[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 66 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]



Previous thread: >>690744
>>
any news on the sculpt branch progress?
>>
>>693423
She looks like she fucks dogs.
>>
Bow wow.
>>
File: 2019-08-02.jpg (25 KB, 989x631)
25 KB
25 KB JPG
>>693426
Please don't say things like that I'm trying to quit porn.
>>
>>693426
Dogs need love too anon.
>>
>>693433
The thing you posted actually is porn over at that damn /mlp/ board
>>
>>693426
As she should.
>>
File: 1548696796729.jpg (38 KB, 663x579)
38 KB
38 KB JPG
>>693423
...........
>>
>>693423
What is wrong with her top?
>>
>>693446
the meshes are clipping... at least it appears so..
>>
File: 1486261039270.jpg (85 KB, 314x262)
85 KB
85 KB JPG
>>693423
>cigarettes are literally firecrackers
>>
>>693446
>>693450
may be clipping but I've seen some really fancy subtle camouflage tops, maybe I can find the link
>>
>>693451
You'll cowards don't even smoke firecrackers
>>
File: progress.jpg (219 KB, 5664x864)
219 KB
219 KB JPG
Every day i do 30m sculpt.
>>
>>693462
Do you just do them off the dome or do you get a quick reference
>>
>>693454
I swore off firecrackers back in '96, been doing sparklers ever since.
It ain't gay. Ain't like I'm popping snappers.
>>
>>693462
Maybe try to apply yourself instead of making half-assed efforts to make you feel like you "did something"?
>>
>>693498
People dumb enough to fall for the "draw every day and you'll get better" meme deserve to fail.
>>
>>693501
What, no. Drawing every day will definitely improve your drawings skills... so long as you actually try to improve instead of making retarded "30 minute sketches" that you don't go anywhere with.
Drawing a stick figure a thousand times won't make you skilled at drawing an actual picture.
>>
File: jjj.jpg (19 KB, 550x343)
19 KB
19 KB JPG
>>693423
Guess this isn't really a blender specific question, but fuck it.

I don't understand how to model things that are really close together / fold / need to open (think breasts, lips, labia, and so on), easily, and - perhaps more importantly - cleanly. Every time I do one of those things, it just devolves into a mess of unmanageable intersecting geometry that I always struggle to deal with, and that never feels quite right.

So what's the workflow for dealing with these areas of a model? Should I just model everything open / separated, and then pull them into place after the whole modeling process is done, or is there a more elegant way to do it? Any resources that could help me learn how to deal with these things?
>>
>>693502
> Drawing every day will definitely improve your drawings skills... so long as you actually try to improve
Exactly. Drawing every day won't make you better, necessarily; drawing every day mindfully will make you better.
>>
>>693462
At that point I would spend 30min-1 hour daily in a weekly sculpt instead, you could try more things like texturing posing render tecniques etc....
>>
File: 1559107949490.jpg (186 KB, 1096x1096)
186 KB
186 KB JPG
>>693423
?
>>
I got a human body fully weight painted with bones and shape/vertex keys. Is it possible to copy them over to a similar sized body and without getting poor results?
>>
>>693515
Yes, he didn't fix the pose, it's barely show but it fucks the render
>>
i'm trying to make a mod for a character model but i'm not sure how i should approach making their body. is their any advice on how to utilize an existing mesh to try and bridge together parts and remake the body? like i have a head, hands, and feet, but nothing else. some bits of the chest. can i bridge them and add detail?
>>
>>693554
dynamesh them together in zbrush and carry on with sculpting
>>
>>693556
would i lose the face uv maps doing that? i'd like to keep the texture.
>>
>>693556
also when i import them in zbrush they get all mangled
>>
>>693554
>a character
>their body
Learn english and maybe we'll help you out, dumb zoomie.
>>
>>693562
i have a character model that had clothing on it. i took it off but it left gaps. i'm trying to close those gaps. i'm not sure what the best approach is for this. i was extruding individual faces but its taking too long.
>>
>>693505
I kinda always got this done by just getting close but not too close and then when everything is done pulling it together in sculpting.
Or also, the overlapping part added to a vertex group so you can easily mask out quickly the parts that should not get moved when you work in that area.
>>
>>693563
Ctrl+E -> Bridge edgeloops
To bridge a single gap just select both edges and hit F.
>>
>>693573
how do i mirror that on the other side? do i need to use the symmetry modifier? cuz that requires me to delete one side and i feel like that could cause issues.
>>
>>693575
You can mirror stuff without using a modifier, but that's destructive.
Google is your friend.
Also, you should probably start with something else if you don't know how the program works.
>>
Exported a body model and the mesh is incredibly blocky. I've tried sub/bevel modifiers and smooth but that destroys the model completely. The mesh topology looks fine and there are no double verticies. Any tips?
>>
>>693577
Never mind. Looks like the .psk importer is fucked. Every model is blocky I import
>>
File: blocky.jpg (70 KB, 1594x662)
70 KB
70 KB JPG
>>693577
>>693578
just tried the Unreal .psk importer on 2.79 and it's the same with every model. Does anyone know why the mesh screws up?
>>
File: Untitled.jpg (223 KB, 1064x684)
223 KB
223 KB JPG
i can't get the edge loop selection to work on this finger. the hell is going on?
>>
>>693584
I suppose you didn't remove doubles first in 2.8 merge vertices > by distance
>>
>>693556
ok explain to me how dynamesh would work here. cuz i just tried it and it's impossible to for it to merge even the closest parts. it just makes their density equal.
>>
>>693583

Have you put on smooth shading?
>>
>>693433
BIG WET VEINY KNOTS
>>
>>693498
Maybe try to apply yourself instead of making half-assed posts to make you feel like you "did something"?
>>
File: 1555300247485.jpg (43 KB, 567x392)
43 KB
43 KB JPG
>>693651
>>
File: Untitled-1.jpg (407 KB, 1449x628)
407 KB
407 KB JPG
What's causing this weird extrusion on the end? The curve is 2D, and I have no modifiers on it.
>>
>>693593
thx, that made me lose my boner fairly quickly
>>
>>693687
Do Select all + Scale + y + 0 to check if every point on the curve is lined in the y axis.
But I don't know if that's the problem.
>>
>>693563
I can't imagine you will get anything but shit results trying to do something so complicated while having zero experience
Post the model
You'd unironically be better off getting a Daz character deleting the pieces you don't need and connecting that mesh to the mesh you got
>>
>>693687
I'm not even sure which part is the problem here, do you mean the last point of the curve that's sticking out down the bottom?

Just delete that in edit mode
>>
>>693696
>>693689
Yeah, that's right, if it doesn't work you can apply the modifier then fix it.
>>
File: Untitled-1.jpg (430 KB, 1056x764)
430 KB
430 KB JPG
>>693689
Curve was 2d, and I checked the points and found nothing odd. Maybe I just didn't check properly. Ended up fixing it after converting to mesh; not a big deal, but a bit annoying.

I'm facing another problem, however. I'm trying to cut 45º angles at the end here, but for some reason the boolean operator doesn't seem to be working properly. If I move one of the pieces it works, but as soon as the side of the cube is aligned with that corner vector it just doesn't seem to work.
>>
File: Sword Attacks combined.webm (547 KB, 1920x1080)
547 KB
547 KB WEBM
first attempt at rigging + animating + render

thoughts?
>>
>>693701
The foot need more work but it's fine
>>
>>693702
yeh the first swing was my first action and i realized after the foots were fucked, i think the second swing has improved on the feet though
>>
File: Capture.jpg (36 KB, 647x690)
36 KB
36 KB JPG
>>693693
i'm not sure if daz has the right proportions for it. i guess i could get an existing body for this character then improve on it in zbrush, but i'd lose the UVs right?
>>
File: Capture.jpg (116 KB, 1231x861)
116 KB
116 KB JPG
>>693705
here's the topology
>>
>>693706
What was the clothing? You might have been better off keeping it and using that

What you are trying to do is so weird
>>
>>693710
eh it was basically a onepiece swimsuit with ribbons and arm gloves. you're probably right, but i didn't know how to level things off properly so it would look like skin. i figured i was gonna delete them anyway due to that fact.
>>
>>693711
That body is pretty generic you could make a very similar one in Daz in about 5mins then bring it into blender
>>
File: Ford3.jpg (147 KB, 1920x1080)
147 KB
147 KB JPG
>>
File: Untitled.jpg (47 KB, 1246x515)
47 KB
47 KB JPG
>>693423
Why could this be happening? The normals are right.
>>
>>693731
Maybe lighting settings
>>
>>693701
0 Weight at all.
>>
>>693518
Just copy the armature, place it in the mesh,control+p to add automatic weight.
Then you can adjust the weight paint to that specific mesh.
>>
>>693576
You either start with a mirror then go freehand, or you’re just fucking yourself adding the modifier.
>>
File: Capture.jpg (30 KB, 565x813)
30 KB
30 KB JPG
how do i parent this bone to the leg, so that it bends with it, while keeping its position? everytime i ctrl p it moves to the knee.
>>
Im having a lot of trouble lining up textures painted outside of blender but I hate blender's in-engine texture painting. what the fuck do I do?
>>
>>693859
proper mesh > proper UVS > export to substance
there's no way this doesn't work unless you fuck up something
>>
File: viewport.png (22 KB, 226x224)
22 KB
22 KB PNG
>>693731
viewport clip start too small
>>
>>693515
there's so much sss she's glowing
>>
>>693858
You get an option when you press Ctrl-P, right?
Did you ever consider clicking the other option?
>>
>>693423
Sculpt Branch:
Pose brush
This new brush lets you pose your model simulating an armature deformation.
It is fully automatic. It does not need a rigged model, good topology, manual pivot points, transform gizmos or masks.
>>
>>693907
Holy shit. How does that even work?
>>
>>693908
Sometimes it is just a preview and goes to his branch in a week, I suppose we could download it from Graphicall in a couple of days if it is ready
>>
>>693909
No, I know that, I just don't get how the brush functions. Looks crazy. How does it know where the joints are?
>>
>>693910
Looks like it bends at the edge of the brush radius. Hope he can add some kind of overlay as well because that doesn't look great on its own.
>>
File: 1517096710052.png (90 KB, 320x320)
90 KB
90 KB PNG
>>693907

MOTHERFUCKING SORCERY
>>
>>693913
>Hope he can add some kind of overlay
Why? looks faster than the Zbrush transpose and works with small parts like fingers and things like that
>>
File: examples.jpg (88 KB, 1217x792)
88 KB
88 KB JPG
DECALmachine looks useful, but I feel like using the built-in decals would be plagiarism.

Am I being ridiculous?
>>
>>693920
Yes you are, but it's also incredibly simple to make your own on the fly. It comes with a built in decal maker that takes all of 10 mins to get the hang of. Then you can make bespoke decals until your heart is content.
>>
>>693915
I mean to say that the brush circle alone is not visually informative, as indicated by the previous poster's confusion on how it works.
>>
>>693922
He has this in the build too but I don't know if it could work well in a dense mesh, looks like something for the multires
>>
>>693920
>Am I being ridiculous?
It's not ridiculous, but it's lazy. You wouldn't build a scene out of components from the Daz store and call it an original work, would you? This is no different.
>>
>>693498
let's see your work!!
>>
>>693930
You know how it goes: you show me yours, and I show you mine.
>>
>>693924
>>693907
Blendlets are getting too cocky, industry bros. Quick, we have to relativise it.
It will probably crash too often to be useful!
>>
>>693869
I think my mesh and UVS are right. what's substance? I'm using mediabang paint or whatever
>>
>>693593
Go on...
>>
>>693584
Convert your triangles to quads anon
>>
>>693907
you cam stop spamming posts with this model now; it suck ass and nobody cares
>>
File: 1503442890238.jpg (2 KB, 119x125)
2 KB
2 KB JPG
>>693935
what the fuck is going on here
>>
>>693947
this
>>
>>693947
>>693949
you havent seen the puffy vulva yet
>>
>>693950
ok you have my permission to continue posting
>>
File: 123.jpg (75 KB, 681x1225)
75 KB
75 KB JPG
WHY IS F12 ONLY RENDERING 1 FRAME
WHAT THE FUCK
IT WAS WORKING FINE YESTERDAY

I EVEN RESTARTED COMPUTER AND TRIED WITH A NEW FILE WITH JUST A CUBE SLIDING LEFT AND IT ONLY RENDERS A SINGLE FRAME WHYYYYY

just so you know, in the single frame, everything appears as it should, everything in the scene that should be rendered is rendering, the problem is its only rendering 1 frame instead of 124 frames

things iv tried
-changed the output location around
-tried different video formats including the img sequencer, still only renders one frame
-checked and unchecked compositing and squencer even though im not using them
im totally flubbered, yesterday i was rendering shit no problem now this is happening and i have no idea why
>>
>>693955
kek nevermind im a brainlet its right there in the post i was pressing f12 instead of ctrl + f12 hehehehehehehehehe
>>
File: 1487978307507.gif (2.82 MB, 414x382)
2.82 MB
2.82 MB GIF
>>693956
>>
imagine being a 3D peon competing with hordes of poos and bugpeople for measly crumbs
>>
File: 1552788398373.png (205 KB, 505x431)
205 KB
205 KB PNG
>>693971
>>
>>693948
I can't get straight lines if I paint directly on the model in blender, so I export the UV to medibang paint, use the curve tool to paint what I want but straight and smooth, then export that texture back to blender. Problem is the lines on the model aren't aligned. What workflow do you recommend that let's me paint straight lines / smooth curves?
>>
>>694003
>What workflow do you recommend that let's me paint straight lines / smooth curves?
>>
>>694003
You can use this >>694011 in the uv editor too
>>
>>693907
>Sculpt Branch:
The pose brush can also be used for twist rotation. Today He fixed some geometry issues and I implemented symmetry. It should be ready soon.
>>
File: mouth.png (394 KB, 1588x955)
394 KB
394 KB PNG
Finally getting into sculpting. Is there a way to remove the ugly bright edges in sculpting mode in 2.8? I had to go back to 2.79 because of that
>>
>>694011
>>694012
thanks a lot, I found everything really easily and can do what I need now, you're the best
>>
>>694029
Yw, if you want to learn more about texture paint you have a couple of youtube chanels that are great, I like Craig Jones for "realistic" textures, XRG81 and Grant Abbitt for handpainted toon things
>>
"Slow parent" doesn't exist in Blender anymore right?
Is there some sort of addon that brings it back, or some kind of workaround where I can do something similar?
Where you parent something to an object, and it lags behind a bit when the parent object moves? Maybe even a bit of overshoot as well?

I'd kinda want to avoid using the sims since they're not too reliable, and they don't produce consistent results.
>>
made me laugh for some stupid reason
>>
How do you add a single edge to a face with the loop cut tool? i've googled a ton and they just say to use the knife tool.
>>
>>694051
>with the loop cut tool
No, you have to do this:
Edge select > select 2 edges > edge menu > subdivide
>>
>>694052
Thank you that worked. A timelapse video I was watching didn't bring up any menuing and just did it with the loop cut keybind.
>>
>>694026
Your pacman is looking nice
>>
>>693423
Gross..
>>
Do you guys texture in Blender or use some other program?
>>
>>694100
substance painter is pretty good. My computer can't run it without crashing though I need an upgrade
>>
>>693426
What breed?
>>
>>694103
they pretty much always virtue signal, especially on social media so they go straight for the pitbull
>>
>>694106
ah, the breed of peace.
>>
>>694100
I use substance painter, mostly because I was familiar with it before I got into blender so since I started using blender iv always just exported the obj out then painted then plugged in those maps and its worked like a charm

in fact painting in blender is one of hte only things i havent really dabbled in, im sure its alright but when i already got and am familair with SP, i dont see any reason to use the blender one instead
>>
>>694100
it depends on what you are doing, to do realistic things Substance is the way to go, you could try Mari too they have implemented a new smart material workflow but looks worse, to do cartoonish handpainted things Blender is all you need
>>
File: 1557284368295.jpg (16 KB, 366x484)
16 KB
16 KB JPG
>>693506
>Drawing every day won't make you better
>drawing every day... will make you better
you sure do know your stuff
>>
>>694123
I'm not that anon, but if you just draw the same thing every day you'll plateau and hit a wall. Same goes if you just doodle or draw whatever.
It's important to challenge yourself and be mindful of what you're drawing and why if you want to improve. If you're terrible at drawing bodies, instead of avoiding it and drawing whatever else all the time, draw bodies for a week. You won't get better at drawing them if you draw anything else.

You'll improve definitely, you'll pick up techniques and practices as well, but focused study is the best way to get past the wall you hit when you "just draw". Same goes for pretty much anything else skill based like playing instruments, sports, math, anything that you have to practice to get better at.

Obviously you know all that though and you're taking the piss out of that anon for contradicting himself.
So carry on, friend.
>>
What does anon use for jiggle physics in 2.8?

I was using cloth sim w/ mesh deform + jiggle armature before and am curious if anyone has a better setup
>>
>>694152
The new Wiggle bones addon is basically the same as Jiggle armature.
>>
I'm watching a bunch of tutorials and the ones in 2.79 always face some problems with flipped normals appearing dark. Is this not a problem in 2.8 anymore? I don't really face any problem like that and I've done quite a few things without even caring about the normals.
>>
File: 1544751239855.png (271 KB, 624x476)
271 KB
271 KB PNG
Khara/Q switching to Blender for real, will be used for the final Rebuild
https://japanese.engadget.com/2019/08/14/blender-khara/
>>
>>694329
>will be used for the final Rebuild*
*Partially, in parallel with 3DSMax although their plan is to transition to blender fully after the new Eva is done
>>
>>694329
WHO
>>
IN BLENDER WHEN

https://www.youtube.com/watch?v=_ymfMgL76mU
>>
>>694346
> WHEN
Min 21
https://www.youtube.com/watch?v=yHGz7nEI23E
>>
>>694348
>tfw a cat wielding a wrench and a pokemon are the ones propelling blender into the future
>>
>>694349
Don't forget this, I know it is a paid addon and it isn't even close to Substance Painter or Mari, but it is what the texture paint mode should be
https://www.youtube.com/watch?v=JogQuGY1hSw
https://www.youtube.com/watch?v=zaS83BySePc
>>
why doesnt eevee have motion blur when even a real time engine like unreal has it ?
>>
>>694365
Eevee is new. Unreal has a long development history. Give the devs time and they might implement motion blur (or not, since it's Blender after all).
>>
>>694368
even viewport 2.0 has motion blur anon.
>>
>>694369
Same thing, Eevee is very new and we shouldn't be surprised it's lacking in features.
>>
What's better for rendering complex high-sample Cycles scenes, a high-end CPU like AMD's Threadrippers or a high-end GPU like Nvidia's 2080 ti?
>>
>>694375
imho GPU
>>
>>694375
Depends on how much memory your scene takes. GPU will always be faster but your scenes might not always fit in VRAM.
>>
File: front_view.png (680 KB, 1191x828)
680 KB
680 KB PNG
>>
File: adh.png (87 KB, 438x235)
87 KB
87 KB PNG
Why is my cloth modifier adhering to edges like this? How can I make it smooth like a table cloth?
>>
>>694382
too heavy
>>
>some dude makes some addon for blender
>media just takes the script and just uses it as typical "le cyberspacehaXX0r1337" backdrop for news
https://www.blendernation.com/2019/08/15/my-addon-code-was-used-by-nbc-nightly-news-and-other-sites/

media really knows how to make efficient use of open source
>>
>>694395
First Man in the High Castle, then Next Gen, and now this? Blender is unstoppable!
>>
>>694379
so where is it
>>
>>694395
The funniest fucking part is that all the graphics on the show itself were probably made with Cinema 4D and After Effects.
>>
>>693433
Nice donut, how did you finish it?
>>
>>693706
imagine the smell
>>
>>694427
mmmmmmmmmm grains
>>
how do I set measure distance in the measure tool? is that even possible, like just type 5 meters and he gives me a line of that length?
>>
>>694443
measure tool is a piece of garbage and the person who designed it should be publicly hanged.
>>
>>694443
select a thing
press g to move (and F to pay respects)
press X Y or Z to move along any axis
write a number and then press enter
(there´s also a possibility to change the measurements to meters instead of voxels, but idk about that)
>>
>>694427
I didn't finish it I don't like Blender Guru. Learned more in 1 Grant Abitt lesson than the majority of donut shit.
>>
>all these outliner fixes getting committed to master
>voxel remesh in master
they really shouldn't have rushed to release 2.8
>>
>>694491
>Learned more in 1 Grant Abitt lesson
We Udemy now?
>>
>>694501
Grant seems to be an actual teacher who doesn't throw all the answers at you.
>>
>>694502
>seems to be
based on what?

Also literally who?
>>
hey blendlets.
I'm returning to blender after this latest update to check it out.
So far so good.

Should I use the new Blender keyboard config, or the industry standard?

I'm more used to CAD and Industrial design type modelers like Rhino, does that make a different?
>>
>>694512
why would it make a difference just use what's comfortable for you
>>
>>694591
yeah, and I don't want to take the time to faf about with one mode, then try out the other one, then make a decision.
I figured the default will likely be better supported in the future, make more sense when watching tutorials, and have more compatibility with add-ons.
But I've heard that the default hotkeys in Blender have been pretty shit, while the other industry standards have been refined and make sense.
>>
>>694593
if you're worried about industry standards then use other software. Industry doesn't touch blender
>>
How do I 'flatten' a model? I want to use it for something thats not related to blender and i need the material dimensions.
>>
>>694620
Pepakura is pretty nice.
>>
>>694623
theres no way to do this natively?
>>
>>694624
you can do UV unwrapping, but it's not quiet for knowing the physical dimensions
>>
File: file.png (831 KB, 1055x845)
831 KB
831 KB PNG
I maek bicycle :D
>>
File: 1558132628079.jpg (30 KB, 480x360)
30 KB
30 KB JPG
>studio khara switched to blender because of grease pencil
maybe we'll finally get a fucking eraser
>>
>>694627
try using alcohol, erasers don't do good on grease pencils
>>
>>694627
literally who
>>
File: 1543817125233.png (889 KB, 663x868)
889 KB
889 KB PNG
>>694395
>>
>>694627
Are you retarded? We've had an eraser since before it became a dedicated animation tool.
>>
File: 1548014456116.gif (828 KB, 816x459)
828 KB
828 KB GIF
>>694633
>>
>>694634
Again, are you retarded? Those aren't rasterized pixels. Like vector art in 2D, they are curves in 3D space.
>>
File: 1540427842611.jpg (24 KB, 400x225)
24 KB
24 KB JPG
>>694635
https://www.youtube.com/watch?v=lMMtK-gkQTs
>>
>>694637
Those are the same as the lines, idiot. The fill is just extended between lines. You can erase lines the same way in Blender (and said "Lines" can be shaped any way you like).
>>
>>694496
>they really shouldn't have rushed to release 2.8
siggraph.
they fucked up with the schedule but really really wanted 2.8 to be out by then.
but that's okay, would have been worse if they decided to shit on the tradition and go straight for 3.0 in this state of things.
>>
File: donut tutorial 8-17-19.png (3.18 MB, 1920x1080)
3.18 MB
3.18 MB PNG
That was fun but there is so much technical stuff. Do I just keep doing tutorials until I git gud?
>>
>>694675
Do tutorials until you think you got a basic understanding of things, then start going on your own adventure and experiment further until you want to do something that you can't figure out, then look that up again.
>>
YO BLENDHEADS
check out this sick character made in blender
https://www.artstation.com/artwork/oOPKNJ
>>
>>694691
How do you even unwrap something like this to texture it?
>>
>>694675
Do a bunch of tutorials and then do shit on your own. You'll hit several walls and several things that make you think "I wish there was an easier way to do this" (which there is, probably) and you'll also realize that your topology is shit so you'll have to go after tutorials about how to subdivide properly. For that go to cgpeers and get the mesh modeling bootcamp tutorial from cgcookie. It shows some good guidelines for thinking about meshes/loopcuts.
>>
>>694730
Quite normally?
>>
>>694733
lewd
>>694427
oof that's grainy
>>
>>694691
Looks literally a bit pale around the nose, otherwise neat.
>no neat topo for the abs area
Shame though but probably not a real pro yet.
>>
>>694739
Upon further inspection...
Just read she's intended to be a realtime character model so guess the lack of abs topo can be excused then.

BRAP
>>
>>694740
>textured in gimp
absolute madman
>>
>>694755
>textured in gimp
how !?
>>
why doesn't the x-mirror function work on the fuckin weight painting mode someone please fucking help.

I was under the understanding that what I paint on say, shoulder.L for example would automatically be painted and on the opposite shoulder.R bone but it just isn't working dammit.
>>
>>694761
I think mirrored weight painting got introduced in 2.79.
Are you using some old version?
>>
File: fuckin bones man.png (482 KB, 1347x671)
482 KB
482 KB PNG
>>694763
I'm using 2.8 And to scratch that, I figured out what my issue is, but now how to resolve it.

I have a left side of my armature set up to fit my mesh, and I used the ctrl D (duplicate), ctrl M (mirror), X (on X axis) to duplicate and mirror my bones. The bones duplicate in the correct ocation sure enough, but for whatever fucking reason they're slightly rotated so the vertices don't copy to the other side like they should. Any help with why?

In pic related the left are the originals and the .001 are the copies that are rotating. I already tried alt+R to clear the rtation but that doesn't work.
>>
Anyone know how I can get the maximum/highest value from an input? Not the math node, I mean getting all of an input and setting it all to whatever the highest value was. With numbers higher then 1 and a maximum that changes.
>>
>>694512
It doesn't matter you're going to use your own hotkeys and scripts in any program you use unless you're an absolute shitter
>>
File: blender_xwmum3CEsb.png (572 KB, 1656x955)
572 KB
572 KB PNG
How's this for a first nose? Notice any mistakes?



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.