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Cat tats edition
Previous thread: >>674142
>>
friendly reminder that the sculpting gets a major overhaul in 2.81/2.82
>>
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>>682189
>b-blender will be industry standard by 2025, f-for real...we...we promise, A-a-autocucks are 100% defeated!
>>
>>682188
New aditions to the sculpt branch
https://blender.community/c/graphicall/dcbbbc/

https://docs.google.com/presentation/d/1fmjdtajPzeD3ixpGIvseKMRsAzhmKC4etIE8YqacwLk/edit#slide=id.g4f96fdc4c2_1_0
This new brush moves the topology of the mesh while preserving its volume, producing a better geometry distribution and edge flow for sculpting.
This implementation doesn't like meshes with a lot of connected poles, so it goes crazy with the output from the voxel remesher. I should try to fix that before committing it. Furthermore, this brush should have a multires version.
>>
>>682194
The performance of the mesh filter tool has been improved a lot, so now it should be usable with high poly meshes when they are partially masked. This sculpt has 13M vertices and it works just fine
>>
>>682192
>being this much of a drama faggot to bring drama into a clean thread
>>
>>682195
Added a mask by color operator. If you are not using vertex colors for shading, you can now use them to store different sculpt masks at the same time.
>>
>>682195
>>682194
Really looking forward to those changes.
If you look back at the last couple years, it's actually amazing how much has changed considering how small the team and the funding was. Now they have like 3 or 4 times the funding to work with. I'm really curious what will happen once the heavy jump to 2.80 is finally finished so they can focus on building on that.

Also hoping Retopoflow will be ready for 2.80 soon but apparently they had to rewrite tons of stuff because of the new viewport.
>>
>>682200
>Now they have like 3 or 4 times the funding to work with.
I think this is free volunteer work from that freelance from Spain, Pablo Dobarro, he maybe get hired this summer to work in Holland with the foundation.
>>
>>682202
>I think this is free volunteer work from that freelance from Spain, Pablo Dobarro
That is true. I was just thinking about the new possibilities apart from his work. Also, fucking hope they really get him on board. That dude is on fire.
>>
>>682196
Blender threads are tainted since their very conception.
>>
>>682207
And you think crying over some software somehow helps you in a way
>>
>>682188
Post more fat cat tats
>>
>>682188
How did you make something like this? I find sculpting in general to be very fucking annoying, I'd much prefer not to do it.
>>
>>682211
>>
>>682216
I wanted more of the cat in OP
>>
>>682216
Fucking Zoomers
>>
>>682219
You're saying, just because she wasn't made in Blender, you wouldn't fuck her?
>>
>>682219
you're just jelly that your tits aren't that shapely
>>
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>>682203
forgot to say that to test the new mask options you have to add shortcuts and then pick the option from a submenu like this in
Edit > Preferences > Keymap > 3d view > Sculpt > Sculpt (Global)
>>
>>682226
H-how did you know?
>>
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>>682218
Just downloaded her and gave her a look.
Model is really old so depending on if you use 2.79 or 2.80, you'd need to change some stuff

https://www.blendswap.com/blends/view/50358
>>
>18925 downloads
The things this model must have seen by now...
>>
>>682244
Judging from the face it's making, probably.
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I drew lines using vertices and then converted it to a curve to extrude it and the top is completely flat instead of extruded. how do I fix this?
>>
>>682188

how do i actually make a character like this?
>>
>>682260
low poly modelling and handpainting the textures
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I'm trying to do an open-world game in Godot
I thought about doing the world in Blender, and then export it into Godot, but even with this shitty graphics it's still starting to become slow... should I give up?
>>
>>682188
Semi-newfag here.
How do I do clothing?
I thought about the following:
1) copy character model
2) delete unneeded body parts
3) use "solidify" modifier to the rest
Is this a good idea?
>>
>>682297
I suppose you'll have to play with the draw distances,.lod fog and things like that, I don't know if Godot support that, try unity or unreal instead
>>
>>682194
How the hell are you viewing quads while sculpting? Every time I try I only get tris, and which is this new brush? It's difficult to tell from the clip.
>>
>>682297
Are you copying the trees or instancing them? Because if it's the former, that would explain the slowness. Otherwise I would look at the tools, Blender is known for its poor performance.
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>>682319
>How the hell are you viewing quads while sculpting?
I suppose it is a texture
unwrap > reset the uvs
>>
>>682319
the brush is called Relax, but it isn't working to me
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>>682335
I was afraid of that, I was hoping there were changes to the viewport wireframe display to allow quads while sculpting.
>>682336
I figured that was the one but it isn't working for me either no matter the brush strength or how much tinkering I do.
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>>682335
Just fyi, you don't need a texture for this.
>>
How do you get the latest blender 2.8 version everyday on linux when you update your computer?
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>>682343
This is a pretty tidy solution, my only issue is it doesn't tile very well on cubes with some lines doubling and some with no lines. Which is a shame since cubes are what I typically start a sculpt when I'm not using dyntopo.
>>
>>682299
>Is this a good idea?
whatever works well and quick is a good idea.
so yeah, wherever it's possible you could select some faces on the character, separate them, solidifier modifier them and use that as a base
>>
>>682343
>>682335
what the actual fuck are you guys doing? why over-complicate things?
>>
>>682351
oh I see you want to see quads rather than tris.
I guess your way works then.
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>>682353
Still a bit strange because at sculpting stage you shouldn't be worrying too much about quads since that comes later in the retopo phase anyways.
>>
>>682297
armory3d is better than godot if you're using blender already
>>
>>682343
>you don't need a texture for this.
the problem with that it is that adds more quads if you subdive the mesh in multiresolution and with a texture looks cleaner because you keep the original quad size.
>>
>>682354
you can do the high poly sculpt and then retopo and bake or do a medium poly sculpt and then use multiresolution after the retopo to finish the detalis, usually the 2nd way gives better results because you can work with more polygons
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>>682299
1. make a primitive shape along the contours of the body using vertices editing
2. subdivide smooth
3. sculpt for extra detail
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>>682207
So as your presence here, that's why you should hang yourself immediately.
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>>682192
Stay salty autofag
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>>682381
>dat like to dislike ratio
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>>682244
it's such a boring model too, even if you slap proper genitals on it you still are stuck with a boring gray bunny
>>
>>682394
>you still are stuck with a boring gray bunny
>he rather prefers loud and visually offensive thots
>>
>>682299
You can try cloth sim on a low poly and apply it to a higher resolution mesh to approximately equal effect. It depends on the style you're going for, I suppose, that's not to say that you can't alter it once the sim is complete. I've heard Blender's cloth sim isn't great, and with my limited experience I can't really say either way, but there are a lot of parameters to tweak. I'm sure you can get good results.
>>
>>682194
So has anyone got the relax brush working or am I retarded? I know I'm not the only one with this problem.
>>
>>682432
Increase Autosmooth to 0.1
>>
>>682428
Blenders simulation is only good for table cloth, i export animations to marvelous designer then import the mesh cache back into blender.
>>
>>682475
Out of curiosity, what's the difference? I haven't gotten to try out Marvelous, but it's on the agenda.
>>
>>682479
the workflow is more intereactive and the modeling is made with curves, wich is easier
https://www.youtube.com/watch?v=j01Xly3w8gw
https://www.youtube.com/watch?v=ZT78_QCHIaY
https://www.youtube.com/watch?v=ZT78_QCHIaY
https://www.youtube.com/watch?v=3_A3rDGVzQU
>>
>>682188
Is there an easy way to have bones react to physics?
>>
>>682546
If by physics you mean bones with mesh deformations, then there is a "set wright to default" option or something when you set the default pose.
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>>682546
bones can't be affected by gravity or collision in blender.. not without some kind of hack that's slow and painful to setup.
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>>682546
I don't know if you want to do ragdoll physics or you are rigging tiddies, you have tutorials for both in yt

https://www.youtube.com/watch?v=HryXEpIz-cg
https://www.youtube.com/watch?v=R-4ivgyP_6Q


https://www.youtube.com/watch?v=k5TeXW11TUw
https://www.youtube.com/watch?v=18woi-A6OqI
>>
>>682704
wow, blender truly is a pro-level tool
>>
>>682484
you have this paid addon for blender too but it isn't that good, something like this should be included by default inside the cloth simulator as modeling tool

https://www.youtube.com/watch?v=qvdxE6YbOSU
>>
>>682198
sculpt branch

New Sculpt Mode Transform Tool
- It supports meshes with millions of vertices. No need to enter edit mode to transform a sculpt
- Same keymap, gizmos, snapping, constraints..
- Compatible with sculpt mode symmetry, mask and undo
- New operators to move the pivot for posing
>>
>>682704
Is this true? Damn it, I got a bit more respect for the animators using Blender.
>>
>>682188
the triangulation modifier seems to simply connect the quads by splitting them into 2 triangles. Is this good (enough) for game engines with animation? I'm afraid some triangles are too long for proper animation. Should I be worried about this?

Maybe my question would be, when am i supposed to triangulate when exporting to an engine like unity/unreal?
>>
>>682753
Triangulate after animation, make sure that the triangulation doesn't change per frame, and triangulate using FBX's algorithm for maximum compatibility.

You'll probably need Maya for this, so export your quad animation from Blender into Maya, and do the rest from there.
>>
any good blender tutorial on cgpeers? There are so many dunno where to begin. It's for gamedev specifially, how to create characters and retopologize, uv mapping, etc. The whole workflow basically
>>
>>682765
Most of what I see there looks like shit. Everybody do at first this https://3dtotal.com/tutorials/box-sets/joan-of-arc for begginers try this
https://www.youtube.com/playlist?list=PLc4Igh5xe93rlE6xOeWiXaey073j11MHo
from there you can go with more advanced modeling and texturing tutorials, I really like this one, it isn't for blender but you should be able to follow it
https://www.youtube.com/playlist?list=PL5254wVvvPeaCjulsrovknRgHlV-I4UYh
you can try this too
https://3dtotal.com/tutorials/t/low-poly-character-modeling-and-texturing-athey-nansel-moravetz-model-man-low-poly
this is for anime characters
https://www.youtube.com/watch?v=5Xuf6ODN_xY&list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM
there's also a couple of dota 2 guides that are interesting
https://support.steampowered.com/kb/8700-SJKN-4322/dota-2-character-texture-guide

And you can try in http://wiki.polycount.com/wiki/Tutorials too
>>
>>682734
Didn't you see the post directly below that one showing the solution?
>>
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Why isn't it possible to just use a selection you made in the edit mode as mask for painting?

I want to paint the body but the eyelashes are in the way, so I just selected the eyelashes by their material and now I'd like to use that selection to mask them out when painting the face area.
But apparently this isn't possible and you have to awkwardly do a manual selection with the face selection tool in the texture paint mode.
>>
>>682773
Well now I selected the faces manually, hit H to hide them and now it hid them correctly BUT won't let me draw on the other parts like I wanted. Switching out of face selection mode lets me draw again but shows the hidden faces again and the brush bugged out too lmao.
I guess 2.80 really isn't there yet.
>>
>>682774
>>682773
Got it to work. For anyone else looking for this:

>go into edit mode and hide the shit you want to hide
>go to paint mode (in lookdev shader)
>face selection masking and either select faces you want to draw on or just select them all. in any case, the stuff you hid in edit mode is hidden there too now
>>
>>682770
thx a lot bro
>>
>>682821
Anyhow if you want to get more into video game design, after doing the Collin's Massive Blender Tutorial, you could go with modular desing tutorials, these are harder to find for free and CGPeers have few of them that are really good, just type modular and don't be afraid if it isn't for blender, you can port most of the knowledge
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Why is topology so hard
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>>682836

I dont use blender but does it have vertex snaps, angle etc.
>>
>>682850
Yes it does have the ability to do those functions if your in the 3D view it’s along the bottom of that panel near the right hand side, there are snapping options there
>>
this is even harder than I would have imagined.

I open blender, delete everything in the scene (camera, etc), import an FBX. I rotate it 90 degrees the way I want it, export again. Nothing else done to it.

When I open it in my game again, it's fucked up:
1) The size is way off
2) It's rotated so it's laying down instead of the rotation I did in blender
3) inspecting the FBX in unity shows it now also contains a ball in addition to my mesh. There is no other mesh in it in blender, I deleted the default cube.

tl;dr just want to rotate my model 90 degrees in the mesh instead of in code or unity, but it fucks the entire FBX up
>>
>>682891
it also isn't centered
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>>682891
>>682893
Somehow fixed all of it by playing with import and export settings, but any rotation I do now at all aren't saved. Appears with the same rotation in unity no matter what I do to it.
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>>682896
Fixed. Apparently nothing you do in blender matters until you CTRL-A and apply it
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I'm only interested in modelling hard surface stuff, specifically military vehicles and props for illustrating my sci-fi RPG/wargame rulebooks.

Anyway, seeing as how the meshes will never need to be deformed, do I really need to lose much sleep over topology? Can I just boolean my way through and say fuck it as long as the shading looks correct?
>>
>>682897
Yeah, same as pivots in autodesk programs.
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Did they improve Cycles in 2.8 because HOLY FUCK the rendering makes me want to fucking cream my pants!
I tested this model with the Eevee render and it gets the job done but feels like a downgrade, will reply to this post ASAP.
>>
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>>682910
Eevee render

Also can anyone post 2K renders, cause I have those and the website can't fucking post them because it thinks I didn't match the captcha.
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>>682911
Okay I slightly improved the Eevee version by adding Ambient Occlusion and Screen Space Reflections.
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>>682913
PS2 graphics
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>>682911
eevee renders can look very good, it just takes extra time to set up your settings/materials just right
>>
>>682915
Not him but I highly doubt that
>>
>>682903
No because you have to subdivide it, and quads work better with subdivision
>>
>>682381
What did they do?
>>
>>682923

Okay, help a tard out here. Why exactly do I need to subdivide anything?
I made this half-assed thing up to illustrate; just a bunch of boxes boolean'd together, not a single edge loop or subsurf modifier added.

I had to adjust the position of some of my cuts, and add a weighted normal modifier to the main hull to avoid some weird shading, but otherwise it seems okay... Am I missing something?
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>>682965
>Speaking of tard, forgot my pic
Ahem.
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Why does this happen?
How can i delete a vertex (or segment) without changing the handles on nearby points?
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>>682966

Ya that's all you need to do. If blender supports creasing that would be even more ideal. Topo is just for gameart or animation.
>>
>>683009
Thanks, anon.
I'm gonna try applying all these bools to this thing, unwrapping and taking it over to Substance. Fingers crossed.
>>
>>683002
Dissolve?
>>
>>682965
>Why exactly do I need to subdivide anything?
it depends on the angle or if you want to reuse the model after to do detailed shots of some parts, escale it to do some scenes, if you do some kind of postprocesing etc ... it that's enough for you just do that
>>
>>682932
The 3dsMax userbase got for their 2020 update only bugfixes.
I don't know what new features they wanted added because last time I used 3dsmax was around 2009.
>>
>>682381
Are they depreciating max in favor of maya or do they just think that they can solely exist on bribing universities to only teach Autodesk software to remain "industry standard"?
>>
>>683048
max has been like that years but modeling in Maya is a piece of shit and max is industry standard in Archiquecture and it has a big chunk of the game industry
>>
>>683049
You have to be 18 or older to post here
>>
Blender 2.8 trailer
https://www.youtube.com/watch?v=Kq5KWLqUewc
>>
>>683042

You cant improve upon perfection.

>>683059

I never asked for this.
>>
>>683059
Damn, EEVEE is looking good.
>>
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>>683059
>>683061
>>683062
>Eidos/SquareEnix
>2010
>Blender
>>
>>683061
Apparently you can, that's why they're disappointed.

Coming back to Blender, latest meeting most relevant notes in my opinion:
https://devtalk.blender.org/t/20-may-2019/7242
>>Interface freeze unless changes are important
>>API freeze
>>Bugfixing begins and should end around June
>>Google Summer Code program begins next week
>>
>>683061
reading the comments people are unhappy about lack of new features as well as are wanting things like bring the software closer to houdini.

>>683064
Anon I don't think you get the joke.
>>
>>683069
haha indeed i don't think i do
whats this meme now?
>>
>>683071
I don't get it either but I'm 100% sure it wasn't claiming that they used blender 2.8 to make a video in 2010.

Probably something to do with the icarus thing in the video or something.
>>
>>683072
I think it's the "I didn't asked for this" quote. Lot of people didn't like the UI changes to 2.8
>>
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>MY WINDOW LOOKS COMPLETELY DIFFERENT THAN YOURS
>WHY DID YOU MOVE THE BUTTONS AGAIN
>WHAT IS UI FREEZE IS THAT DANGEROUS

Somehow I think it's a bad idea to advertise their development versions that much to normies



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