[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / 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

[Advertise on 4chan]

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 105 posters in this thread.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Self-serve ads are available again! Check out our new advertising page here.


[Advertise on 4chan]


File: booper.png (633 KB, 800x400)
633 KB
633 KB PNG
Previous thread: >>778942
>>
File: pablomon_criticalmass.png (55 KB, 200x200)
55 KB
55 KB PNG
IT IS OCCURRING
https://www.youtube.com/watch?v=HuSL1F9Sd78
>>
>>781527
le snoot :3
>>
>>781528
That's amazing. Fantastic art and a huge leap in power for Blender. I wish I could sculpt that well.
>>
>>781550
blender is quite sluggish above 2m compared to zbrush that can easily handle dozens of millions of polygons but in recent times I was able to sculpt quite nicely on 2m models, direcly with no multiresolution so I am even more interested in how this particular update will turn out. if it can handle 7 to 10million tops, that would be all I need.
>>
>>781528
So did they finally fix blender shitting its pants when dealing with millions of vertices in sculpt/edit mode?
>>
>>781528
pretty good for a free program
>>
>>781553
I hope GPU accelerated mesh editing comes in the next update );
>>
How can I use the color ramp to set which colors of a texture should be transparent?
>>
>>781528
Looks like my old art teacher.
>>
File: 20201110_140924.gif (3.11 MB, 512x384)
3.11 MB
3.11 MB GIF
is this a lit or unlit scene? I honestly can't tell
>>
>>781568
white is no
black is yes
>>
Dumb question: what kind of pay can you expect for average quality models.

I'm not doing 3d to become a professional, just a bit curious what what you could get when you get alright enough at it.
>>
>>781586
Have a YouTube channel and earn millions
>>
I'm extremely new to blender and 3d, I've only done very basic sculpting, rigging, and playing with nodes and textures.

How would I go about recreating these pulsating and moving shapes on a model? Specifically being able to manipulate them with cursor movement. Is there a straightforward method?

https://www.youtube.com/watch?v=0BnTylxTUtA&ab_channel=TheCGBros
>>
>>781588
Problem with that is you need to be either really fucking good or charismatic enough to cover for being mediocre
>>
>global undo takes fucking FOREVER and a half
>turning off global undo also turns off the menu that lets you tweak newly-created primitives
Who the hell was retarded enough to implement this and how do I fix it?
>>
>>781558
Nope u can still see the stuttering, he probably has a monster pc too.
>>
>>781576
It's lit, you can clearly see warm light sources everywhere.
>>
>>781601
>how do I fix it?
You can't.
>>
>>781610
I can't be the only one who has a problem with this, right?
>>
>two months until 2021
>blender still can't import .fbx armature with the correct orientation for the bones (even with automatic bone orientation and ignore leaf bones)
>>
File: 1522233391657.jpg (45 KB, 521x521)
45 KB
45 KB JPG
>>781601
over a decade of having to deal with blender shenanigans taught me to never rely on the undo. taught me how to not fag around and to try to not make many mistakes and to have multiple incremental named files of the same project to go back to quickly if necessary. my whole life as a 3d artist was born into this shit, MOULDED by it.
>>
>>781614
If you heavily rely on fbx shit you better just ditch Blender completely.
>>
>>781610
Of course you can! Just go into the code and fix it, it's OPEN SOURCE bro.
>>
File: 1565781671412.jpg (33 KB, 640x619)
33 KB
33 KB JPG
>want to make a video for a Blender 9.2 feature
>have two videos, one a render and the other a screen record
>want to cut them together in Adobe Premiere™
>h264 is not supported yet and .mvk isn't supported anymore

How do people work with this terrible "state-of-the-art"-software?
>>
>>781615
Too often I decide I don't like the look of something only after seeing it in 3d. It's even worse when I'm not clowning around for practice or something. Really not sure how to grow out of this desu.
>>
>>781612
You are probably in the loud majority, but that doesn't change the fact that there is no fix (yet), even though they work on it.
>>
>>781633
I understand the global undo implementation is basically a spaghetti factory, so maybe it's not that easy to fix, but knowing they at least work on it helps.
>>
>>781630
I don't. Despite the good plugin situation I've ditched Premiere and AE years ago in favor of Resolve, Fusion and recently again, Nuke.
>>
>>781603
I guess so, but I was thinking that maybe they could have been hand painted. thanks for heads-up!
>>
>>781635
That's one good thing about blender, shit might be fucked but they're usually working to fix it, the problem is for how long.
>>
Has anyone ever worked on 2 versions of a scene in 2 different renderers? I'm doing a project where I'm rendering both in Cycles and UE4, and the pain is real. Currently I'm trying to match the Cycles render as close as possible in UE4 using raytracing, but it's incredibly hard. Besides raytracing bugs and some noise, it sucks that settings for light sources don't seem to match with Blender at all, neither does postprocessing. I thought the process was gonna be - export everything with Datasmith and do some minor tweaks, but nope - I pretty much had to recreate all the materials, lighting and camera animations because everything broke. At least the scene itself exported correctly because it would have been impossible to replicate it from scratch.

I spent almost 2 weeks just tweaking numbers and sliders, and I'm still not getting good results. The thing is that I know it's possible to achieve good visuals in UE4, but I guess when you have an offline render to compare it with, problems become super obvious and now I'm desperately trying to recreate every detail from Cycles, but I don't think it's possible.

Why am I even writing this? Hell, idk, I'm exhausted and wanted to share it, maybe somebody has some tip. Or I'm doing something wrong.
>>
>>781651
>Has anyone ever worked on 2 versions of a scene in 2 different renderers?
It's possible with 2 offline renderers. But you match them in compositing.
Trying to match a realtime raster engine and a pathtracer is kinda weird. Its like water and oil - doesn't really blend together.
>>
>>781651
>>781656
Isn't this why there is evee and why that's good?
>>
>>781656
I'm doing a complete workflow and quality comparison of them as a part of the project. Raw processing power will probably eventually change things, but currently working on a scene and testing shots has proved to be just much more pleasant in realtime (especially with raytracing). Quality is pretty similar in certain situations actually, and it would be even better if I had a good graphics card to increase quality settings in UE4. Where it struggles though are translucent effects and more complex reflections. I have some glass surfaces and water and it's really hard to get it on a level of an offline renderer. There's also a bug where DoF doesn't work properly with translucent objects so I can't even use bokeh in certain shots in UE4.

And ofc, there's a big difference in render times, where 1 version renders in 5+ minutes per frame, while the other does it in a fraction of a second. I'm just pissed off a bit that I can't push the quality properly in UE4 to properly prove its capabilities because of my shitty PC and incorrect export of lights and materials. There are a lot of objects in the scene and it's a struggle to rework every single detail in UE4 again.
>>
>>781576
Definitely looks lit. It's gorgeous, too. What's it from?
>>
>>781586
>>781591
Some things you can say to increase your YouTube charisma:
>start your video with "HEY GUYS HOW'S IT GOING?" *DUB STEP INTRO*
>At the end yell "SMASH THAT LIKE BUTTON AND DON'T FORGET TO RING THE BELL"
A few more tips suitable for any point in the video:
>Did you know only 8.93% of my viewers are actually subscribed?
>SMASH THAT LIKE BUTTON
>SMASH THAT SUBSCRIBE BUTTON
>Le VPN
>Le Mobile game
>Le Amazon affiliate link
>plz share with your friends
You can add humor to your video in a number of ways, but the thing that the kiddos really love is when you make a minor mistake and you SHOUT INTO THE MICROPHONE ABOUT HOW TERRIBLE THE MISTAKE WAS. Then use your video editing software of choice to zoom in on your inconsequential mistake, and shake the screen a lot. Maybe even play a bassy buzzing sound. Everyone loves this joke and it never gets old. Do it a few times per video. Bonus points for distorting the color or image in some way.
You can boost your patreon income by showing how many of your videos have been demonetized. Make sure you NEVER lie about this in order to produce guilt in your viewership.
Finally, make sure all of your thumbnails feature your face with a ridiculous expression front and center, and use large, red circles or arrows to point to the epic subject matter of your video. You can bolster your thumb nails by using very interesting and not-cringe video titles such as: "I planted 2,000,000 minecrafts, here's what happened next" or "Using blender but the floor is lava." Don't forget to occasionally drop some pop culture references in your title like Bob Ross, Funko Pops, Infinity Gauntlet, or Kylo Ren.

If you do these things, you will have 1,000,000 subs by the end of the year. Anyone who follows this guide faithfully won't even need to know how to unwrap a cube.
>>
File: Xtreme Distress.png (175 KB, 696x611)
175 KB
175 KB PNG
How the fuck am I supposed to deal with unicode character in object names when exporting a model to .dmx via Source Tools? They are fucking me up big time. distorting the model and textures!
>>
File: 2020-11-10 (2).png (592 KB, 1366x768)
592 KB
592 KB PNG
I don't know what I'm doing
>>
File: click click.png (929 KB, 1598x1252)
929 KB
929 KB PNG
>>781676
It's suppose to be this
>>
>>781672
Just don't do it.
Just suck it up and rename the 70,000 pointless polygroups that chinafag made in the model you downloaded...
>>
>>781671
show us your youtube channel then
>>
>>781576
>this shit looks better than my scene with 2m faces and 300 materials

How to deal with this?
>>
File: cent.png (72 KB, 907x462)
72 KB
72 KB PNG
What do you do when you don't have enough reference for your model? I have no idea how the interior body of this 1990 toyota century works
>>
>>781677
>Uganda knuckles mecha
>>
File: Screenshot (4).png (608 KB, 1920x1080)
608 KB
608 KB PNG
>>781706
Mind telling me how? I'm new to blender, but am very excited about a potential solution!
>>
>>781576
It kinda looks like old-timey pre-baked lighting.
>>
>>781714
nvm I figured it out
>>
>>781630
>Adobe Premiere™
Either neck yourself or make the (sane) move to Vegas Pro. That shit will import everything from potatoes to machine gun bullets and will cut reliably with ease. It doesn't give you spastic renders either, with that weird red mystery frame Adobe like to toss in your finished product every now and then.
>>
>>781676
>>781677
You are doing good, start simple then move on to complex stuff, just remember to save ur simple mesh before doing complex stuff, sometimes you wont like the result.
>>
>>781717
LOL ok, I was gonna say, just rename those horrid bones in the properties panel.
And try not to fool with MMD models too much, or you'll turn Japanese.
>>
>>781676
That's actually a pretty good rough-out. Keep going, I want to see where this goes.
(by next week you'll actually know what you're doing, and a few days later, WHY :^)
>>
>>781712
>don't have enough reference
This is not a valid excuse.
Here, I'll google it for ya JUST. THIS. ONE. TIME.
https://www.google.com/search?q=1990+toyota+century+interior
There's enough images there you should be able to model the hairs in the carpet.
>>
>>781713
It's actually Heracross
But I see it now ( ;v;) The clicking was beetle sounds
>>781719
Thanks, I'll remember to do that
>>781722
I'm going to keep poking at it. I found the bevel tool and I think that's what I want for some of the finer details I wanna do
>>
>>781590
so it's not interacting with a cursor it's interacting with a sphere or a volume, there are a few ways you can do this in vanilla blender but honestly I would just go straight to shader nodes it was built for this.

here's a tutorial that will get you 80% of the way there.

https://youtu.be/C95mi7lKt8o?t=657
>>
Does Blender scale well with more CPU cores? I mean modeling, not rendering. I ordered both 5900X and 5950X and I'm wondering which one I should keep.
>>
>>781764
nyeah no maybe
I'd keep the 5950x there are many things in 3d that scale well with more cores like simulations.
>>
File: error1.jpg (226 KB, 1514x944)
226 KB
226 KB JPG
>>781527
hey guys how can i make just the head on the body on the left look like the head on the right? they are the same shader but when i apply it to the body, even if i select just the head vertices, the shader gets stretched out over the entire body in a way i dont want. I mixed the shader with baked normal map for face if that makes difference

ignore the head in the middle
>>
>>781667
"The Wizard of Oz: Beyond the Yellow Brick Road" for the NDS, probably with some emulator filter on top of it. what people managed to do with the NDS graphics is highly underappreciated. my favorites are Golden Sun Dark Dawn and FF 4 Heroes of Light by Square Enix

>>781710
I feel you, bro
>>
>>781790
first, make sure the body is not scaled.
The rest comes from the different texture coordinates. The body is larger than the head so the "generated" coordinates will be stretched. Try object coordinates instead as they dont care about object dimensions
Neat shader btw
>>
File: Custom_properties_fade.webm (2.91 MB, 1280x720)
2.91 MB
2.91 MB WEBM
>Make custom object properties available in Attribute node (commit 5) (Alexander Gavrilov)
Holy fuck, i've been waiting for this. This makes object-specific shader options so much easier
I already made a video how to create a fade-in effect in two minutes. The last time i had to create 26 individual shaders for each object with its own pop-in-time

Also just imagine being able to control the wear of objects just by typing in a value while still using a single material for everything
>>
>>781792
>Beyond the Yellow Brick Road
Great, now I have THIS stuck in my head.
https://www.youtube.com/watch?v=Vgy6ANiEaY8
>>
>>781528
>21M tris
Mehh, i have a 7years old PC that can handle 30-32M in all the 2.8x series.
>>
>>781803
screencap or it didn't happen
>>
>>781803
No, it can not.
Orbiting around the object maybe but certainly not smoothly editing it in any way.
>>
File: 29.3Mtris.webm (3 MB, 1920x1080)
3 MB
3 MB WEBM
>>781811
>>781817
>>
I use blender film editor to make stuff into webms.
>>
>>781828
I can't imagine it's any faster than webm for reta... I mean, dummies.
>>
>>781822
The legendary Blender performance.
>>
>>781831
Mehh, to me that's fine, I've downloaded Zbrush before and I know it can handle 3 times that without lag.
>>
File: 1600161889501.jpg (27 KB, 244x272)
27 KB
27 KB JPG
>>781822
Yeah no fucking shit, Sherlock. Hence I said "smoothly". Just being able to "handle" 30m while not crashing is still absolutely unusable in a real scenario. You can't fucking sculpt this way. Maybe tweaking some parts here and there but not doing anything big.
But this discussion is pointless anyways since this issue is being addressed right now and we'll just have to wait and see how this will turn out.
>>
>>781834
>Mehh, to me that's fine
You probably didn't have to work on a sculpt project bigger than a bust as a commissioner with a deadline before. It's not just that the brush is moving on a snail pace, it's so much more that fucks up with that polycount and the current performance. For example you can also completely forget about remeshing on the fly since that would take literal minutes instead of a couple seconds at most. Fucked up boolean too. There's much much more to all this than just being able to watch 30m on your monitor.
>>
>>781837
*for a commissioner even
Anyways, shitty performance while working on a deadline will wreck you in the long run.
>>
>>781831
>The legendary Blender performance.
That's funny, but with context it kind of falls flat don't you think?
>>781803
>>
>>781841
Yes, it is a I5-3570k-16gb ram and a 660 from 2013.
>>
Is it not possible to make a penis cum in blender?
>>
File: plz_no_fap.webm (614 KB, 1920x1080)
614 KB
614 KB WEBM
>>781851
no? That would be lewd.
>>
>>781849
I'm saying the dude's quip doesn't mean much when it's performing "well enough" on outdated hardware.
>>
>>781860
Just getting the walls ready for wallpapers, I see.
>>
File: 1476716756289.jpg (5 KB, 249x249)
5 KB
5 KB JPG
>>781860
SUSAN IS NOT FOR LEWD
>>
>>781795
thanks a lot anon. i hate makin the scale mistake i always do.
i tried object coordinates, UV, etc but they all come out fucked up other then generated. i ended up just making the head a separate object and hopefully i will be able to still rig all of it together for animation.

i still get some stretch on the head and its annoying but not too bad
>>
What tutorials should I watch in order to understand how to animate a car to have a realistic sense of speed, movement, mass, etc? All the cars that I'm animating move like hot wheels on toy tracks.
>>
>>781790
Try adding a texture mapping node and playing around with the loc and scale.
>>
>>781928
try
https://www.youtube.com/watch?v=CwOwmgSKdGk
and
https://www.youtube.com/watch?v=KtjJfWlQ8oE
>>
am i a retard? on the video editor, i can’t figure out how to easily switch between the compositor and sequence editor without rendering all the footage from the compositor then importing the rendered file to the video editor. is this really the only way to do it?
>>
>>781860
cursed
>>
File: cords.jpg (161 KB, 1049x1073)
161 KB
161 KB JPG
>>781906
Object coordinates use the real positions and aren't mapped to [0..1] like the generated ones. Have you tried to scale the object coordinates down using a mapping node untill it looks right?
>>
I wish i could 'smooth vertex weights' based on the proportional editing falloff instead of only applying equally to every selected vertex. Maya's ngSkinTools can do this, and also seemed to be able to base it off volume so meshes won't intersect while deforming if smoothed a lot. Are these two things available in blender at all? Painting weights is not a solution for my project.
>>
>>781928
Talking from experience animating cars, these ( >>781931 ) are practically useless.

The use-case where you're taking a car onto a surface that you need the wheels to bounce up and down without moving the chassis are pretty much 0. At best the whole "wheels follow the terrain" thing is a thought experiment. It doesn't replicate mass or inertia. Sure you can make the chassis move with the wheels, but it's rigid as fuck and not realistic in the slightest.

Linking a video about blender physics is pretty much useless too. Since you'll have a time and a half trying to actually apply any of that in a way that works as a car model with a realistic weight and suspension.
>>
File: learningtorig.png (380 KB, 1151x881)
380 KB
380 KB PNG
im learning how to rig with this guy >> https://www.youtube.com/c/DanProCG/playlists
the best source to learn this stuff i could find
>>
How much time would it take to go from zero to something of this quality? (Minus the music)
https://www.youtube.com/watch?v=V6WP5GQ6iFo
https://www.youtube.com/watch?v=YGYhRYwYhlM
>>
File: 1586428594126.gif (3.35 MB, 500x295)
3.35 MB
3.35 MB GIF
>>781528
>Can make Blender sculpting tools rival the performance of fucking Zbrush
>Can't make a fucking paint brush paint a 1x1 pixel
>>
Got a problem here.
Linked a metarig from another scene I used to apply it to another character since they're all in the same rest pose and I hate spending all that time getting a new metarig in the right pose.

Thing is, I press generate rig and the rig is way too large. I guess it carries over the size from the last scene it was used in. Is there a way to make it generate a rig in the right size? I've already tried applying the scale and transforms. Doesn't work. If this question makes sense.
>>
File: blender_aegEHbzosN.png (346 KB, 1028x674)
346 KB
346 KB PNG
Amateur question: what would be the best way to make a tree or a small plant with minimal polys? I tried using a 2d image plane of a leaf texture and a particle system with it, but most of them clip too heavily into the branch and each other (way too noticeable). Modelling a leaf and manually placing them looks too artificial even changing the transforms.

Is it heavily a matter of getting the right texture and enough particles to hide the clipping?
>>
>>782071
https://streamable.com/59l0yp

can't blame the software forever anon, gotta get off your ass and actually try eventually.
>>
>>782089
Minimal like fauxpoly or minimal like optimization?
Because the way you handle large amounts of stuff (like trees) is via Instancing (a special kind of duplication)

If you mean fauxpoly (as in a certain kind of lowpoly look), scour youtube, cgpersia, bilibi, etc until you find someone's tree (or general low poly) tutorial and do it
>>
>>782089
Instead of having a single leaf (texture or model) and using that in your particle system try modelling small branches with a few leaves on them and use those as particles.
Clipping is almost inevitable so just play with the particle count and seed until you get an acceptable result.
>>
>>781550
>I wish I could sculpt that well.
Get to it, go do tutorials and/or emulate speedsculpts
3dcg is just a series of small inputs that build on each other to produce a complex output from many simple instructions (like everything computers do).

A lot of sculptors rely on fine motor control, and if you sculpt enough you'll build up those muscles, but you don't have to rely on "freehand"; you can use Curves and Strokes (I think that's what it's called, not at my normal computer) to point 'n click to tell the software how to make a brush stroke for you that is perfectly even/smooth
>>
>>782129
that's way more time that's it worth, just turn on the stabiliser (same as lazy mouse in substance) under the stroke menu when you really need something finer than you're capable of.
>>
File: 1604587128353.png (76 KB, 235x250)
76 KB
76 KB PNG
NEW PABLOBRUSH
https://twitter.com/pablodp606/status/1327292744981737478

Yeah I think I already know use cases for this.....
>>
>>782252
What are the uses for it?
>>
File: 1503861918803.jpg (37 KB, 640x515)
37 KB
37 KB JPG
>>782267
>>
>>782270
making furries?
>>
File: error.jpg (139 KB, 991x743)
139 KB
139 KB JPG
>>781968
>>781930
Hey thanks this helped a bit it looks more along what I am looking for now.

Unfortunately I'm having a lot of problems with how I set this up now. I made the head and body separate objects and with the rig if I move his head you can see inside his hollow body etc.

Is there no way to preserve the shader without separating the head and body? If I try to join them it just makes the head a flat color or when I tried it before it was super stretched like before. I know this is a retarded rube goldberg machine cobbled together at this point but just wondering I feel like there is something obvious about shaders I am missing, I just want to preserve the "painterly" shader on the head the way I set it up.

I just took the ghibli procedural rock shader from Kristof Dedenes channel and made some slight modifications to it to mix in the normal map and some other stuff btw
>>
>>782326
You can assign different materials based on vertex color or something like that.
>>
>>782123
>Only dabbing
>Deliberately avoiding angles or situations where the brush engine would fuck up
laughing_toothless_man.gif
>>
>>781527
Question, but how long does GPU compute usually take to go though its "Loading Render Kernals" sate and why does it need to do that every time I use it?
>>
File: GPUproblems.png (1004 KB, 2121x1239)
1004 KB
1004 KB PNG
>>782348
Pic related, this is what's going on(and still going on). I don't know what's going on or why everything's showing up grey and materialless like that. I can still select stuff though, so I know the program's still running.
>>
>>782349
(3/3)
To make matters worse it freezes my computer if I literally do anything in Blender while rendered view is selected.Something it never did until recently. Again, I don't know if it's my hardware (a recently installed RX550 card) that's the culprit or not since it used to work just fine with an RX460 installed. Or if it's just Blender's sub-par performance that's causing it. But you want to know what the strangest thing is? CPU render works perfectly fine, if a little slow., so i really don't know what's going on.
>>
>>782351
Apparantly I heard AMD cards don't like the newer versions of blender
>>
>>782352
Of course they don't. Why Blender so shit with OpenGL and how do we force them to fix it?
>>
>>782384
it's being replaced by vulkan
>>
>>782389
This.
OpenGL support is pretty much on its last legs and they have been working hard on Vulkan support for a while now. MAY Happen for 3.0.
>>
What do you guys think about eevee and its power? Do you think it can rival unreal, cryengine and frostbite in terms of realism? I know it's not as fast as those engines that were designed from the beginning to be real-time but still...
>>
>>782399
Personally I don't care much as of yet. It does exactly what I want it to do and I'm happy to avoid all sorts of export/importfaggotry where possible.
>>
>>782390
So I'm basically fucked unless i get Nvidia, use CPU rendering or send it to a renderfarm then, right?
>>
>>782441
You can use a older version?
2.83 might support amd?
>>
>>782441
As sad as it is but having an AMD GPU when you're a content creator is never ending pain and suffering. Would love to switch but the CUDA game is too strong and AMD's drivers still fucky sometimes. At least I switched to their CPU recently and couldn't be happier with it.
>>
Is it possible to simulate particles being shaked/compacted in a container in blender?
>>
>>782486
Yes
>>
is animation nodes bugged to shit? tried to follow a simple tutorial, and it can't even move 1 degree for each frame. gives me an execution error all the time for everything. I tried to report a bug but you need a github account just to do that.
>>
File: crew.jpg (135 KB, 894x1024)
135 KB
135 KB JPG
>>782450
>tfw using OptiX with RTX 3000 series

Lads... I think I'm addicted to heroine...
>>
>>782449
There's an option to use OpenGL in 2.83, and that's what I'm using. But I really don't want to go back to one of the earlier versions or even 2.7x again.
>>
Daily reminder that you can just pirate Maya and that way you both get a better piece of software and fuck Autodesk at the same time
>>
>>782527
honestly considering it with all these dumb bugs
>>
>>782493
Fascinating.
Tell me how.
>>
>>782527
Don't even need to pirate, you can just get a free student license that lasts a couple of years. Piss easy as well, just give them a throwaway email and tell them you go to "unga bunga school" in Afghanistan, and you can download basically all their software for free.

This way you get the real install from autodesk, and software updates as well.
>>
>>782550
Not anymore. I got mine in march and a month later or so they changed the system.
>>
>>782538
make an instance of the mesh you want to be particle, make it softbody or rigid body.
Put it in a container with collision.
Animate it shaking.
>>
>>782585
>Animate it shaking.
Why didnt i think of that?

I did rigid body simulation to pour particles in a container, but didnt think shaking would be so easy.

Thanks
>>
File: smoke.png (113 KB, 1004x578)
113 KB
113 KB PNG
Is there a way to make it to where different domains dont interact with each other? Like make sure that the flow object on the bottom only exists in one domain?
>>
>>781851
>>781860
have yet to see any well done 3D wallpaper paste, ever. think it has to do with fluid algos never being able to sim small scale well enough
>>
>>782657
correct, you can only try to jank it
>>
>>781851
Technically yes, but Blender's native fluid sims are shite, even with lots of tweaking.

Most other commercial applications do it better, especially with pricey but specialized plugins.
>>
File: shakeshakeshake.webm (1.4 MB, 328x503)
1.4 MB
1.4 MB WEBM
>>782585
Sort of success...

I think the simulation needs way more iterations for better accuracy
>>
>>781710
Make better textures.
>>
>>781527
Whats that image from?
>>
>>782665
should make the container into a solid mesh too.
>>
Can you modify topology by adding or removing vertices even after applying rigify or will that mess things up?
>>
>>782668
It's just the splash screen fox project file you can download and I zoomed into his face
>>
I couldn't find a single image referencing what I need so I'll describe it the best I can. I've created a building and applied a wireframe to it so get an effect like the foundations of a building.

Now I'm trying to create an effect that looks like someone just busted through the steel beams with a car or a great amount of force, causing them to tear and stick out in an after effect. Any idea how I would achieve this?
>>
>>782716
Something like this? https://youtu.be/qNba2oEij2c

Though if you want them to be bent and stuff as well you're gonna have to model them to be
>>
File: uglybutbendy.png (2.07 MB, 1920x1080)
2.07 MB
2.07 MB PNG
>>782716
>>782719

You can use a lattice modifier to make the wireframe bend a bit if you want.

And no i'm under no impression the image i made looks good, it's just an example
>>
>>782716
If you want to bend the beams you could use edit mode with proportional editing and bent them at any angle or use a curve modifier for them.
>>
>>782667
how
>>
>>782747
Thats the exact video I was watching lol. Its good but doesn't touch on how to manipulate the "beams" beyond boolian.
>>782731
Yes, this is exactly what I meant, except longer and at a much more extreme angle. I'll try this out, thanks.
>>
>>782743
I tried to use proportional editing but it didn't work as clean as I wanted it to gonna try the curve modifier though
>>
has anyone gotten jiggle armature to work in 2.9? I hear it's broken
>>
Is there a reason an object won't "perfectly" zero out in edit mode? When I zero all of the transforms it'll go to .0000001. I know that ultimately this won't even be noticeable but still want to know why and how I can get around it.
>>
>>782657
you have to adjust the total scene scale to fix it otherwise the fluid breaks off too much
>>
I'm just starting with some sculpting tutorials and I'm enjoying the workflow, but I have a question: is retopology a must if you're using dyntopo? And if so, should I just avoid it if I can?
>>
>>782811
Sculpting always* creates a mesh that gets retopped.
Think of it as sketching.
>should I just avoid it
No. Right now, whatever gets your idea out of your head and into the 3D world, you do it. Don't sweat the small stuff while sculpting, it's not part of this stage of the workflow.
>>
>>782669
Same result.
>>
I'm editing my rigged mesh in edit mode but the changes are not applying in object mode. Is it because it is already rigged or something else? I'm not adding or removing any geometry, just moving some vertices.
>>
>>782129
>Get to it, go do tutorials and/or emulate speedsculpts
I would love to, but right now I'm really focusing on trying to master hard surface. I really want to be good at that before I focus on something else.
>>
>>782881
you might be editing a shape key thats set to 0
>>
>>782665
>>782538
use the blender molecular addon
>>
Please please for the love of god please tell me a QUICK way to retopo i swear to god i fuck up everytime making the hi poly mesh first instead of the base mesh because its easier. Everytime I have to spend five hours building quads is there an easier way to automate a retopo?
I can't even begin to say how much I hate retopoflow because its controls suck ass.
>>
>>782897
That's the fun part though it's so zen.

Anyway just select a edge set snap to surface and ctrl click to extrude.

You can also use the shrinkwrap modifier.
>>
I follwed some of blenderguru tutorials(donut chair couch) and finished it but when i tried to model object on my desk (such as mouse) i'm stuck and don't know how

What should i have to learn?
Hard surface modeling?
>>
>>782938
Yes hard surface, but at that level i don't think you need to worry much about what it's called, just try making stuff and see where you could improve, then research and try again.

Like your mouse. Your mouse doesn't look good, why? Is the shape wrong? Is the material ugly? What can you do to make it look better?

Then you do that, and if you don't know how you can google basically anything about blender and get results.

Also, don't just copy whatever the tutorial is doing, you'll learn nothing, pay attention to what they're doing, how they're doing it, and why they're doing it.
>>
File: IFuckedUp.png (312 KB, 2299x813)
312 KB
312 KB PNG
I fucked up. Made all my meshes from this base male mesh, never textured, and somehow forgot to do the eyes.

Do you guys think its possible to still salvage a pair of eyes out of this mess, or is it hopeless? Any specific methods you would suggest?
>>
I have a big problem - playback in solid mode is extremely slow, even with completely empty scene. How am I supposed to preview my camera animation now? I thought it would be enough to disable smaller details while previewing, but it turns out it is literally playing at a few FPS with 0 tris in a scene now. Wtf? Please help.
>>
I want to animate the intensity of HDRI and other light sources in the scene to simulate sunset. The thing is - I can't preview that in any way and am afraid I will fuck it up - and I don't want to waste 20 hours animating a failed shot. Can I somehow create render passes for individual lights, and will that actually look good if I fade them out in post? Idk how else can I achieve it.
>>
>>782902
IT TAKES EONS TO FINISH IT COME ON MAN I WANT IT DONE WITHIN AN HOUR HOLY SHIT JUST RETOPOING THE FACE TOOK TWO HOURS
>>
>>782969
It takes practice, retard. Its going to take you a long time to do it at first unless you are following a guide, and even then it'll probably take you a few hours at best. Even professionals take longer than two hours to retopologize depending on the mesh, especially if its a human.
>>
>>781671
Forgot THE STEP where you RANDOMLY capitalize WORDS in TITLES and add exclamation marks at THE END!!
>>
>>782954
Nevermind I fixed it
>>
>>781671
extremely based
>>
>>782897
zremesher or quad remesher
>>
File: whattup.png (292 KB, 810x537)
292 KB
292 KB PNG
sup, new to 3d in general
anyone knows what's up with this? I tried googling it but I don't think I got the right keywords so I got nothing
I'm just fresh out of the donut so I only know to use the solidify modifier to "cover" stuff so I'm using that for clothes, hair and whatnots, but when I zoom out it starts getting wacky and seethrough
anyone knows what I'm doing wrong or knows of better ways to do what I'm trying to do?
>>
>>783045
The meshes are overlapping.
Increase distance between them.
>>
>>783045
For future reference, this is called "Z-fighting".
It happens when Goku and the boys are so fired up that it fucks up your model.
Well, it's either that or 2 things can't exist in the same space at the same time.
>>
>>783045
Basically you have two meshes on the exact same coordinates, resulting in them both fighting who should be on top. I'm not sure why it's not noticeable up close, maybe it's because blender uses some fast, approximate calculations when you're far away from the mesh?
>>
File: file.png (354 KB, 437x763)
354 KB
354 KB PNG
>>783045
You might be able to fix this by adjusting the clip start value
>>
>>783057
>>783058
>>783062
>>783063
thanks anons, I'll look into it when I have more time later
appreciated
>>
Why I can only weight-paint on the head and torso?
This is too hard, fren
>>
>>783100
Are your head and torso separate objects from the rest of the body?
>>
>>783105
Nope
Wait maybe it was mirrored?
>>
File: rangeref.png (600 KB, 827x1181)
600 KB
600 KB PNG
>>781527
Any ideas on how to make a Skitarii Ranger?
>>
>>783108
cube
extrude
???
profit
>>783107
well was it mirrored?
>>
File: Screenshot (111).png (3.69 MB, 2892x1359)
3.69 MB
3.69 MB PNG
How can I make the thighs look like they are pressed onto the metal bars naturally?

Using sculpt mode but it's quite annoying, the vertexes look too sharp at times and if I use smooth I have to start all over kind of...

Is is it possible to make the metal bars as a collider and make the body autromatically sculpt around it? Does that make sense?
>>
Y’all doing such an advanced things, meanwhile I can’t even rig the body and build a mouth
>>
>>783121
Both methods will yield the same results since blender will only work with the amount of vertices given. You could use dyntopo in the sculpt mode to create more details only in the areas that you want.
>>
>>783123
Thanks my dude but now the character changed pose to the default one.
>>
How do you snap the eyes inside your character’s head?
>>
>>783128
that sounds painful
>>
>>783123
also it looks like dyntopo gives a shaded look to the entire body. Can t this be done to a selection only?
>>
>>783134
What do you mean by shaded look? Maybe select "Constant detail". Dyntopo only affects the area you paint over as long as you don't select Detail Flood Fill because that will increase the resolution of the entire mesh based on the value you typed in.
>>
>>783121
Make a vertex group on the model and assign it to softbody and assign collision to the bars.
>>
How would you go about modeling something like this?

Here's what I've come up with so far, it's not great though...

>torus with low minor radius
>subdivide
>modifier -> simple deform -> stretch -.3 on z axis
>select random faces ~5%, sz2, unselect
>repeat until happy
>discombobulator
>>
File: MyBest.png (200 KB, 481x818)
200 KB
200 KB PNG
>>783147
Here's how that turns out and my best attempt so far.
>>
>>783147
I would polymodel the main-shape, then use Houdini to distribute procedural greeble all over the surface and use some of it to bool chunks out of the shape.
>>
>>783137
my model already has textures applied
>>
>>783151
I've don't have Houdini, but regardless my main struggle is making the general shape to start with.
>>
File: Easter HD8.png (2.12 MB, 1920x1080)
2.12 MB
2.12 MB PNG
just got done with this render. Of a character i'm developing
>>
>>783170
Did you make the fur with vanilla blender or used an add-on?
>>
>>783170
This is the kind of furry shit i can tolerate.
Its probably the best I've ever seen on /3/.
You're not going to sexualize it and make it hump another bunny ? (please don't)
>>
>>783121
Dare i ask what is going on here?
>>
>>783063
yep, this fixed it
god bless anon
>>
Is there any good tutorial on detailing clothes with sculpt in blender? I cannot seem to find anything.
>>
>>783181
Every blender user must worship a bwc (big white chungus )
>>
>>783218
Imagine making vore with that
>>
>>783147
Here's my attempt. If you like the shape, tell me, and I'll write a post as to how I got it. Admittedly, mine is too curvy and organic looking, but that could probably be fixed on a second iteration. The shape could definitely be refined with Booleans. The major details are important, and I've sort of neglected them here, but the micro details and lighting really help to sell the scale.
>>
>>783232
Here's the basic shape by itself with just a procedural bump map.
>>
>>783226
It's open source iirc, so it's totally possible to do just that right now with no ramifications except your parents ceasing to love you.
>>
>>783235
I might just have to. I'll check back later.
>>
Just getting started modeling. Trying to mock up a simple interior. Where can I find a simple, free human model to use as a scale reference?
>>
File: nxa66rB.png (70 KB, 1626x1423)
70 KB
70 KB PNG
trying my hand at ps1 style
>>
>>783158
can blender nodes be used to create houdini-like greeble? seems like it would take a million nodes but idk
>>
>>783239
you dont really need that. assuming you're using blender you can look at the dimensions by pressing n. but you could probably just google "free human model fbx"
>>
>>781527
Is there anything Blender can't do?
>>
>>783242
My problem is that I'm American and blender uses meters, which makes it easy to refer to most references but I have no clue what kind of scale I'm looking at. How big is a meter? About three feet. How big is .14m? Fuck if I know.
>>
File: units.png (33 KB, 334x520)
33 KB
33 KB PNG
>>783245
This may be of interest to you.
>>
>>783244
yes actually there is one thing.

Deformation rigs that deform along the UV space.

Almost every big animated film in the last 10 years has used this technique to produce rubbery faces where vertices are not moved in world space but rather compress along the UV in order to maintain volume.

As far as I know there is literally no way to do it.

https://youtu.be/1epCXLpyzM8?t=57

There is also a bunch of simulation and node fuckery it can't do you could obviously do in houdini etc.

Of the thing's it's reasonable to expect though, I'd really like.

1. eevee baking, as well as batch output so marmoset isn't a must for baking.

2. PBR brush that can paint multiple maps at different intensities.
>>
>>783245
lmfao im american and you get used to it. hate to sound like a broken teeth poor ass silly accent having eurofag but meters are unironically better
>>
>>783240
That looks pretty good, but the upper legs are kind of Janky, even for a PS1 game.
A tip: You can plug your texture directly into the output of your material node and get an unlit model. This will more closely emulate the look of the PS1. In fact, to be even more faithful, use vertex paint for the lighting. Paint areas you want to be brightest with white (FFFFFF) and the dark areas with something darker. Then combine your Image Texture node with a Vertex Color node by using a Mix RGB node. Then go to "Color Management" and set your view transform to "Standard" and you'll really have something that looks even more PS1-like.

>>783248
>2. PBR brush that can paint multiple maps at different intensities.
This would be really nice. It's rare that I need it, but it sure would be nice to have it when I do. It would also be the first steps to put blender on the path to begin to be competitive with something like Substance. People will see the texture painting capabilities and want to add more and more.
>>
>>783246
I don't want to swap over because frankly Imperial units suck and understanding the world in their terms is a curse. Plus the designs and plans I'm referencing are metric. I'm just having trouble imagining how a person fits into them.

>>783249
Yeah I wish we'd switched to metric like everyone else.
>>
File: asdfqewrqersgdf.jpg (127 KB, 919x948)
127 KB
127 KB JPG
>>783147
got the shape badly wrong didn't I... that's what I get for spending such a small amount of time on it

i just modeled one of those arm things layed out flat and bent it with modifiers. Make some sort of kitbash set with parts roughly copied from the concept and throw them togetther; no fancy modeling, just cubes

did it all in ~an hour which is why it all looks shit
>>
File: asdfqwertctvhbdh.jpg (220 KB, 1212x948)
220 KB
220 KB JPG
>>783253
zero effort clouds material
>>
>>783245
>How big is .14m?
Not big. Sorry, anon.
>>
>>783250
wow thanks for the tips.
>>
File: desert fog post min.jpg (90 KB, 1524x858)
90 KB
90 KB JPG
quick alien? desert
>>
>>783143
>assign it to softbody
with the modelling cloth addon?
I've selected some vertexes and made a group, but it effects the whole model
>>
>>783288
You gotta set it to affect only the vertex group
>>
My retopo looks really messy. Is 9k polygons for a retopod human character a good thing?
>>
>>783289
mind explaining how to do that?
>>
>>783297
Enable softbody goal and select the vertex group you don’t want to be affected by the softbody.
>>
>>783294
Does Decimate actually works like automatically?
>>
>>783253
Massive improvement. Makes me want to retry my 30 minute attempt. It looks very nice.
>>
so im getting a new budget rig. Should I go for Ryzen 5 3500x or Ryzen 3 3300? No, don't want to buy (((intel))).
>>
>>783313
>Ryzen 3 3300
The Ryzen 5 costs 5 bucks more on amazon, lol.
Go for the bigger machine if you budget allows it - always.
I don't know what kind of idiot would still recommend Intel CPU's after they fucked up so gloriously.
>>
>>783319
I'm a bit iffy about buying online desu but Ryzen 5 it is then, I guess.
>>
File: fog.jpg (72 KB, 1309x700)
72 KB
72 KB JPG
hey fellas
I'm trying to recreate this scene from metro 2033
I'm pretty happy with where it's going except for the fog
I used volume scatter which looks dull and uniform, compared to the cloudy/broken up fog in this picture

how can I achieve this effect?
>>
>>783335

test
>>
>>783335
a clouds texture on transparent planes
>>
File: fog example.png (368 KB, 1203x915)
368 KB
368 KB PNG
>>783335
I've exaggerated things here, but this will go a long way.
>>
>>783180
It's all Vanilla blender bby. I watched a shitton of tutorials to finally get it though.

>>783218 No, the bunny will remain pure. Idea is he's a Solid Snake kinda mercenary, working for some agency. The story will develop in the future if i manage.

Though with that i'll probably still use my skill for furry porn, Lola bunny and Judy Hopps man..., sorry bud
>>
File: adfasdfadfasdfadfqwre.png (26 KB, 713x611)
26 KB
26 KB PNG
why is everyone on this website a coomer
>>
File: spooky thing final.png (1.4 MB, 960x1080)
1.4 MB
1.4 MB PNG
>>783232
>>783253
Here's my final take on it. I think yours came out much better, but it was a lot of fun, and got me to think about detailing things in ways I hadn't thought about before. Thanks for posting the original.
>>
>>783375
my version is not the original, I made it immediately before posting >>783253 >>783254
the original in the top right of my blender window is clearly a bit different and i only had it there as a reference
>>
Making sprites out of animated low poly characters Y/N? Going through artists block rn cant draw so im making a low poly model, texturing and rigging it to get 2d sprites like dead cells
>>
>>783287
Looks nice. I really like the graininess of the picture. It gives it a sort of old-school look. My only complaint is that the sand is too white. But I really like the distant scenery a lot.
>>
File: Screenshot (113).jpg (658 KB, 2892x1359)
658 KB
658 KB JPG
>>783298
After I use dyntopo and uncheck it, it crashes blender. how do I fix?

Returning to pic related:
still, whole body wobbles for some reason.
if I increase mass, body just falls...
>>
File: Screenshot (114).jpg (678 KB, 3426x1274)
678 KB
678 KB JPG
>>783385
>>
File: wd.jpg (30 KB, 480x360)
30 KB
30 KB JPG
>let's build a BD dolphin dick
>>
File: faceblender.png (43 KB, 559x332)
43 KB
43 KB PNG
The wording of his post is funny. If you didn't know him you could think it's a thoroughly sarcastic post
>>
File: physics.webm (337 KB, 800x600)
337 KB
337 KB WEBM
Any idea how i could set up this interaction (the upper leaver) with constraints instead of keyframing it?
With the large contact area and odd geometry my usual methods dont work here
>>
>>783344
>>783346
thanks guys
>>
>>783385
Maybe you should watch some tutorials.
>>
>>783213
don't ignore me pls T_T
>>
What is the minimum specs to decently run blender. Thinking of getting a 3700x and maybe 5700xt or better.
>>
>>783458
r570 is just fine
>>
>>783458
https://techgage.com/article/nvidia-geforce-rtx-3070-rendering-performance/

Do not buy an AMD card for CG. This is not a fanboy thing you are just throwing your money away
>>
>>783458
Don't get an AMD GPU if you want to use Cycles. I think LuxCoreRender works better with AMD GPUs but it's hard to find benchmarks.
>>
File: ffuuuu.jpg (1.28 MB, 3616x762)
1.28 MB
1.28 MB JPG
What's wrong with my render?

left-to-right: viewport material, viewport rendered, and the render itself

where's the goddamn trees?
>>
>>783510
Are you using the internal hdris? Those are for previews and don't appear in the actual render. You can add them by going into your blender folder > your blender version folder > datafiles > studiolights > world when selecting the environment texture node.
>>
File: chromaticdoorway.png (3.16 MB, 1920x1080)
3.16 MB
3.16 MB PNG
I'm new and just learned a new technique that has convinced me textures are 90% of the model.

I toyed around with a few other things, I tried adding untextured moths to this like Ian Hubert suggests and everyone I know says that render looks better. I don't get it sometimes.
>>
>>783526
That's correct, yes. The exception is with metals, then it's entirely the lighting + geometry

>my friends and or family said
Useless, make 3d / photography / 2d art friends, they might actually have a clue about composition, color theory, lighting, etc
P.S. composition is the other 90%, even a bunch of bad models with boring light can make for a "good" (read: appealing) render if they tell a little story (even if the viewer doesn't KNOW that's whats happening). And likewise, a really great model can be destroyed by bad composition.

Watch the vid by Andrew Price to teach you some words to then google
>>
File: tree.jpg (183 KB, 630x779)
183 KB
183 KB JPG
tree
>>
>>783568
Why is the birch morphing into another species of tree?
>>
>>783526
in blender?
>>
File: birch.jpg (297 KB, 921x541)
297 KB
297 KB JPG
>>783580
it'l look close enough once i can sort out the height blend between the 2 materials, that problem is giving me a headache rn
>>
>>783585
Huh. In my head I always thought birches were white all the way down, since the entire forest is all one tree. Never noticed they got brown towards the bottom, then again I never payed much attention to them to begin with.
>>
>>783583
https://www.youtube.com/watch?v=lO8qDNZf5o0 Yep. 100% in Blender. The textures were all pulled off of textures.com and the lighting/model/position choices were mine I suppose. But the workflow was stripped from there.
>>
>>783490
pro radeon render exists you know
>>
is it so bad that i use a rx570?
>>
hi i am kinda new to 3D
i know that simulations can be heavy as fuck, are there alternatives to make "simulations" less resource intensive?
>>
Me: “Blender big titied milf tutorial”

Advertising on YouTube: “yo dude do you wanna buy an electric blender”
>>
>>783635
>less resource intensive?
Not really. Using a better program is one solution. Blender sucks with fluid and smoke simulations and you'll probably get more out of your hardware by using Houdini, on Linux preferably.
But that also means climbing a steep learning curve.
>>
>>783635
Embergen
>>
>>783643
>doesn't have adblock
>>
File: BridgeTest.png (3.22 MB, 1920x1080)
3.22 MB
3.22 MB PNG
>>783526
Here's a different kind of attempt at it.

Is there a way to combine an HDRI with a sky? I want a good looking sky, have no idea how to do it, but I want the sexy lighting of my preferred HDRI
>>
>>783490
Cycles works fine on AMD shit. It's Iray that sucks a dog dick on anything but the latest Nvidia machine. LuxCore works fine too.
I'm doing it on a HP15 lappy with Ryzen 3 and Vega gfx lol.
It's not too fast, but it doesn't break.
>>
File: Screenshot (115).jpg (895 KB, 5918x1270)
895 KB
895 KB JPG
why does my model get distorted along with the physics particles?
I have my model posed differently and this is what happens after I exit dyntopo
>>
So let's say i've made teeth and tongue.
Head itself (mouth and open space inside it) as another object
How to put 'em together and rig this all?

Should i merge them in one object like here?
https://www.youtube.com/watch?v=Map_ro-xUwg
>>
>>783683
lol
>>
File: 1605729166227.jpg (29 KB, 800x450)
29 KB
29 KB JPG
Do you guys model the clothes separately or do you sculpt it on top of the hipoly mesh?
I'm clueless about how to proceed with this. I have a hi poly mesh of my character, I've retopo'd her. Should I bake her naked so I get the skin texture first then model or sculpt clothing? Or should I sculpt her clothing on top of her body so when I bake rhe maps i get her clothing too? Like for example in Pic related, is her tanktop and tights part of the base mesh or are they separate?
Please give me a brief expo on how to do this.
>>
>>783703
depends on what you want to do with the model
the clothes are usually separate objects and the redundant geometry is removed from under them
>>
>>783704
>the clothes are usually separate objects and the redundant geometry is removed from under them
I guess this is done to remove clipping? But don't games like Dark Souls leave the body mesh as it is?
So if I were to use my character with her armor on, I'd make it separate but remove the redundant faces then rig her as it is. Right
>>
>>783635
fake it
>>
how do i make good clothes?
>>
>>783715
this
>>
Are you guys any good at making rooms/landscapes/environments?

I've come to realize that while I'm a decent 3d modeler, I can model and texture individual objects competently, arranging a series of objects that all look like they belong together for a convincing scene is a huge challenge for me (be it cartoonishly stylized or an attempt at realism). This is definitely something I need to practice.
>>
>>783724
>This is definitely something I need to practice.
Like anything else you need to practice this skill-set. I would recommend looking into photography as a discipline on the side. Proportion, framing, composition, contrast, depth is probably best explained there.
I never had problems with these disciplines, but I did photography courses when I was a kid and I even won several amateur competitions.
>>
File: Screenshot (121).jpg (1.13 MB, 5163x1105)
1.13 MB
1.13 MB JPG
on left you ve got the cycles render result
why is her hair brown? I need it blonde
>>
File: worldswap.jpg (133 KB, 1723x1163)
133 KB
133 KB JPG
>>783670
>I want a good looking sky, have no idea how to do it, but I want the sexy lighting of my preferred HDRI
Do this.
Top input is the HDRI you want for lighting and reflections, bottom is whatever you want it to look like. It'll only be visual though, so the second input won't be in any reflections or have any interaction with the lighting.
>>
>>783724
just use layered ANT landscapes and particles/volumetric fog. It's cruise control for cool. Anyone can create a decent looking 3d scene in half an hour.
>>
>>783724
Take a look at Gaea by Cloudspinner.
After that I hardly use ANT landscape. Makes ANT look like a fucking kid's tool. ANT doesn't even have erosion. All landscapes have erosion. Just don't go overboard with it.

For environments that aren't landscapes, think about the world it's in and what kind of narrative you want to tell about the people that live there. Not a story in the sense of once upon a time, but like the general traits. Like a person suffering from depression might have a dirty room with things not touched for months, and the room lighting is dark. Or a futuristic city with futur\istic tall buildings, but closer to the ground the city is more like past buildings to show the roots that it's grown from. Once you get the general idea down, go in with a fine-tooth comb, and really flesh out each focal point of your scene.
>>
File: dangling orange blip.png (90 KB, 710x614)
90 KB
90 KB PNG
how do I make these dangling orange blips like in pic related that were previously from a bool mod go away?
what causes surface faces to look different or glitchy in object mode but normal while in edit mode?
>>
>>783763
That's the object origin
Select a vertice
Press shift+s
Set cursor to selected
Press ctrl+alt+shift+c
Set origin to cursor
>>
File: tree2.jpg (104 KB, 780x886)
104 KB
104 KB JPG
>>783568
tree
looking a bit more like a tree
>>
>>783768
>i showed u my root-system pls respond
>>
>>783751
Wow this is awesome! It's not 100% accurate but I think that has more to do with my fiddling/lighting.

This is still really cool, thanks a bunch.
>>
>>783791
It's essentially just replacing the background like you would in post, just you're doing it before that. It's best used with backgrounds that are pretty similar, or won't clash with the lighting.
I just mainly do it when I want a bunch of pretty reflections, but I hate the look of the HDRI.
>>
>>783746
please anyone?
>>
File: hollow.png (72 KB, 1511x787)
72 KB
72 KB PNG
Extruded a knife cut shape off a single face and took out the donut hole face in the middle. Is there a way to create edges or vertices so I can fill in some inner walls?
>>
>>783818
subdivide lines and drag/snap the vertice to specific position aligned to a specific axis along an edge and go from there maybe. im hungover and just started like 2 weeks ago so feel free to ddos me and steal all my good jsk hentai games for providing bad advice
>>
>>783819
Thanks anon. I may not know the first think about this program let alone how to ddos but I’ll wish you Godspeed on your recovery
>>
File: nodehelp.jpg (45 KB, 785x806)
45 KB
45 KB JPG
Hi I'm new to nodes, I have this volume scatter applied to this circle, but I want the density to be high in the center of the circle but to taper off to 0 when going outwards to the edge of the circle
What kind of node should I plug into the density to be able to do that?
>>
>>783812
Too little information to help. Start by showing your hair material.
>>
>>783842
First off, an object needs to have volume to actually use volume shaders.
A plane does not. You couldn't fill a plane up with water, could you?

Second, use a spherical gradient, and plug it into the density.
>>
>>783842
if you want to achieve a radial gradient mask on a circular plane, use a texture coordinate node, plug the object data into a math node set to length. Then plug the value into a map range node and make sure clamp is selected. You can use the map range node to adjust the radius and falloff of the mask. However, you cant use a volume scatter with a plane lol.
>>
File: nAYv4IJ.jpg (315 KB, 3143x1841)
315 KB
315 KB JPG
does this chain link fence look good at all? Ive been trying to make a modular fence and its harder than it seems. (for me) Any pointers?
>>
>>783842
>flat polygon
>volume scatter
how's that supposed to work
>>
>>783863
works just fine as a plane for what im doing
>>783850
>>783857
thanks guys
>>
Is there not a way to pull off something like being able to use the move tool while using the knife?
>>
File: volume scatter.png (676 KB, 1385x918)
676 KB
676 KB PNG
>>783842
The "Multiply" node in the middle is a "Math" node. Use it to control the density of the your fog. You want a multiply so that values at zero stay at zero, thus keeping your transparent edge. Use the sliders on the color ramp to adjust the fall off. Make sure the origin for your object is in the center of your verts, or the gradient may not map correctly. Hope this helps.
>>783850
>First off, an object needs to have volume to actually use volume shaders.
This is not true. See pic related. It can cause some strange behaviors (not shown), but it can work.
>>783858
It looks really nice. If you used a displacement modifier to procedurally subtly warp the chainlink part on the y axis (forward, backward), you could get an even more convincing result. Using a noise texture with a very large scale could help you out.
>>
>>783912
>This is not true
You can do it, but you shouldn't. Semantics will get you nowhere.
There's literally no point to using volumetrics on flat planes, since there's no volume for light to pass through. You're better off just using alpha.
>>
>>781671
basado
>>
why does eevee looks like trash?

can you actually make it better and why would you ever like to try it?
>>
>>783947
>why does eevee looks like trash?
>why would you ever like to try it?

Becasue it's fast, good for working in. The tradeoff is that the reason it's faster is because it lacks stuff that cycles has that makes things look good, especially regarding lighting. Personally i like to do modelling and texturing i eevee, then switch over to cycles for fine adjustments on the textures and set up the lighting.

As for making it better you can try, there's options and addons you could try, but it's a wasted effort IMO, eevee's never gonna look as good as cycles, because that not what eevee is designed to be, it's designed to be fast.
>>
File: 16057545266701.png (2.23 MB, 1920x1080)
2.23 MB
2.23 MB PNG
>80000w lamp outside the window
>too dark
wtf
>>
Where can you learn more about NSFW sculpting?
>>
>>783949
Are your objects scaled to huge proportions?
>>
How do you add new bones to an already existing and weighted armature in 2.9? In 2.79 I remember just creating a new vertex group and naming it the same as the bone, then adding the weights and that would be that, but this doesn't seem to work in 2.9 for some reason.
>>
File: 1501236687151468764.jpg (65 KB, 1260x411)
65 KB
65 KB JPG
>>783956
No.
>>
>>783954
"Anatomy for Sculptors, Understanding the Human Figure"
?
>>
>>781591
Charisma covers mediocrity.
>>
>>783949
are your windows translucent at all?
>>
>>783968
not working in any order
>>
>>783976
are you using cycles? i think light doesn't go through glass in eevee
>>
File: 16054874866540.png (1.23 MB, 1521x825)
1.23 MB
1.23 MB PNG
>>783977
it works in eevee, but not in cycles.
seems like it's not working even with the window wide open
>>
Hey guys. How do I import a Blender character as Avatar into Marvelous Designer?
>>
>>783949
>>783978
>>783959
Try putting a portal in the window, and use a sun lamp instead of an area light.
Or even better use a sky texture.
>>
File: file.png (674 KB, 1575x908)
674 KB
674 KB PNG
Big retard here.
I just started learning to use blender and thought it would be a good idea to look at a game model, so I ripped a sub and it look like this.
What is that ? some technique being used ? me being a retard ?
>>
>>783927
>There's literally no point to using volumetrics on flat planes
I have found it to be useful for quick renders. You can use it to create depth between the foreground and background very quickly. Large volumes take much longer to render, but a plane is super fast. So I disagree that this is something you shouldn't do. It's very niche, but it's useful now and then.
>>
>>784052
Game models are usually triangulated because GPUs only work with triangles.
You can try to clean it automatically by selecting everything and pressing Alt+j (or go to the face menu and click tris to quads)
>>
>>783978
Try changing the contrast settings.
>>
>>783947
good models look good in eevee, and actually the more complex/advanced your skills are (and the more complex the model) the better it will look.

import some game models into eevee sometime from pros and suddenly you'll find that eevee actually looks good.

this was rendered in eevee for example. https://youtu.be/qG31WSioSxk
>>
File: 1.jpg (21 KB, 960x131)
21 KB
21 KB JPG
Finally...
>>
>>781710
Something I am trying to work on at the moment, starting with the absolute basiscs. Just using scaled cubes to block out a scene and flat materials with only color and roughness changed.

Its EASY to start complicated and just add a ton of items and geometry, its HARD to simplify your idea enough to find the core essence of what makes it a good idea.
>>
>>783462
He looks high. Give the eyes a little more clarity / life! But fantastic otherwise
>>
Colorramp is the best node

I'm a fucking math idiot who can't comprehend doing using multiple math nodes to set ceiling and floors for variables. It's crazy how Colorramp can do all that and more for you visually. I want to shake the hand of the guy who invented the Colorramp node.
>>
File: Capture.jpg (16 KB, 375x380)
16 KB
16 KB JPG
How do I straighten her hand? There's no rig for fingers. I don't know how to rig.
>>
>>784211
You could try the pose brush
>>
>>784212
Doesn't do anything for some reason.
>>
>>784211
edit mode, proportional editing (connected only), select the finger tip and then rotate it and adjust the proportional editing influence according so just the single finger moves. Then toy with it until it's straight and repeat for the other fingers.

Cut your work in half by enabling X Mirroring
>>
>>784222
This sort of works. Fucks up the little finger a little, but shouldn't be noticeable. Guess I should do rigging course at some point.
>>
How the FUCK do I do terrain in Blender? I don't need something amazing, I just want something close enough.

Any recommended tutorials?
>>
File: island.png (2.8 MB, 1920x1080)
2.8 MB
2.8 MB PNG
>>784267
You have inspired me. I've never made terrain like this before, but looking at your picture the gears in my head started turning.


In general, I've been wanting to implement using the Grease Pencil more and more and I used it here. I sketched perimeter of the top level of the island and the bottom perimeter of the island from a top-down view with Grease Pencil, then I converted the sketch to a mesh, filled it in, extruded, boolean to carve out the little cave, boolean to union them, remesh voxel, proportional editing, displace modifier, stairs, rocks, grass, texture painting.
>>
File: almostdone.jpg (76 KB, 1165x1080)
76 KB
76 KB JPG
I started this base body a few months ago and I got super side tracked on how to sculpt something worth retopologizing and how to sculpt a nice face. Now I am so close and need to finally finish up the back of the head and connect the head to the neck.

Fast forward to now and I have been working a new job where I have no time. I worked 80 hours last week and I now finally see the value of buying a base body to work off of. I can't even touch my computer for a week at a time. I've been keeping up on my art reps by drawing every day, but I still love 3D more.

Where do people usually buy their base meshes? I finally understand that my time is more valuable. I can't waste my time making everything from scratch every time.
>>
>>781527
If anyone could help me with this issue here
>>784296 I'd be grateful.
>>
>>784293
You make it look so easy!

I'll give it a go. Thanks for the inspiration.
>>
File: Screenshot.jpg (31 KB, 675x206)
31 KB
31 KB JPG
So I have an image composed of Red for the Roughness map and Green for the Specular Map. I don't think I'm using it correctly, it doesn't give me the result that I want. Do I have to put another node after the separate RGB?
>>
>>784302
can't wait to see your island :)





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.