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Why are there like 5 different ways to add basic physics to objects in blender, half of which aren't officially supported, and every single one is fucking wonky to use and hard to figure out which one to use.

All I want to do is add some physics to a characters face so when something collides with it, it somewhat realistically reacts i.e. punching a characters face but apparently this is a really hard thing to fucking do properly. It makes me feel like i'm better off using a game engine to simulate certain type of physics
>anon finally realizes blender is hobby software made from random pajeets with no clear direction cause its open source

Theres always ziva in maya. Otherwise blendshape it.

Physics in blender will always be wonky cause development is scattered. Could try the Gravity Collider addon on some face bones. Its the least wonky and is free. Theres simplicage but its just to fuckin unintuitive to use, may as well just so it manually.
>Why are there like 5 different ways to add basic physics to objects in blender, half of which aren't officially supported, and every single one is fucking wonky to use and hard to figure out which one to use.
welcome to the world of open source hobbyware

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can any post production softwares like after effects be replaced with blender?
Houdini and After Effects are irreplaceable, yes you can play with what blender has but that's it.

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How do you do hair like this? Do you think it's done using 2D shapes + curves or manually?

source: https://sketchfab.com/3d-models/zelda-breath-of-the-wild-bf99374334a64291ae2876c83269adb6
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you don't have to samefag so much, seething retard
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You've just proved his point? The hair in the op is obviously poly modeled.
just ask the author of the model on twitter
anything thats optimised is a haircard always and forever and ever and ever again in videogaaymess.

thats handpainted haircards mixed with triface hair for volume in some places. The mesh tells you how it was made.

Le epic blendlet donut
Got bored, did ya?
donut tutorial?
I like the donut tutorial because it has a hole in the middle and I am a coomer

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Hi, I've been practicing and I can't for the life of me find out a proper way to make a three/four direction pipe junction.
I can make a normal pipe and a curved pipe with the help of the spin tool.
Can someone here show me how I could make the other pipe junctions please? I'm willing to learn!
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>add quad sphere with plug-in, i use machin3tools for this I think. it's free. or use a subdivided sphere for the same effect
>select and inset square-ish groups of faces, delete
>use loop tools to circularize the hole, obviously clean up and use support loops
>extrude circles
you can do this in all 6 directions with the quad sphere if you want
or just boolean the same tube through the sphere twice, it's really the redundant sphere that's causing the issue
having your hand held through a tutorial is not a challenge. most beginners should learn basic shapes and poly modeling principles, with a "learn by doing" approach. that's how you develop critical thinking and problem solving skills, which are essential to making what you actually want to make. when I first learned 3D in 2013 the first thing they taught us was a fucking pencil. then we did a coffee cup.
it's an excellent starting point actually.
>sculpting a torus and adding a solidify mod and a particle system will not help you as much as the anvil and chair tutorial will
>OP with his silly little pipes will have better topology than you on basically anything he makes
this is probably the best way to handle this kind of issue
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Previous: >>943790

Daz youtuber's and general guides:
Travis Davids (Marvelous designer)
Kelvin Jin
https://www.youtube.com/playlist?list=PLCRjPVrS5AVchvyYVfKRsWjN0yRLTdazy (Truebones)

Bridges: https://www.daz3d.com/daz-bridges

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Boomer coomers are either too boomer to understand internet, and function under the mistaken assumption that they can post their face and not be harassed by the cyberpolice (consequences will never be the same) or...

Used Usenet back in the 90s and are in the mistaken assumption that they can post anything fetish under a thin veneer of plausability and it'll be ignored and taken seriously. Which, to be perfectly honest, at a time when the Interweb (the 2000s) was in a far better state, was more or less the truth.

Boomer coomers, either type 1 or 2, are honestly pretty cool old dudes. They tend to be pretty reasonable, pretty cool, in a dad way. They'll absolutely talk about the Iso setting of camera that could (weirdly) most match realistic thigh high pantyhoses, and how it would be great if they learned how the material could refract light like real life thigh highs, but aside that, pretty cool.

Which is a solved problem BTW, HH has the solution. He makes the objectively best thigh highs.
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boomer coomers can be an especially weird bunch but i try to not talk bad about them. so many times where i didn't know how to do something or there was an issue i couldn't resolve, more often than not it's some Daz forum post by some middle aged/senior citizen with their face as their profile picture that explains exactly what's wrong and what to do about it. they're dedicated to their craft.
How do you do animation on a low end computer?
After rendering in I basically stich all the photos together to make a movie. However I can not control the frame rate
New thread!

Im not a 3d artist, learning 3d is not in my plans rigth now, but i really want to produce a short of about 10 minutes that looks like pic rel, really early cgi type of thing
How much money should i realistically be charged with?
Should i commission an individual artist or studio?
I really dont know shit about 3d
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Don't lecture me on what words I'm using when you say "cringe". You're not on linkedin, faggot.
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>If you to make something 10 minutes long that wouldn't be excruciating to watch
Something excruciating to watch is what im aiming for, straigth visual torture, if im able to get to brinquedo level im fine
what kind of comissions did you start doing? I've been learning animation through courses for about 4 months but I don't think I'm nearly good enough to start doing comissions
>through courses
Just moving a character is not enough. You have to render it correctly, put effort in lighting, work the camera, video editing, sound and music. Your not done in any level, the best you can upload is a sloppy video.
organic modelling pretty much. I had a lot of experience with different kinds of art, there's a lot of skill overlap between drawing and sculpting.

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I'm not a full FOSS retard or only free poorfag.

But I've found that blender plus
>Retopoflow (retopo)
>Voxel heat mapper (weight painting)
>Armor paint (PBR texture painting)
>Unionbytes (pixel art pbr texturing)
>Xnormal (xnormal textures)
>Material maker (PBR and material generation)
>Asset forge (for quick layout and experimentation)
>Quadremesher (auto retopo)
>VRM addon (for export as VRM)
>Text tools (Normal and ID map baking)
>UV Zen master (UV)
>Luxcore render (Render engine)

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I bought Zbrush 2021 for 1000$ and Painter for 200$. I use Maya over blender simply because I can get an edu license indefinitely using a blank pdf every year. The only thing I pirate is Photoshop. I even have access to the secret club and the 10k hours fb group but alas 3d is all but a hobby to me. I just want to make coom garage kits like those japanese I follow on X. I say the 1200$ I paid for was well spent.
Post your work
Go back >>951967
> I use Maya over blender simply because I can get an edu license indefinitely using a blank pdf every year.
What kind of PDF is it? My college email doesn't work anymore and I want to see if there's a way to get back into Maya.
>you can get hired with cheaper tools.
>Since my goal is le epic anime pornography

Oh ok, you do you. Not sure you're trying to convince other people or yourself to stick to Blender. Most coomers don't go through the entire pipeline so all that plug-ins are overkill when they just grab free models from Smutba.se or repurpose MMD/Daz models

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Is there a way to export from Blender to Unreal rig so it is able to retarget to other skeletons unreal friendly skeletons like mannequin and such without rotating each single bone.
Lmao yes there are plugins for this. Just google grug.
like sendtounreal?
Autorig Pro.
Sendtounreal doesnt seem to do shit except for autoexporting
I already have a rig with animations, why would i need to autorig.
You need autorig because it has the name PRO on it, and that is a good reason to have it

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Why do all Blender folk seem to think that an all Blender, industry standard Blender is inevitable? That all other industry soft will just roll over?
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Again failing at understanding color management, you didn't do anything that requires color management. You just mess up with the lighting or texture, no amount of photoshop is going to fix that.

What you did in blender was not color management, it's a system that puts colors in different lighting/texture. That' not color management. That is not your job as 3d artist, your job is to make art within the guideless as told by your boss.

It's my job as someone with adobe certification and access to said product to create ads, posters and internet marketing.

You do not have any experience in photoshop, so you should not work with critical ad market campaigns.

3D artist do not change the workflow, you aren't allow to modify photoshop or related adobe products unless told to do so.

You will follow the boss plan or get fire.

shut up anon, you dumb fuck. Blender isn't a real professional software and you believe such conspiracy theories. Color management is a hoax in Blender, this is how a real color management works in Maya:

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I dont need color management or am i being trolled?
Because they are mentally ill freetards. Just like the people who have been saying Linux will replace windows and Gimp will replace Photoshop for the last 20 years.
I am a blender user, and I could not give a shit if it is industry standard or not, I just take the jobs that list blender in them, which are a lot in the indy industry. Blender is just a fucking software like Maya or max, being a fanboy over a software is worse than being a marvel fan.

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You're going to make it.
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yes we're going to make everything in AI
in 1994 that kind of art was considered top tier. You'd get jobs thrown at you
Hell you'd get a job with NOTHING and then invent your own techniques on the job while getting paid, make the OP and be considered a genius.
Cant get started like that anymore. All the kids who did it right and worked hard just to turn 18 this year will lose to AI
>All the kids who did it right and worked hard just to turn 18 this year will lose to AI
AI is
1) theft
2) same-face
3) just doesnt look good
Same as now, just more primitive
Look at 3D Studio (DOS) to get an understanding
The output of AI is based on how well it was trained. The reason you call AI "sameface" is because the most popular AI image creators are using the exact same setup and training set.

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hi bros, first time here, and i'm not much of a modeler. i pulled some assets out of a vidya that i like and want to print them. the slicer likes solid things, but the mesh in question comes in non-manifold parts. so far i've tried joining all the parts together in Blender, selecting all, and pressing F. surprisingly, this works to seal the mesh, but generates artifacts. it also leaves useless internal geometry which i don't want. i also tried "remesh", but it ran out of memory and died.

my next attempt is going to be to do it by hand. i will merge vertices and create faces until the mesh is manifold. before i resort to that, does anyone have tips for finding these "holes" or for doing this in an easier way?

p.s. i'm a freetard and would prefer to stick to Blender
Well, you could select a single face on every mesh meant to be seen, then use the spacebar search for "select linked", then search for "invert" (sorry, I have a lot of custom keybinds and I don't remember the defaults) to select your internal geometry, and delete/separate+hide it. After that, you could select the remaining stuff, and spacebar search for "select boundary loop" and then press F to seal the holes. After that you can enter sculpt mode, press "shift+r" to change the remesh resolution (don't go too high res if you're running out of memory) and "ctrl+r" to remesh.
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thanks! i tried a few variations of this, and the result seems very close to just going mesh -> clean up -> fill holes. it does stupid shit like seal the cockpit though, because it doesn't know any better. at this point, i think my best bet is to fix everything by hand. i wish there was a way to better highlight what needs filling. sounds like my workflow is going to be Select All by Trait -> Non-Manifold and intersect with my own selections to delete. maybe after a while of this, filling holes will work better.
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p.s. here's a prototype i quickly printed for testing muh final vision. hoping to print it in fine detail after cleaning up the mesh.

Hey guys, I have relatively small experience with SolidWorks (started with TinkerCad where I made the following models), I'm actually working as an engineer on a cruise ship at the moment but I would like to recreate my work environment in 3D.
My main issue is the complexity of it on SolidWorks bring my (relatively strong) PC to it's knees without even starting to make the ships keel..

TLDR; What software should I use to model an engine room
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>those screenshots are unfortunately about an hour for me
Are you running on a potato. No offense but those seem super basic unless your pc/ software is poorly optimized. Also. viewport renderers are not good at vizualizing too much geometry specially mathematically defined geometry that's why there are render engines. They are designed to buffer and process geometry and material instances and manage memory to render an image or video.

>I know it will take months but would a gaming pc even manage it?
Hell yeah you just need a good rendering solution. I'd definitely try to make those processes in a gem engine (unreal or unity) so you can animate the camera, asign decent shaders and output into video without much hazzle.
Even a normal "off the shelf" render engine can handle huge scene if you know how to optimize a scene.

Example: Here's a 7k render of 100.000 oil refineries accounting for about 70 billion polygons. This was rendered in an old ryzen 1700 in about 7 minutes(if i buffer the lighting this could render in about 20 seconds). This is 3ds max and corona but any rendering solution can do similarly.
top kek
Sorry I guess I was misunderstood.
An hour of work, for me, to create the geometry. Not to render. So months in order for me to work on the design of the machinery and piping.

Rendering however is an issue when I try to create just the walls of the engine room on Solidworks

I would like to believe a 1060 8gb and i7 would suffice
>1060 8gb and i7 would suffice
>engineering cad and shiet
>in a board dedicated to thinly veiled coomershit and columbian visionary art
OP here, I think level design in Unreal Engine 5 might be the way to go about visualizing the whole thing without demanding a quantum computer

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What would you rather render on:

>PrMan 25 on CPU (12900k)
>Cycles on 2x 3060 + 12900k
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I have a Ryzen 5 with 8 gb of ram. 10 seconds of a rotating donut is going to take 2.5 hours.
Karma XPU will have Cryptomatte + Deep in Houdini 20
If i render on gpu i only have 12gb vram

If i render on cpu i have 128gb ram
This is like the third thread, just pick one and shut up about your renderman and materialx lama you helpless, useless autist.
Dual 3060 kept freezing my system. Had to take out the other 3060 and so far no freezes but it could still happen.

Feels like absolute shit man. Can't even use Karma multi gpu now.

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Are 6th or 7th gen graphics ever going to come back in fashion like 5th gen graphics did?
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10 years ago i thought indie games would improve , graphics wise ,like ten-fold, but instead nowadays they look worse. what the fuck happened?
Unlikely, though I really wish it will. Recently I've been playing more games from that era for nostalgia reasons, and now I'm just sad that it will never be the norm again.
it didnt look like that on CRTs you fucking nerd
Indie shitters either completely ignore how old graphics actually looked on CRTs or they add some butt-ugly effect that resembles a raped VHS tape.
this. literal indians in india doesnt actually have a gaming culture growing up during pre 7th gen era. most of them goes straight to mobile gaming, and only the most patricians of them have PS4 or a modern PC.

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