they were one frame behind, but that isn't noticeable). The actually jiggle might be a little too much, but I didn't feel like fiddling with settings for what was just going to be a response to a /3/ question like yours.

A similar process could be used for multi bone set ups. You'd just run the physics sim on a bare minimum mesh version of the skeleton that you want to run the physics on and then target the bones to the appropriate verts. Then apply bone mods as needed to get the correct movement.
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>>671785
Oops, forgot to add that the bone targeting only worked by targeting object (not verts), but that is easily worked around by parenting empties to the physics mesh's verts.
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>>671769
Use the free Jiggle Armature addon
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Can I move vertices simultaneously in some sort of a gradient?
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>>672192
Nigga press O for proportional editing
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>>672193
Ahhh. But now I'm trying to move a vertex and it just moves the whole object (without deformation), what am I doing wrong?
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>>672194
Ah, no, it works, just subtle and moves the object. Can it not move it?
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>>672195
Ok, I have figured that out.

Thanks!
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does anyone know how to bake normalmap in 2.8 as easy as it was in 2.79?
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Can I reverse bevel somehow? Say there's a model with beveled edges and I want them back to right angles, is it possible?
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>>672207
just use xnormal until we figure it out
>>672246
check your history stack, you can also exit without saving
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>>672207
Why not just bake them in 2.79 and use the image texture in 2.8? It isn't like they changed how normal maps work.
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>>672297
changed how it's baking
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I'm using 2.8 and I've baked some physics, when I play the baked physics it looks fine and all, just how I want it. I rendered the animation and it looks completely different to what I thought I baked why is this? Even in view mode when I pause the animation the physics then go all wonky. Please help.
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>>666179
I want to make an anime in blender. Anybody know of a shader that can give me an anime style to my objects?
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I"m trying to delete the actual geometry of some selected vertices/faces but when I delete them it just deletes the vertices but keeps the geometry itself?
basically I'm trying to delete a section of geometry from a mesh
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>>672614
nvm figured it out. dunno why it wasn't deleting but it is now
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there's no way to add drivers to objects' viewport visibility in 2.8? how do i set visibility of collections' objects when doing library linking with a character + rig?
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>>672427
you probably need to bake again before the final render.
cache is like a memory function and sometimes it does not keep up with the viewport changes. sometimes the viewport animation can change depending on selections because each physics object has its own timeline.

>>672604
https://www.youtube.com/watch?v=NaMkbIkxmsA

>>672661
the drivers should be right there in the bottom of each menu however i never used 2.8
>>
https://twitter.com/JanvandenHemel

This guy gives a lot of neat blender tips
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Weird one for anybody who knows Blender's simulation stuff. I have a rubber duck model I want to 3d print but assuming it can float, I'd like to know if it will stay upright in water and test placing counter weights inside it.

I'm guessing I could make it a rigid object and have a field of upward force as the 'water'?
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>>673018
Uh, you could literally weight paint the model, but that'd only give you the weights as if they were painted onto the mesh (no internal density)... It might work for a hollow object like a rubber ducky, but you'd probably have to make some kind of 3d lattice mesh and 3d paint the weights for a solid object...

Literal weight painting in just group weighting for the physic simulators mass setting (it has a vertex group option... Different weights in that group will multiply the objects main mass slider).
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>>670420
is this the general consensus on eevee here?
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>>673027
Its good for what it is... But what it is isn't good. There was already all the "free" game engines that did exactly the same thing. How are we supposed to get excited about something we already got for free.

All blender did was cut out like 10min of export/import from our workflow.
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I'm trying to fake hand-made shading effects. This one is a material, but ideally I want to do it in the compositor.

How should I connect my nodes to displace, scale and rotate the brush textures depending on the scene normals and whatever to achieve this? I don't want the lines to be thinner further away.
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>>673002
I have seen some of those before. Short and to the point, very nice
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>>668283
Always bake from a heavily subdivided model. The AO (and other path/raytracing algorithms) doesn't care about your surface normals, it uses only your geometry, and if the geo is too lowpoly the edges will show in the texture.
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>>666942
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>>672427
Hmm, might be because you aren't using the bake information. Its been awhile since I've fiddled with blenders physics sim, but I am fairly sure you need to explicitly tell blender to use the baked physics. If you don't it'll just generate new physics information on the fly...

Like I said, its been awhile, but from what I remember blender doesn't like distributed rendering and physics at the same time. This could also be the issue if you final render is being done on a farm. If I remember correct, my work around for this was to turn the baked physics into keyframes, or something like that.
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How does the new random walk SSS work in 2.80? Do I actually need to plug something into my volume output?
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>>666988
>dat vertex density, brah...
I bet she anatomically correct, mang.
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I know it's old news but I'm really not a fan of blender's new monochromatic icons.
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>>673076
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I suck at lights, if you have any advice/tutorial to learn how to make car lights i'm all ears.
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Shininess to roughness. How do?
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Why can't this piece of shit engine handle transparency fade
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>>673474
base color coat and coat refractions and done.
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>>673487
I think it's in the "piece of shit engine" part
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>>673487
>What is a 'beta'?
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>>673493
You know damn well when it gets a stable release it's still gonna look like this.
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>>673494
What alpha setting do you have the material set at?
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>>673495
Well, I'm an idiot. Turns out alpha blend works fine. Haha
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blender noob here: how do you achieve this lookdev preset lighting in your final render? i don't just mean this particular preset, i'm talking about how do you get the object to reflect the image backdrop?
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>>673002
This is really nice.
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>>673522
Turn on screenspace reflections in the first tab (I forgot what it's called).
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Probably a dumb question but how to you change the default scales for modifiers and such?

I'm modelling for 3d prints that deal in millimetres, which causes a lot of issues. Tried changing the units in the Scene tab but all that does is rescale everything.

I guess I could just work in meters and scale down later but it would be nice to know.
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Just finished the rocket launcher for my game! Texturing is where the real work is done though.

>>668283

fix minuscule details like that in post, in photoshop desu senpai
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>>673556
I know it's probably not what you intended, but I like the idea of a gun so big that it needs a wing mirror.
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Last minute adjustments

>>673561

Haha, I love the idea. I was actually planning on making the game kinda silly by having lots of random pickups that would have a drawback at the same time as providing a bonus. Like a pair of bunny slippers that increase movement speed but change the footstep sounds into squeaky noises. Might actually use your idea op.
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>>673569
Don't you think you ought to smooth shade some of that shit?
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>>673581
I actually do that in Unity with the import settings. All I do in blender is mark some seams as 'hard edge' and then Unity ignores those when applying smoothing.
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>>673556
>Texturing is where the real work is done though.
If you go with Bledner take a look at this guy for "realistic" textures
https://www.youtube.com/watch?v=IzZmE1JudpM
if you want something more cartoonish
https://www.youtube.com/watch?v=JW-NRRMVZ-s
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>>673786

Wow that seems really doable, even for a brainlet like me. thanks for posting those anon! I'll defnitely have to check out those plugins.

He does seem to get amazingly good unwraps though, which is something I still struggle quite a bit with
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>>673487
why not dithering
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I grabbed the Blender Animation Bootcamp from cgpeers, but I swear it's missing a couple videos. It goes from 02_01 to 02_02 to 03_03. Does anyone either know where I can find 03_01/2, or another good introduction to animating with Blender?
>>
how can I make a stream of particles go in an S shape? If I add wind or a forcefield to opposite sides (as different heights) they cancel one another out and the particles just go straight.
>>
>2019
>still can't move the origin of an object without transforming its children
this is bothering me more than it should
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>>674036
I found the whole blender animation toolkit from cgcookie in vk videos, look in the channel 65867217. I have heard it goes into detail about animation in blender and starts from very basic to very complex stuff. Good if you want to spend time to learn seriously.
There is also "DVD training 3: learn character animation using blender" by william reynish, available in youtube. It can teach you very basic stuff from a person who knows how to animate, but I feel the guy is all over the place explaining stuff and the production value is terrible.
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>>674126
I can't find that channel on VK videos, though I assume I'm not doing something correct when inputting the URL.

However I recently found out that the "missing" videos are actually quizzes which you need a paid account to use. I'll take a look at William Reynish's tutorials.
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>>674137
Here, try this: https://pastebin.com/FX6Yt43G
There are a TON of tutorial and training videos in the main channel too.
>>
https://www.youtube.com/watch?v=S2sTZRn296s

I don't see why he bothered having a design sketch contest if he just changes it to a generic top and pants.



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