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File: final_donut.png (1.76 MB, 1598x1200)
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Do not poly-model characters unless you are a retard. Blender has sculpting tools, use them.

Welcome to the Blender General, where we discuss Blender, share our Blender-related works and ask for Blender-related help.

>What is Blender?
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing and 2D animation pipeline.

>Download
https://www.blender.org/download/

>Blender Market
https://blendermarket.com/

>Documentation
https://docs.blender.org/

>Useful tutorials
https://pastebin.com/tKhxuTJu

>Useful addons
https://pastebin.com/mMZqukF1

Previous Thread: >>749822
>>
>>751423
>Do not poly-model characters unless you are a retard. Blender has sculpting tools, use them.
Dear readers: Ignore this retarded advice. OP is deranged.
>>
>>751427
As a genuine newbie with modest ambitions, should I ignore this advice because sculpting is worse or because its not good enough to justify the extra effort.
>>
>>751427
>>751428
People should try both and stick with what gives them the results they were looking for.
>>
>>751428
if you are a modeling monkey dont bother with sculpting.If you want to be an artist thought sculpting is your friend
>>
https://www.nvidia.com/en-us/geforce/news/june-2020-nvidia-studio-driver/

Update your Nvidia driver to the latest 451.48 WDDM 2.7 driver
>>
>>751428
If you want to get into any kind of organic modeling, like characters, you should learn sculpting, and you're severely handicapping yourself if you don't.

You don't need to worry about this schizo >>751427 - he's still upset he got BTFO hard in the last two threads. Polymodeling characters in the current year is stupid and unnecessary.
>>
>>751444
t. schizo
>>
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I'm learning scultping and after remeshing and using any tool on the mesh this weird wrinkle like shading appears, what's the reason for it?
>>
>>751452
old age and the onset of irreparable cellulitis
>>
>>751444
Nah, sculpting is a huge waste of time.
>>
>>751429
Shut up no one wants reasonable advice
>>
>>751452p
Post the wireframe my guess is n-gons
>>
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>>751423
just finished the first lvl of donut tutorial. feedback appreciated
>>
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could't find a sqt. can anyone reason the weird light behavior my shader is causing on this? the shadow is clearly incompatible with the (sun) light
>>
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>>751524
i mean. this is the difference between the preview from my shader and the viewport one. like what the heck
>>
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>>751510
Looks good I just finished the whole thing. I added a classic simpson uranium stick because the two are permanently linked in my head.
>>
>>751428
>should I ignore this advice
OP is a retarded fucking dipshit as always, so absolutely ignore it. It's not like anything you learn while poly modeling is going to disappear if you come along one day and decide you actually do want the fine detail that scultping can provide.
>>
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>>751510
Here's mine
>>
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>>751544
I made the cup green because in my house we have one exactly this color.
>>
how do i get into cgpeers? is their registration closed forever? is there a way to get an invite? i am on several other private trackers if that helps
>>
is sculpting messy anime hair even a good approach? Should I just poly build it?
>>
>>751545
select your donut and on edit mode press a to select all meshes (or just select the ones that make up the pink thingy) and press shift+s to recalculate normals. it should get rid of the hard edges when you apply the subsurface modifier
>>
>>751560
it's shit+n, not shit+s, sorry. idk why i said shift+s lol
>>
>>751561
shift** what the heck i should get some sleep
>>
>>751560
all vertices* i shouldn't comment when i'm this sleep deprived
>>
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What sort of things can I do to optimize or improve general performance when modifying high poly models?
My current system is a threadripper 1950x with 2080 ti and 32GB of memory. I've enabled the cuda options in rendering but is there anything else?
>>
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Any blender tutorial series that focus on modeling people?
>>
>>751565
There is not much you can do. You machine is already brute forcing through the performance overhead. It's not so much a hardware problem, but a software problem if you work with Blender.
>>
is there a way to adapt old UVs on a model after you've retopologized it? i had a game model with texture maps, but i'm not sure how to go about reusing them. is it just easier to go from scratch? i'm using blender but i will use anything if it's easier.
>>
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>>751617
Ah, thanks. Do any of the big name softwares offer a significant performance advantage? I used to use max/maya nearly 10+ years ago. I see student editions are available.
>>
>>751568
>that gimbal
i wonder if the person that drew this uses blender
>>
https://twitter.com/blender_org/status/1276201961470255104

https://www.blender.org/press/blender-2-83-1-lts/

UPDATE NOW
>>
>>751637
I don't know what kind of meshes you have to work with but Max/Houdini and Maya give you more bang for your hardware (in that order).
I don't like Max and my knowledge is superficial but i think its still best for either massive scenes or extreme amounts of detail.
I personally use mostly Blender and Maya and the latter gives me 40-75% more performance for mesh related stuff, when it comes to animation and deformation more like 500%.
I would definitely recommend a multiprogram workflow like i am doing it myself. Blender is fast and great for the first 80%, the others can take care of the rest better.
>>
I'm not complaining. Blender is free and I appreciate it. Also, I have a potato computer. But I wonder.
Why do things slow down much faster in Blender, for me, than in other programs?
For example, I'm working on a mesh that is 100k+ triangles right now and things are getting really slow. When I try to move a vertex or something it is not smooth, but it stutters. It makes things difficult.
But if I import this same mesh into Unity, for example, I get no slow downs. A mesh of that number of tris in zBrush? No stutters.
Why does Blender get so slow so fast for me?
>>
>>751673
>LTS
Who cares we're on nightly build
>>
>>751700
>I have a potato computer.
Any more questions?
>>
>>751705
I have a potato computer that has no problem handling millions of polys in other programs, but has trouble in Blender. Why?
>>
>>751700
>>751714
It's a combination of things, the blender foundation (the people that commission autistic programmers to work on things) have been aware of poor viewport performance for years.
But the way it works isn't that they commission someone to work on it, they have a bunch of programmer-types and those people pick their own tasks and if the foundation likes their work or the proposal for their work they pay them (ensuring that the person works autistically for months on something until it's autistic perfection).

Unity, UE4, and particularly ZBrush make use of special proprietary optimization methods.
Nobody really knows how ZBrush is able to do what it does though there are some guesses.
Some of the problem with the viewport is that some things are just badly coded, like for example completely disabling the orange outline on selected objects used to be a huge performance increase (I don't know if that's the case with 2.8x) and assorted other settings

I realize that's not a satisfactory answer but that is the reason for "why" it is the way it is.
>>
>>751452
By "remeshing" do you mean a modifier or retopologizing?
Depending on the modifier you're generating ngons, tris, poles, and assorted non-uniform geometry.
You need quads (or tris that are quads, i.e. a quad based model that happens to be triangulated) in order to get nice shading.

If you're just doing a quick clumsy thing like for blocking or as practice but want to get a semi-nice result, you can subdiv it and then Laplacian Smooth it
>>
>>751720
Thanks a lot.
>>
>>751543
>the polymodeling idiot is still salty
You still haven't posted your work, you're still a worthless moron.

Sculpting > Polymodeling for organic. Simple as that.
>>
>>751728
Nobody cares which is better you fucking autist, your shit/wrong opinion doesn't belong in the OP
>>
is relying on smooth tool for fixing most of the weird shapes I make when poly modeling a good way to go about things? inb4 sculpt
>>
that's what it's there for
>>
>>751772
meant for >>751766
>>
>>751772
huh. I legit thought it was meant for sth else and I was cheating by using it so often. but it just works so well for some stuff. thanks!
>>
>>751774
>cheating
You aren't being graded, use every tool/reference/resource you can get your hands on to get the results you want
>>
>>751766
The only "bad" thing is it's not quite a standard approach and therefore only works in Blender and only when using this iteration of the smooth tool + this iteration of the sculpt tool
>>
>>751787
It's standard enough, in max you 'relax' selections of vertices all the time if you're modelling something dense and need to keep surfaces curved smoothly.
>>
>>751799
Not that standard or not-standard matters, use whatever works to arrive at the results you want. Just saying there isn't even anything unorthodox about smoothing things.
>>
>>751778
>>751787
>>751799
>>751800
that's reasonable, thank you very much!
>>
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How do I make blender display and render pure white as pure white? I'm using a height map, which has white (FFFFFF), but blender displays it substantially darker, approximately CDCDCD. This is squashing approximately 50 or so shades of white. How 2 Fix?
>>
https://www.youtube.com/watch?v=wWudE_gamCk

This shit is bonkers, I'm finally able to test Cycles' viewport denoising with this (for some reason even non-RTX optix denoising doesn't show up in dropdown for me) and this is so much faster than Octane's viewport denoising. Wtf!
>>
>>751865
And painterly effect you get with 1 sample is pure kino.
>>
is making a rough shaped model first and then adding edge loops and tuning down the curves later on a good idea? or is it better to work by parts?
>>
>>751862
Go to "color management" in the Render properties and switch the view transform to "standard".
Displaying colors 1:1 isn't realistic but should work for visualization purposes
>>
https://www.youtube.com/watch?v=-vVoQ-1U0SY

I'm following this guide to bake my clothes, but it's only reacting to 1 object, it's ignoring the head arms and the belt completely (separate objects)

how do I fix it?
>>
>>751874
In general blocking your model out with as little resolution as possible in order to express your idea is recommended because it's easier to keep track or your edge flow/poles etc.

Once your edge flow and loops are tight you can always add more detail via subdivision, beveling edges, insetting or loop cuts extremely easily.
>>
What does /blend/ think of Machin3tools and HardOps?
>>
why is merge by distance creating holes? if I manually select a group of nearby verts and center merge them, it works fine, but I don't want to do that hundreds of times
>>
>>751986
>hundreds of times

god what the fuck are you doing
>>
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>>751987
trying to make a 3d scan manageable. First I tried treating it like I was retopoligizng it, but that didn't really work out. the planar decimate actually did a reasonable job (from 1 mil to 150k tri), but there are still a lot of redundant features
>>
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are refractions in eevee a lost cause for now? IOR of 1 creates distortions and artefacts even though it shouldn't
pic related, am trying to simulate hot air by mapping refractions to noise and using that as a material on a plane, with the edges of the plane having an IOR of 1 to make them invisible, yet despite that they pick up the background when the light should just be passing straight through them
if anyone knows a hack to fix this I'd appreciate it a lot

as soon as I switch to cycles everything works perfetly
>>
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How can i unwrap this so that the orange verts just go in a straight line? uvlayout has its i key function for it, but i couldn't find anything in blender, textools, or uv squares to replicate that.
>>
>>751990
After using planar decimate try adding another decimate modifier, but this time use the first option (can't remember the name). Worked great for me.
>>
Do you LITERALLY need an RTX 2060+ to get OpTix?
As in, has anyone found that [gamer card #10101] is in fact a stripped down 2060 and by hacking the bios or some shit you can enable Optix?

I'm aware 2060s are like $3XX or something right now, which is pretty good
>>
>>749957
(above was posted last thread)

I love this animation -- can anyone point to a resource that shows how something like this was created from start to finish? I feel like my body movement is starting to look good but I have no idea how to get the face to go along with it
>>
>>752032
Not yet but some older cards are getting OptiX support in 2.90 I believe although it's quite slower than on RTX cards.
>>
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>>751997
well, it worked alright, i guess. thanks.
>>
Thoughts on Meshmachine?

https://www.youtube.com/watch?v=5hvusH1QrRc
>>
>>751541
Thought it was a glowing dildo but sure. Come to think of it Homer probably brought it home with it one day
>>
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How do I make retopo as comfortable as in Maya?
Even with shrinkwrap I have to constantly alt+z to check if everything's right, not even speaking of complicated forms like ears where shrinkwrap makes everything worse.
>>
>>752132
retopoflow
>>
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>>752144
kek
>>
>>752152
What? You don't want to spend a small amount of money in a professional tool? Devs gotta eat too.
>>
>>752155
>Devs gotta eat too
Not under global socialism, no you don't.
>>
>>752155
I'd buy for 85, but 86 is too much
>>
>>752155
You don't use blender because you can afford professional tools, unless you live and work in an area that's exceedingly expensive to live $89 isn't gonna be some small amount of money as you put it.
Most of the world don't have that "luxury" but people charging for that shit seems to think the whole world works like their tiny bubble do.
>>
>>752163
>professional tools
aka paying a second rent for shit that hardly gets updated.
>>
Why don't you have it yet?

https://www.youtube.com/watch?v=xYL6X2NSDqg
>>
>>752168
The ad scared me away, it's like a demo reel out of the 90s.
Also it's not free.
>>
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How would you do the materials and lighting to achieve the look on the top? Lower one is my version, needless to say it looks pretty shit.

Furthermore, what are some good resources on how to make good looking materials?
>>
>>752176
I'm not really sure what to do but i just wanted to point out that your emissive frame is clearly in behind the panel on your reference image.
In general i'd say finish the model before worrying about materials and lighting, at most i'd just color them and possibly fiddle with glossiness for now.
>>
>>752176
Get good modeling first because yours is pretty bad.. then that's it. Emissive on the orange part and blue/green on right side and warm light on left side. Just throw some material on it in substance painter and thats it. Can't really tell what material is used in real pic cause it's shit quality tho
>>
>>752176
Use smooth shading and add more bevels, place your main light more to the right, use a high contrast look for your color management
Not sure about the textures, watch this https://www.youtube.com/watch?v=cvu5XYrZT6Q
>>
>>752180
>Get good modeling first because yours is pretty bad
yeah I know, im just starting out
>>752181
thonks
>>
>>752152
https://github.com/CGCookie/retopoflow/releases
>>
>>752196
Thanks, I'm a brainlet. Went to github earlier and couldn't figure out how to build source code into an installable package, so assumed one can only buy it.
>>
why are nodes intimidating bros?
>>
>>752180
>Can't really tell what material is used in real pic cause it's shit quality tho
Looks like matte black paper, doesn't look very good honestly, the render has potential to look better assuming he learns a thing or two about materials.
>>
>>752200
Because people tend not to organize them, and it's easy to read them right to left instead of left to right
>>
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>Look up Blender sculpting vids on youtube to see other people's process.
>Find vids where they polymodel most of the character and rarely sculpt at all.
>Check about section... Asian.
How come all the western youtubers embrace sculpting while all the asians stick to poly-modeling?
>>
>>752248
Because poly-modeling gives more control on finer details
>>
>>752132
press "in front" under viewport visibility

as for making it feel more like quad draw

https://www.youtube.com/watch?v=VKLPHh3CYCU
>>
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>>752254
also you don't really need shrinkwrap on all the time, you can just use snapping to face then select "project individual elements" to make every vertex you select snap to the face in one go.

it does it from camera perspective though which is its own problem.
>>
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Watching a low quality video of a guy making an eyeball in an interesting way. pic related. he selects the upper three edge loops then does some fuckery to invert them. Anyone know how he's doing it? When I try S+Z+-1 it does what his does but also scales the bottom edge loop upwards, where as his is locked.
>>
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>>752273
pic related 2, this is how mine keeps turning out. I know I could easily fix it but I want to understand what exactly video guy is doing.
>>
>>752248
Japanese art is more about smoothly curving very exact simplified clean representation of geometry, this was the case historically, think of the 'great wave of Kanagawa' and samurai Ukiyo-e.
In modern times this evolved into the popular manga/anime, mecha styles of today. It's art obsesses with constructing a simplified highly idealised impression
of the forms present in reality. As such geometric modelling with polygons lends itself to the kind of art the japanese seek in their works.

The western tradition from antiquity and then from the renaissance til today deals with a highly descriptive realism where art seek to capture and express nature in full detail.
When you set out to describe form as it can exist in the real world few things are uniform and smooth across large areas and free-flowing media like sculpting
lends itself to better capture the complex intermingling of curvature and shapes that is present in nature.

>>752249
I'd say it's not because you have greater control but because you intentionally set out to omit detail.
It's easier to create an ideal of less information if you use less information.
>>
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reminder that the distinction between sculpting and poly modelling is something only fucking idiots who can't model well in the first place give a shit about, everyone else just sees pathways to their goal.

https://www.youtube.com/watch?v=pAPT5Cvw60M&feature=youtu.be&t=2202

you can sculpt with low-mid poly, sculpting is useful to poly modelling and poly modelling is useful to sculpting.

If these fucking idiots who just did the donut tutorial and are afraid to learn sculpting could shut the fuck up then we could have a decent thread for once.
>>
>>752278
>How the internet has ruined the innocence of talking animals.

What you say is true and should be articulated for the 2020 version of the sticky.
This is not a 'A vs B' type situation as lot's of very green or very insecure tr/3/pots seem to express time and time again.

Depending on your level of artistry and familiarity with both aspects there are somethings you will wanna model and there are some things you will wanna sculpt.
Picking one path over the other is not about aligning yourself with some weird cult who swears by one workflow to rule them all.
>>
>>752278
reread first sentence of the op message.
and go fuck yourself
>>
>>752273
He probably has his reference point set to "active element" instead of "median point" and then he selects the largest loop last.
>>
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https://twitter.com/pablodp606/status/1276619658557378562
Reminder: Everything he develops for Blender is made for Waifu creation.
>>
retopology makes me want to kill myself
>>
>>751423
>poly model only!
>sculpting only!
>use both!
Ahh, takes me back to /ic/ many, many years ago. Digital art tools are for retards! If you can't draw without mechanical assistance you're bad! No, traditional art is for retards! Why wouldn't you take advantage of modern tech? No rules just tools!

On and on and on... when the dust settled, nobody gives a fuck what you use. Anyone shilling for poly modeling, sculpting, or both is the ultimate retard. You shouldn't care what other people are doing. It doesn't affect your work.

Retards.
>>
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Posting donut.
>>
>>752289
Shut up retard.
>>
>>752254
>>752256
Wow thanks! This is exactly what I needed, could've just googled "display retopo in front" or something like that. Sorry for being low iq.
And thanks for the addon. It doesn't lag crazy like Retopoflow.

Yeah I've been using snapping from the get go, it's just that I thought people used shrinkwrap for the sole purpose of displaying retopos in the front.
>>
I'd like to create raindrops that can affect foliage. For example, when a raindrop falls on a leaf, leaf moves down and the droplet slides off. How hard would this be to achieve and where should I start looking for learning resources?
>>
Not sure if this makes sense
I'm trying to blend two textures across a single mesh.
both mesh surfaces are on the same object, are linked, but have a different texture map.
I'm trying to use the blur/clone tool to get the textures to blend nicely.
However, when I use either smear or soften, my whole blender gets really laggy and I don't really see a difference in the texture. Directly painting works though
>>
>>751882
Thanks anon.
>>
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does anyone else have problems with the difference boolean cutting out when its only partially in an object?
>>
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>>752351
>>
>>752351
So I want to learn how to rig but all the tutorials I find are really basic. What the fuck are the circles and shit around the character and how do I set them up? moving the bones to pose is kinda shit
>>
>>752384
https://www.youtube.com/watch?v=-JSFcSxsaTs
>>
>>752391
Nice I'll follow that one but what about the circle things? Are those exclusive to that plugin or is it something I can do manually for an existing more basic rig? Does that translate to other software like maya or is it completely different?
>>
>>752406
These circle things are just visual controls for bones, yes you can implement them manually but it's much more convenient to use Rigify to generate them automatically.
I don't know how it translates to other software but most rigging solutions have something similar.
>>
>>752384
just get autorig pro and follow the developer's tutorials on youtube
>>
In order to not open a new thread just to ask this question, I'll ask it here:
How long does one realistically take to learn to animate at professional level? I've been sculpting for the last 3 months, haven't really tried to animate because I know I am limited by my own hardware, but I wonder.
>>
>>752412
99 years. Better get started anon.
>>
>>752412
100 hours to become a competent beginner
1000 hours to become good
10000 hours to become a master
This applies to any skill.
>>
>>752408
Thanks bro
>>
>>752435
>>752421
/b/ tier answers
>>
super brainlet question time, I just accidentally closed the menu in the bottom right corner that has materials and modifiers and shit, how do I get it back?
>>
>>752471
https://docs.blender.org/manual/en/latest/interface/window_system/areas.html
https://www.youtube.com/watch?v=8XyIYRW_2xk
>>
>>752475
got it back, thanks
>>
>>751423: The virgin doughnut sculptor

Meanwhile the chad waifu box modeler
https://www.youtube.com/watch?v=28AlRLMlqW8
>>
>>752485
Ha, that was one of the asian guys I talked about here >>752248
>>
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https://youtu.be/4cehZJkW7MU?t=94
>Vertex slide snapping between 2 vertexes
>>
>>752412
system specs?
>>
>>752525
>>Vertex slide snapping between 2 vertexes
Blender didn't really have this? Are you fucking kidding me? "Best modeler software known to man", LMAO.
>>
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>>751423
for how make coom frin. Blinnder make good coom monay for now!?? Ok for thenks
>>
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i can never remember how to put the texture slot on it
>>
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>>751423
Yo dudes, I've run into a bit of a snag with a project.
I'm working on a project and it's supposed to have a road that kind of builds itself and dissolves at the end as a car drives on it.
But I'm a bit confused as to the best way to go about it. Not to mention it has to be loopable, since the scene will pretty much be static in terms of movement. I.E. the car will be still, and the wheels will spin, but there's just the effect of movement.

Webm related is a really really shitty example that's not even the right way it's supposed to go. Since the webm just randomly does it.
What I want is for little squares of the road to fly up and make it, and little squares of the road to fly off the back after a car drives on that section.
I think this should be possible to do using just textures, and animating an alpha map, but I'm still wondering if there's a proper way to go about it, and where to start.
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>>751423
This is my first human model. I wanted it to be low poly for a unity game. What did I do wrong? What could I do better?
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>>752656
>What did I do wrong?
Everything
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>>752657
Why waste our time if you have nothing of value to say
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>>752655
Here's a version that's much closer to what I'm talking about. Only problem is it requires me to break it apart manually into squares and keyframe every square. Which I'd rather avoid.
I mean I guess I could try and just turn something like this into a mask and use that to drive alpha like I said previously, but now I'm just wondering if there's a proper way to do something like this.
>>
>>752661
Looks like a job for animation nodes
https://animation-nodes.com
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>>752671
Fuck. I hate when every problem I run into that's the answer. I really need to buckle down to figure AN out sometime.
Unfortunately, this project has a deadline, and I don't have the time to spare learning it right now.
Is there a solution that doesn't involve learning an entire workflow from scratch just for one thing?
>>
>>752672
There probably is, but the shader setup makes my head spin. Something with a noise, and a vector ceil to isolate the cells, a delay map that displaces the cells, then mask the influence of that displacement so it's only there for the parts where the road's constructed/deconstructed? I don't know which part would scroll over time.
You could maybe use drivers to automate the manual keyframing process, I don't know whether those play nice with motion blur though, and I wouldn't know where to start, I'm sorry.
>>
>>752682
Yeah no worries, I've been trying to tackle it with nodes as well.
Something like voronoi noise for the squares, and then using the 4d noise W to keep it shifting, and then moving it, but it doesn't really work.

If push really comes to shove, I can always just brute force it by manually animating a mask like the previous webm.
It's not too hard, just really tedious.
If I had to do it with drivers, maybe I'd be able to just set an offset for it, but I doubt it.
If you come up with something that works or looks similar, feel free to post it though.
I've been thinking of just using noise instead and just making it look like it dissolves as a really easy solution, but I'd really want to do the squares if I can.

Once I'm done with this project though, I really need to get animation nodes down. I've been putting it off since Blender is supposed to have something built in like it eventually, and I figured why learn something that's going to be useless when it gets an official implementation, but I've run into too many problems these days that are apparently solved pretty easily by animation nodes.
>>
For purely inorganic modeling which program is better blender max or maya.? (which is more efficient, less clicks etc.)
>>
New BNPR show
https://www.youtube.com/watch?v=IR-grJN18Qw

>>752693
Blender if you learn the shortcuts.
>>
>>752693
Blender if you learn the shortcuts, and consider paying money for boxcutter/hardops
>>
>>752672
If you really can't use animation nodes, you could do this:

>Subdivide the plane into squares and make them separate objects
>use drivers on the X position
>set an empty x position as the driving property
>the driver should be a scripted expression aka if the square x position > empty x position then don't move
>use a quadratic expression as the falloff
>multiply the falloff by a noise/random property
>add the falloff to the x position multiplied by that random generator

This is what I would do. I'm really intrigued tho so I think I'll do it myself later and post the results here
>>
>>752697
What about meshmachine?

https://m.youtube.com/watch?v=5hvusH1QrRc
>>
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How do I update Blender? If I just download the zip then I'll lose my preferences right
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>>752083
looks really cool, are there other addons like this already?
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>>752713
Its great, but i have found that i use it less often than the other 2.
It depends on your workflow.
I would absolutely recommend it.
Also check out DECALmachine.
https://www.youtube.com/watch?v=dcaL9k2BW1k
(other Anon here btw.)
>>752721
No, i don't think so. The functionality in this addon is so unique, you won't even find it in Max, Maya or Modo.
>>
>>751423
>Follow video tutorial to the letter
>Uploader has different options in his menus
FUCK!
>>
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Anyone know why my model fucks up when I go to resize it? I've been tarding my way through making a model that has IK and FK bones I can switch between, I got got so caught up in that aspect that I forgot to scale it to a size that would work with other models.
>>
>>751423
I don't understand. A mesh is a frame and a texture is the pic you wrap around it. What is a material? Why is it necessary? I can assign a texture through the UV image editor and it shows up on the 3D view just fine on it's own.
>>
Btw is there a way to make the model transparent in texture paint mode so I can see the background image I'm using as reference?
>>
how do I uv unwrap my model to get squarish wierd optimized uv map like this?
>>
>>752717
The current stable versions come with an installer and you can import your previous settings the first time you open it.
For zipped versions I think you can copy a folder from your previous version but I don't know which.
>>
>>752757
Setting the transform pivot point to the 3D cursor should work. Your transform orientation is also in local mode instead of global.

>>752763
Enable X-Ray in your viewport shading options
>>
>>752798
Yeah, you can copy prefs by copy&pasting config and scripts folders from C:/Users/name/AppData/Roaming/BlenderFoundation/Blender/version
>>
>>752672
>>752701
So I tried it and it's possible but you need scripting, drivers won't do it. The problem with drivers is that driving drivers with a driver is terrible and creates a lot of issues. A script would work as long as you follow my instructions
>>
is CGCookie a good place to learn more about blender from professionals?
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>>752804
>Setting the transform pivot point to the 3D cursor should work.

Yeah I've tried that, no luck.

I did notice a interesting thing, If I set the IK FK switch to FK then scale, I don't get the weird issue of the parts going all over the place, but certain IK bones like the crotch, shoulders and wrists and fingers don't seem to follow the scaling correctly
>>
>>752804
Neither X-Ray nor Transparency works in Texture Paint mode.
>>
>>752811
Yeh
>>
>>752792

>>750493

+ Look up how to do mirrored UV in blender
>>
I may have asked this before, but is there a way to delete empty shape keys en masse?
>>
>>752814

How can I create a Metarig? I once went to visit a 3d school and all students had it. Is it with the custom bone model options or coding required?
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>>752827
Works for me
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>>752840
There's a add-on called rigify that does a lot of the work, I've not used it yet though, here's a video on it https://www.youtube.com/watch?v=pAhbO7U1ID8

For the character I'm having trouble with, I made my metarig from scratch using single bones and then I made custom shapes for them. Thought it was better to do it that way for learning you know?
>>
>>752842

Nice work for doing the rig. On my side I am a complete /b3g/ (3d noob). In a few minutes I'll post a face sculpting attempt

Warning : the sculpt might be disgusting. Hope I won't get told to kms.
>>
>>752841
Do you know how to do it in 2.7? I'm stuck using it because reasons. The only thing I managed was a crappy trsnsparency in Object Mode only.
>>
>>752846
Get a job and save up $500 for a new computer
>>
>>752717
Download it through STEAM because on there it auto updates to the latest stable build.
>>
https://twitter.com/pablodp606/status/1278112352894889984
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>>752844
FInished. I know it looks horrendous but it's just a test. I think I can't get the lips right, and the nose seems either too flat or too large. Any way to improve this ?
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>>752890

P.S. Is there any /beg/ equivalent for /3/?
>>
>>752863
I used to have this hope that I'd be able to get a modeling job, or make money through commissions, or woo people irl enough to get a stable job somewhere. Somehow I've retained a bit of that hope and every time I fail, it drives me further into frustration and despair. I don't have any skills or education. I have a bad back but I do physical work here and there despite it. Sometimes I want to just drift away.
>>
>>752890
mouth is way too low. move the jaw up, and the nose seems a little small
>>
>>752899

Thanks. I noticed the feature's positions were off but I think i badly interpreted the Loomis ball and plane from the start (ouch...)

I will try to find a correct position for the outh and also look at photos of ppl to make sth good.

CHALLENGE IDEA : Everyday, generate a face on thispersondoesnotexist.com and attempt to make a drawing and a 3D model of it.
>>
What's the general workflow for creating hand drawn textures? Do you export an image of the UV's to an external program and draw on top of them? Assuming nobody really uses the texture paint function all that much.
>>
>>752809
I'm willing to try.
What did you come up with?
>>
>>752890
Watch some sculpting courses. Look up Kent Trammell
>>
https://twitter.com/pablodp606/status/1278443853935149057
>>
Help! I made a particle emitter and baked it, but when I want to render out the animation, for some reason particles get stuck on the first frame and don't move (it keeps rendering their position from the first frame). Animation renders out completely, but the result is partices frozen in air. Is this a bug or what?
>>
>>752939
Sounds like a bug. Try to free all bakes before rendering.
>>
>>752942
Fuck, maybe it's a bug in Octane's version of Blender. In 2.9 it works. That's a double fuck because I don't want to use Cycles. >:(
>>
>>752838
You can do that with a short script. The problem is that useless shapes often have small unnoticed movements which mean they won't be deleted if you're targeting completely empty shapes. You can set a minimum threshold, but if it's ill-judged you can end up deleting wanted shapes.
>>
>>752949
what's wrong with cycles.
>>
>>752903
UV map and painting in photoshop is historically the way it was done.

https://youtu.be/jOqdTELcL24

Nowadays this is completely reasonable to do entirely in blender.

If you want more advanced tex painting that has proper layers and such then look into 3dcoat or substance painter.
>>
>>753014
With new updates I get less and less reason not to use Cycles actually, because now I have a great viewport denoising, adaptive sampling and sharing mats between Eevee and Cycles is always very useful.

What I still like about Octane:

>I always somehow get prettier results (not because of Octane's postprocessing), it's like it is more noob friendly and it just werks, but I know this is probably just me because I've seen plenty of beautiful Cycles renders
>However, Cycles has that recognizable noise sometimes that's annoying
>Octane can do super fast (even though fake) caustics, while in Cycles I'm fucked
>Octane has nicer and more easier to set up SSS and water, I love "medium" nodes, they just make sense. SSS for some reason renders stupidly fast and noiseless compared to Cycles
>I have more rendering control with Octane, also direct light kernel can be very useful at times, Cycles doesn't have anything like it
>Displacement in Octane is orgasm inducing (even though fake again but idgaf)
>Overall master material node is nicer and has more controls
>>
>>752957
When you say short, how long would it take to scrape together a working script? I tried learning python a few years ago and I struggled. I know this isn't going to be like Scratch, where I can just drag and drop things, because I learned BASIC a very long time ago.

>The problem is that useless shapes often have small unnoticed movements
Well, the reason I asked, is in my older blends, I had a habit of making new, untouched shapekeys and forgetting about them, and then making a new one and working on that instead. All unnamed. I started properly naming them a month or two ago, because that's sort of the point of shapekeys, being able to change them when you need to, and you can't if you're always scrolling through them and losing them.
>>
Are they ever going to fix the low FPS when play back an animation? It use to be fine in 2.7 but in 2.8 all of my animations runn at 14-20 fps.
>>
>>752939
there is a start and end frame in the physics section as well. not just in the render output
>>
>>753114
performance is the main focus right now soon as #animation2020 got pushed back due to the rona.

If you look every patch note they're adding about 1 fps or whatever every time. It'll get back there eventually.
>>
why is he shouting though

https://www.youtube.com/watch?v=o05kiVoB2oY
>>
>>753118
He needs to drop the shtick already.
>>
Has that donut guy ever done sculpting?
>>
>>753149
He's currently really busy sculpting himself. Check that shit out on Twatter lmao
>>
>>753101
Try this https://pastebin.com/jpg7FQxR
The script assumes that all shape keys are relative to a basis shape key and the basis shape key is the first in the shape key list.

If the basis shape key name isn't 'Basis', you need to edit the script to tell it that.
The pruneLength might need changing.

To use the script, open a text editor window, click on the new text data button and paste the script in. Select the object with the shape keys and click the Run Script button on the text editor window.
>>
>>751528
send nodes
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>>753159
Wonderful! After using your script, I think I shed a hundred empty keys in this file, and in the rest of my files, who even knows how many I'll get through. I'm naming my next donut "anon" in your honour. Thank you!

I better get back to learning python, if it's this overpowered.
>>
>>751888
are you sure you did activate collision on everything?
if you select a bunch of object and activate collisions it will only activate to the active object (the one with the light orange outline)
>>
>>752132
this tutorial helped me a lot when i started doing retopo
https://youtu.be/OuFwUaS8y1I
>>
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>>752273
his 3d cursor is at the center of the biggest edge loop that he have selected, yours it at the top vert
try changing the position of the 3d cursor and changin the pivot point to "3D cursor"
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>>752325
i would try to do this with a material and a MixRGB node, just paint a black to white gradient and use that as the factor
>>
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how do i fix this / 3 /?

I started joining together some basic mesh, then i went to sculpt mode, yet these happens when i try to work the piece. Any idea why? thx anons
>>
Before anyone assumes that I'm lazy at least read the whole thing throughly. I want to 3d model for animation and want to learn to make my own 3d characters from scratch at least this way I can customize characters for amy project. Right? The problem is I cannot draw to save my life. Until I learn to draw are there any websites that ,I can go to for character reference images? This is temporary however since there is so much to learn it will help to start animating somewhere ASAP. If anyone has ever box modelled an entire character without a reference image please provide a link to any modeling video you think is worth the watch for beginners.
Thank you for your time and assistance.
>>
>>753149
>>753152


Kind of respect his confidence to just post something that looks that amateurish when he's supposed to be a "blender guru"

couldn't be me.
>>
>>753205
Search twitter for the terms "character sheet" "turnaround" "character reference" "reference sheet" etc.
>>
>>753207
also this goes without saying BUT DO SIMPLE FIRST.

complexity is a cube function with 3d, it'll be more difficult to texture and more difficult to rig, and the topology will be way harder to visualise as a noob.
>>
>>752809
So are you going to post your results, or no?
No worries if not, I'm just curious to see how you solved it.
>>
>>753196
you need to remesh them together.

bool or quad remesher (ctrl+r in sculpt mode).

https://youtu.be/YaVEJTLDD3Y

watch this entire video
>>
https://www.youtube.com/watch?v=Y4whyFTilsA
>How to make a couch by Donut Boi
>>
>>753152
>Check that shit out on Twatter lmao
Is Andrew /theirguy/?
Because that twitter thread about Bojack horseman is hilarious!
>>
>>753231
Thanks anons, i will.
>>
BlenderToday just went LIVE
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>>753179
I'll give it a shot. Thanks!
>>
Is there a way to make vertices move towards a certain point, like the 3D cursor or a camera?
>>
smug slurping
>>
>>753205
This is somewhat related to this, but I've saved up close to one thousand pounds with the intent of spending it on a drawing tablet to use for making character sheets, but I'm wondering how important it is with the model creation process, is a tablet better for sculpting stuff? I don't have any experience using a drawing tablet, (or drawing much in general) and I'm unsure what brand or type I should get, I've heard conflicting things as to whether it's better or not, but I feel a tablet with a screen would be better, as I feel there'd be a disconnect of your hand movements on the tablets without screens and your eyes looking at the monitor.
>>
>1-click UVs

https://twitter.com/Leukbaars/status/1278943702451249155

Wait.... What?

>"So it just finds the most appropriate spot in the texture in relation to the size/shape of the face groups?"
>"yup and tries to distort it to conform to the quad shapes if possible"
>>
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I just downloaded this file from someone else and am testing eye shapes on it. their mesh is entirely made out of tris (the parts with seams) and what I've added so far is all quads. thing is, mine has these weird shadows while the original mesh parts are so much cleaner. is that because of the number of faces of my polygons (since my quads are all stretched out) or is it just because of how bad my topology is?
>>
>>753350
nvm idk what it means but marking sharp seemed to do it
>>
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>so you are using blender instead of a paid program?
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How do I get this stencil to work properly? Every time I use it, the brush it's attached to defaults to its stock settings.
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>>753365
Related followup question: How do I drag alphas in sculpt mode? Every tutorial I've seen that uses it never actually goes into detail as to how it works.
>>
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Downloaded a model to see how do people make an inside of a mouth.
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>>753381
Big bobs.
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>>753381
Actuallty nothing scary, just a lot of scripts and rigs and dependencies.
>>
>>753337
What's with the high amount of based Argentinian 3D artists, every job I've had has one and their work is pheromonal
>>
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>>753381
>>
Has anyone gone from Blender to Zbrush for sculpting? I feel like proportional editing doesn't cut it for making new things.
>>
>he's not using the Malt engine

pathetic
>>
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>>753388
>pheromonal
>>
consider a line of vertices a, b and c, in this order. is there a way to make sure vertex b is right in the middle of the line? i.e. it's equidistant from a and c?
>>
>>753553
>to make sure
to move it to the middle, rather
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anons, do you know what those dots are? I have fucked something up and don't know how to revert it.
>>
>>753569
Ventilation holes to prevent overeating
>>
>>753553
It's an upcoming blender 2.9 feature.
https://youtu.be/4cehZJkW7MU?t=97
Or you can delete B, connect A and C and subdivide.
Or you can do maths manually because you know coordinates.
>>
>>753572
funny that they're only adding this now. you'd think this would be very helpful if you're working with somewhat symmetrical objects but not entirely to the point of making mirror modifier worth using
>Or you can delete B, connect A and C and subdivide.
>Or you can do maths manually because you know coordinates.
I hadn't thought of either of these lmao the latter seems like less manual work, thank you again!
>>
>>753569
If you are following the donut tutorial the solution should be in the comments, it happened to a lot of people.
>>
>>753553
select a and c, snap 3d cursor to selected, deselect all, select b, snap selected to 3d cursor
>>
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>>753430
>proportional editing

what now
>>
>>753207
>>753208
Thank you both.
In regards to your answers would Google also be worth looking at? Are there blank character sheets with just bodies on them? What would simple look like?
Your answers are of immense help.
>>
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Someone know what is that? Everytime i create a mesh, i got a weird sphere things instead.
>>
>>753688
You have a subdivision surface modifier on.
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>>753690
Ah thanks, the subdivision from an other object was active since i was adding stuff in edit mode.
>>
how do I fix this? I can't see the mesh because the object gets on top of it
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>>751423
>Do not poly-model characters unless you are a retard.
This so stupid. Before sculpting tools there was only box modeling or point input, I learned to box model around the time ZBrush was released. At the time it felt like a concept tool or toy, but soon became indispensable.

I will say that box/polygonal modelling today feels archaic, but blender's sculpting isn't the best experience either; good enough is the perfect description, which seems to a perfect summary of various parts of blender over the years(except uv unwrapping I think Maya stole some bits iirc). No I'm not a blender or Maya fanatic, except in college because I believed that Open source was the future and donated $20 to 'buy' blender back in high school.

I personally really like polygon pushing for old school models (~2000 poly), it's also really relaxing to jam through a couple of low poly characters over a week. So it's not entirely a useless skill.
>>
Is there an easy way to get backface culling on reference images?
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>>753733
Turn on backface culling in the materials setting.
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>>753722
What exactly are you doing? Retopologizing? Or are you modelling with the subdivision modifier on?

Toggle x-ray may help you see better.
>>
>>753722
Disable these in modifier properties.
>>
>>753722
>>
>>753388
t. totally not an argie blowing his own trumpet
>>
>>753781
the material tab seems to be absent for the image if I do add > image > reference.. but I'll just add them as actual objects then -- thanks!
>>
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how do i add an inner ring like this to the face while keeping the other edges?
>>
>>754051
Inset Face tool.
>>
>>754051
Why are you skipping learning the fundamentals?
>>
>>754057
Some people just want to jump straight in and get to it.
>>
What's the best way to make anime hair?
I've seen people using path curves, others use latices, and others just make a semi sphere and modify the vertices.
>>
How useful are Metaballs?
>>
>>753812
Despite the funny English error I'm not, I genuinely find it odd that every job i've had has one.
>>
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Is there a way to do this kind of void looking thing when looking inside of an object? Im trying to make a ghost and It would be cool to obscure some of the kinks
>>
>>753731
t. retard

Polymodeling characters is an utterly useless skill in the industry.
>>
>>754078
they are good with spaghetti
>>
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Why is color 1 not the main color for the mix node? Why are they confusing us?
>>
>>754123
you can think of it like a layer stack in that the bottom field is the default/background data and the field above it is the data that gets placed on top. then the mix factor/slider determines the amount by which the top field contributes to the output data.
in that regard, it makes sense; but it would probably make more sense if the names were swapped.
>>
>>754132
Huh, just like a callstack in programs, seems legit.
>>
>Blender can do this
>pajeet can do this
Holy shit

https://www.youtube.com/watch?v=B3TnEMoNIr4
>>
>>754136
>realistic
>looks like an 80 year old
>>
>>754141
She needs makeup.
>>
Is there an add-on that keeps refreshing the texture? I want to do pixel work on my textures but blender isn't optimal for this and I'd like to use aseprite instead. don't want to refresh the file every tweak manually though
>>
>>754078
https://www.youtube.com/watch?v=PP14rVhgX9M
https://www.youtube.com/watch?v=Y7R2_F-ZukQ

about this useful

personally I'd only use them for particle/mograph effects or stylised liquid.

I've seen people use them to create basemeshes for sculpting but personally I think adding primitives for each limb segment and sculpting those into place + combine and remesh is a way better solution.

metaball chicken is cute though
>>
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>>751423
>experiment with using the denoiser to get some interesting stylization
>it works
>open the project a few hours later
>denoiser absolutely shits itself, nothing seems to fix it
Pic related is the same frame done with the exact same settings. What gives?
>>
>>754199
OptiX? Did you forget to save your preferences after enabling it?
>>
>>754261
My GPU doesn't support OptiX. I use the Intel one (compositing node), in 2.83 if it means anything.
>>
>>754199
clean cache?
>>
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how do i fix the symmetry in the beak area?

how this happens to begin with?

Thx anons
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>>754273
Top right menu under symmetry.
Learn how to use google first for your questions
>>
>>754273
edge loop in the middle, cut one side, mirror modifier?
>>
>>754274
That worked, and you are right. Thanks anon.
>>754275
The Symmetrize button did the job. Thanks.
>>
https://twitter.com/PixologicJP/status/1278131204986793985?s=20
>>
is there a way to bind a custom snap perspective of the portview to a hotkey in blender? like you can press 1, 3, 7, etc. to snap the perspective to important angles. i feel like this would make it easier for me to make models out of tilted drawings
>>
Any beginner modeling tutorials that isn't Blender Guru? Possibly someone that explains why they are doing the stuff they're doing?
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>>754289
>1, 3, 7
meant Numpad-1, Numpad-3, Numpad-7* I guess
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>>751423
>wants to make Blender more user friendly so more people jump into it
>not make it compatible with old hardware that could run 2.79 just fine
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>>754291
>Possibly someone that explains why they are doing the stuff they're doing?
That's what books are for, tutorials are and should be all about practice
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>>754333
Okay, what books would you recommend? If tutorials are all about copying a guy's work then I'm not interested. Preferably something I can read online.
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>>754291
Grant Abbit
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>>754332
stop being a poor faggot and get with the times, pajeet.
>>
https://blendermarket.com/products/gaffer-light-manager/

>
>I've not been using this all this time
>wasn't even aware it existed
>cringe & facepalm

Anyway, this is great, use it. (There's a github source as well if you don't feel like spending money on it)
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>>754291
Try this
https://www.youtube.com/watch?v=CmBMcYVW9x8&list=PLda3VoSoc_TRuNB-5fhzPzT0mBfJhVW-i&index=5

His tutorials are pretty slow but cover all the basics and some more. No unnecessary talk, only teaching.
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>>754291
At least finish blender guru's if you haven't. His tutorials are formatted better than pretty much every other youtubers, even if he does leave some things unexplained. Its usually nothing vital.
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>>751423

Its not much, but it's honest work:
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>>754291
no tutorial on the planet goes slower than blender guru.

If you need to know something just stop and google it.

You aren't going to get a complete picture of CG all at once, it's too expansive.
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>>754417
changing playback speed helps. you can set up a hotkey to quickly swap between 1x and up to 8x speed. but raw time spent can be great for internalizing certain lessons anyway, especially if blender is your first 3d program ever.
>>
>>751423
I'm making a lyric video for a project, and the lyrics are going to be actual objects in the scene.
I don't really have a problem with this, but thinking about it kind of makes me think of it as a bit of an organizational nightmare in terms of the outliner and animating a ton of one-off bits of text.

Does anyone have any tips for organizing a bunch of text objects, or managing large amounts of text objects in Blender? Obviously it's not really made for motion graphics shit like this, but I'm still wondering if anyone has any ideas of how to make this shit a bit more manageable and not a constant headache to work with.
>>
So all of my material textures just randomly switched places with each other and one of them I'd been texture painting on reverted to a way earlier state.

Anybody have any idea what the fuck happened? I know about the textures saving separately to the file thing but this happened while the file was still open.
>>
>>754415
>>754417
It's not really about the speed, it's just the way he teaches that infuriates me. I prefer books and no nonsense kind of teaching and his videos just end up being too distracting for me. It's a "me" problem mind you, not his fault. I just find his style of teaching is not appropriate, yet his style of teaching (as in video tutorials and "follow my steps" kind of teaching) is the most prevalent on the internet. I prefer written tutorials mostly for that reason but a lot of them are simply shit and I can't find any at all.
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Cool
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>>754495
So with Eevee I'm doomed to make hair via transparent textures only, right?
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>>753167
Glad it worked.
You can learn the basics of programming using Blender. Just look for Python tutorial sites and use the text editor and run script to play around and print stuff to the system console. If you don't like programming, that's okay, learn something else.
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My doughnut so far.... Decided to go with star sprinkles instead of balls. Once I get to the end, I plan on animating the light to flicker on revealing a bunch of naked cartoony guys looking away from the camera. Ones shitting into the coffee with liquid simulation, one eating out of the doughnut, and one making a snow angel in the icing. Then they all look at the camera n light flickers out.
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Why is it retarded? Is it something to do with normals?
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>>754599
Did you check for overlapping verts, are the verts connected?
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>>754600
I merged by distance and checked all of them and its fine
This happens when I solidify left is positive thickness right is negative
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how the fuck do i texture paint both sides of a face?
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>>754611
Faces are 1 sided you dingus.
The only way you can paint the other side is by having another face there.
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>>754602
I have fixed it, the normals were flipped
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>>754618
I'm getting filtered by uv unwrapping then. I have duplicated the object and flipped the normals so I can paint the inside. Am I supposed to have 2 uv maps or have to fit them in one?
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>>754621
you could use the same geometry and the same uvs but paint two different textures and choose between them in the material using the backfacing output of the geometry node
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>>751862
Adjust the light source before doing anything, you're seeing the lit model thats why nothing is pure white
>>
Blender with its remesh function + Outerra Engine

https://www.youtube.com/watch?v=fItrmyGWMp4
>>
Has anyone tried character modelling from first principles? I mean like using an actual human skeleton with tendons and muscles as the base and abusing something like shrinkwrap to put on the skin and fat. As an outsider looking into /3/, it seems bizarre that people still insist on learning human anatomy and recreating it from memory for projects that require realistic characters. I can understand for stylisation, but photorealism suffers unless you're autistic enough to keep all of that into account for more complex animation.
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>>754706
That's how studios do it.
But the problem is that Blender doesn't have any kind of musculature/skeletal system for that sort of thing.
At least not natively.

But yes,
>using an actual human skeleton with tendons and muscles as the base
This is how it's done, it's just that in some aspects Blender is still stuck in 2005.
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>>754716
Damn, there's a lot of stuff that's missing from blender that honestly wouldn't take that much effort to add. At least there's prior work to build off of. Maybe when I get some free time or enough money from this hobby I'll make addons for this shit.

I take it there's also no real native solution for dynamic skeletal animation or whatever it's called where the character is a ragdoll with PID controllers between it and the target animation? Stuff that allows an animation to be naturally effected by an obstruction or impact? Searching the forums didn't give me much to work off of, just old tech demos for proprietary software.
>>
>>754716
>>754706
>>754741
There is this add-on called X-muscle system
https://www.youtube.com/watch?v=I4yRH6WN-MY

Like most add-ons Blender will not incorporate it unless the dev wants them too and has shown he can support it for a very long time.

In a recent Q&A they asked Pablo about taking some of the features of Box Cutter and he said while it would be easy to jack the add-on's features they will not do that unless the dev gives permission.
I think they should just send a truck full of cash to the guy and buy him out.
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>>754769
I have't bought it to properly investigate, but from what I can see, it's more a post-hoc system for existing models. While definitely an improvement and also applicable for stylised characters, it still requires a modeller to produce an initial mesh from anatomical knowledge. For photorealism, I can imagine a superior version of makehuman that would then feed into this addon. Also, I couldn't tell if it does tendons and fat/skin interaction, which are important contributors. Speaking of, how might one achieve natural skin deformation? I know there's lots of work on breast physics, but they seem to rely on jiggle bones which isn't really applicable to something like how the pads of the fingertips compress when picking something up.
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>>754769
Yeah I'm aware of that addon, which is why I said
>at least not natively

t b h, I'm in the camp of staying away from addons that completely change the workflow into something specific to that addon. Since it kind of make shit incompatible later down the line if the dev abandons it, or it's made obsolete by a proper implementation.
I'm not saying I don't use addons, because I do, but shit that drastically changes the way you interact with the software, I tend to give a wide berth unless there's no other option.

But yeah, there's a shit ton of things that have been "industry standard" for years and years that Blender still hasn't caught up with.
Honestly, I'd love a proper crowd sim like Massive or something built in. There's addons for it, but it's rather cumbersome since it kind of forces it to work.

>jack the add-on's features they will not do that unless the dev gives permission.
I don't see why it's impossible to just make their own implementation of similar features. It's not like the dev owns shit like booleans or a workflow.
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>>754803
They said they don't want to be evil or dicks so they generally don't copy addons.

The other major problem is that they only have so many devs working at Blender so even if they do add features from an add-on they don't really have anyone to take care of it, that is why they tell people contributing free adds-ons to blender to prove they will keep it updated and working before they ever consider adding it.
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new

>>754822
>>754822
>>754822
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>>751510
wow we are actually suppose to do that?
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>>751510

it's retarded
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>>754425
You should write a python script to generate your objects
If you know nothing about programming, it will take you some time to learn the basics, but it's worth it.



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