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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
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>>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?
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>>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
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>>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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