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File: 3sb17violin-cat.jpg (10 KB, 289x360)
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previous >>786231
>>
Should I switch to 3DSMax? The modifier stacks seems more helpful than what I'm doing in Blender. I also like the new plugins coming out for it, though Blender has good ones too.
>>
sketchfab keeps changing the zoom and position of my model to a completely cringe perspective and i have no clue what's causing this : )
>>
>>791229
The edit poly modifier.
The edit poly modifier.
>>
>>791229
Yes. Support Autodesk. Buy the product.
>>
Its there a way to select back faces/vertex in blender without go in to xray mode?
really is the only thing holding me rn to move at least my modeling pipeline to blender.
>>
>>791240
Yes. Uninstall Blender and then buy Autodesk 3DS Max
>>
>>791240
you can either display as wire edges or use xray mode afaik
>>
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Finally resumed work on my fox. Made some changes to the rear-end, added more definition to the bottom of the ribs and the stomach, added legs.
>>
>>791240
>my modeling pipeline

...elaborate!
>>
>>791305
Well... he's modeling a line of pipe.
>>
>>791307

...fuuu
>>
Why isn't there a way to reload a model and all of the textures with 1 click like in UE4? Iteration is stupidly slow without it. I need to reload textures one by one, while I don't even know how to reload models in a scene.
>>
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First pass at refining the front legs and paws.
>>
>>791317

...model each detail for itself(toes, limbs, etc), join, remesh, smooth, add details/tweekings.

..how ever, cool work!
>>
>>791318
>model each detail for itself(toes, limbs, etc), join, remesh, smooth, add details/tweekings.
I'll try this on my next model. Thank you for the advice, I'm still very new to sculpting.
>..how ever, cool work!
Thank you!
>>
>>791316
how's your python?
>>
>>791229
Depends on if giving up your current workflow is worth it. You have to keep in mind that Blender and 3DS Max are packages that handle different branches of 3D CG: modeling, texturing, rigging, and animation—You shouldn't switch just because of one of those branches is better.

You should be aware of the compromises you're making when you switch, e.g. restrictive price, lack of community support, animation, interface. Or, if you are only concerned with a single branch, you can find specialized software to handle that task better than Max or Blender, like using Substance painter for texturing.
>>
>>791240
how the fuck are you trying to select vertices without being able to see them?
>>
>>791327
Haven't touched it in years. You answered my question with this, though. Absolutely pathetic for Blender to not have this by default. It makes working with it super inefficient. Does nobody else have a need to make iterations of their textures and models and to easily see those changes propagate through the scene?
>>
>>791330
If the model is symmetrical it is very useful to just select vertices on one side and have them being selected on the another one as well. Every other program has this.
>>
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>>791333
>blender is resposible for everything that goes wrong in my live and when i would have the money to pay for maya and shit, i would be the greatest of all!
>>
>>791240
I just press z and go to wireframe mode
>>
>>791225
hey so like i installed blender yesterday and every keyboard shortcut in their own documentation has been inaccurate and i've been unable to locate the keymap in the menus because it just came up with a bunch of redundant shit that was probably for specific applications of the tools in different ways such as extruding single face, extruding multiple faces, extruding individual faces, etc.

I just wanted to find a quick shortcut to extrude and when i tried alt E it didnt work. shift E did but that's not what's listed in the documentation.

every god damn thing in the documentation ahs been wrong.
what have i done that my keyboard shortcuts are fucked? can anyone help me find a solution to this?
>>
>>791341
that's not even what he said you absolute dick tickler. yours is the second post i've read on /3/ in several years and we're 2 for 2 of soi faced cucks on /3/ so far. this board became filled with estrogen over the past few years apparently son of a bitch.
>>
>>791333
>. Does nobody else have a need to make iterations of their textures and models and to easily see those changes propagate through the scene?
when i export textures i always export them in uniquely named folders like armorTex_N instead of rewriting to the same folder. This is the way to go so you can go back to something that was better "before" without having to reexport
>>
>>791356
Yeah, but I'm talking about reimporting textures from a folder into Blender. Currently you have to do it manually by reloading each one in the node graph. And for the models I don't even know how, except for maybe always importing a new version again and then replacing all objects with it, but that is a ridiculous and impractical workflow.

In UE4 everything is in a project folder and I just click reimport. I get new files in the project and every change is immediately visible in the scene. If I want to tweak something specific in Substance, I export a new version from Substance, go back to UE4, click reimport and boom, there it is, in a few seconds.
>>
>>791334
when in edit mode there are options for mirroring in the upper right

if you still want to select vertices through a mesh you can use x-ray (alt-z), you can even adjust the visibility of the mesh in x-ray, look in the arrow menu to the right of the display modes (also in the upper right)
>>
>>791363
>Yeah, but I'm talking about reimporting textures from a folder into Blender. Currently you have to do it manually by reloading each one in the node graph.
just use the node wrangler principled texture setup with ctrl + shift + t, select all your textures from substance that you exported with the PBR Metallic Roughness output template which gives them node wrangler friendly names and everything will be setup automatically to the principled shader but you might have to change the colorspace to utility->srgb->texture on the base color map if you're using ACES (which you should be using) since the wrangler doesnt automatically do this since ACES isnt included in nilla blender
>>
>>791354
welcome to open source

you can find a list of edit mode shortcuts inside blender by going to edit->preferences->keymap->3d view->mesh->mesh (global)

or even easier, just hover over the tools on the left side of the 3d view and it will show the shortcut keys. if the toolbar isn't showing, you can make it visible by clicking the tiny right arrow on the left side, or by pressing T
>>
>>791354
There are 2 sets of shortcuts - "the industrial" and the "classic Blender" set.
After installing and starting for the first time Blender asks you which one.
Most of the Blender users use the classic set and most tutorials and documentations use these too, so I assume you have choosen the other one and now nothing works.
The options to change these are somewhere in the settings and you should switch to the classic set.
>>
>>791369
also, when you use the node wrangler principled setup and want to reload new textures you should select the principled BSDF and the material output then invert the selection and delete everything else and run the ctrl + shift + t setup again
>>
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One of my computer faced this weird issue

Factory reset doesn't work either
Render view mode is not working properly how can i fix this?
>>
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>>791381
what are your render settings?
>>
>>791381
Buy a new computer
>>
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What is the best way to add bevels to a low poly on insets like these, while mainting clean topo that unwraps and subdivides well? If I add a regular bevel it creates ngons and tris. In that case subdiv doesn't work, but even if I don't care and just use bevel + face weighted normals approach, the problem which still remains is that I have trouble unwrapping it, because I get a fucked up UV island which doesn't want to straighten into a square because of a topo which isn't clean enough, I assume.

I don't know if I should first make a high poly with creases or supporting loops, but then how am I supposed to clean that up for a low poly? Manually remove edge loops?

So I'd like to know how to do this properly.
>>
>>791238
Then get excited for next product.
>>
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>>791388
I'm not sure what problem you are having, it seems to work just fine for me
>>
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>>791394
>>791388
just after I posted I noticed your mesh doesn't have a division through bars. you are probably getting a result like the one on the left in the attached pic, right? it is because the faces of the bars are being selected when you select the edges of the insets. change to edge select mode and you can select adjacent edges without selecting the face between them, and you should get the result on the right
>>
>>791381
what is your gpu
>>
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>>791355
>this board became...

...i am pretty sure you are part of the problem why this board sucks so much!
>>
>>791225
I don't need to worry about UVs if I plan on baking Ambient Occlusion and hand painting the textures on substance or similar software, right? is there any drawback in using smart project unwrap for everything at this point, besides maybe some doubled texture for repeating patterns?
>>
Where can I get started with a minecraft rig?
>>
Is Blender ever going to get render to texture functionality?
>>
>>791382
Cycle works in computer B
>>
>>791455
Already does
>>
Why do my blends keep rising in filesize so much? They keep getting up to 300mb before I copy everything over to an empty file, then it drops to like 100, and sometimes even less

Are deleted things not really deleted or something?
>>
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>>791511
when I started to go from mostly busts to full body sculpts with like 2 to 3 million polys I average around 300 per SIMPLE sculpt. no textures, nothing.
still have to get used to this and probably will have to stock up in HDDs soon if that keeps going.
>>
>>791527
I get that, but the scene is just under 9k, nowhere near a million. I wouldn't have asked here otherwise.
>>
>>791511
>>791531
I've had the same problem. I made sure to clean up duplicate textures and unused materials but the project files are still huge.
>>
>>791441
anyone?
>>
>>791511
sometimes shit can hang around because "fake user" is enabled on it, preventing it from being deleted. you can see exactly what is in your blend file by opening an outliner view and changing it to "blend file" display.
>>
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I can't do this shit anymore
Literally bake all wrong. Low poly mash doesn't get sculpt data of High poly model it's way worse than first anvil and i can't figure out value too did i something wrong
>>
>>791548
does it have a proper uv map
>>
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.
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>>791552
And there's some of hole
>>
>>791381
high quality normals?
>>
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Added some muscular definition to my fox. Obviously, you wouldn't be able to see the musculature through the fur, but I think it's a nice way to add detail.
>>
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https://www.dropbox.com/s/bg32fkv3l7vxt4o/12.31.2020%20anvil%202.5.blend?dl=0

I honestly no idea how to fix texture like tutorials every baked normal texture are faded away

I also included blend file to someone check it
>>
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>>791721
This is high poly
>>
>>791721
I'd help but I don't bake in blender. You really should stop making it hard for yourself and just pirate substance painter.
>>
>>791723
What does it for?
>>
>>791727
Industry standard for texturing and baking.
>>
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What constraint can I use to make it so my dragon tongue never clips into the lower jaw when animating/posing?
>>
is it still good try applying the normal face topology flow on a model that has a very non standard face
>>
>>791763
Furfag trying to make vore porn detected
>>
I don't know if this is the right place to ask, sorry if it isn't but blender is basically the only free 3d program I know of

I can't draw, I've never used a 3d related program, I know little about anatomy as it pertains to animation, and I think I'd be dogshit at sculpting anything myself. I don't have a powerful PC, just a fairly recent laptop with Integrated Graphics.

Could I learn 3d animation to a suitable, "job in the industry even if its low tier" standard within a year or two?
I am being serious so sorry if this sounds pants on head retarded, I'm literally clueless but I'm gaining a passing interest in 3D animation and it seems with Blender a ton of people seem to be getting into it and making some impressive stuff.
>>
Tips on making '2D' animation you see in gacha games or H Game advertisements? Can I do that in Blender or do I have to learn Live2D? Pls help
>>
>>791823
you can but i don't know if it's easier
>>
>>791814
Can your laptop even run the program?
>>
>>791828
I'd assume so, but the laptop thing isn't too important because I've been thinking about buying a new one anyway.
>>
>>791829
you can just download it and fucking try you know, it's 200 megs or something like that
yeah you can get good at it in a year if you work hard, but you're not gonna make it if you just keep asking mundane questions instead of actually doing it
>>
>>791823
I feel like you need to work twice as hard to make impressive things on blender, but everyone starts at some point
>>
I love how Arrimus is now trying to reteach beginners how to properly model with subdiv after Blendlet tutorial makers that only work with booleans messed them up.

https://www.youtube.com/watch?v=MY_3n1swqpY
>>
So I imported an overwatch model that's rigged into blender. The textures and stuff are all in place.
Any tips to make those lewd sfm animations? Lol I don't know where to start, I've only animated normal actions like walk run jump cycles.
>>
>>791848
get references. (Film yourself if you don't have precise preferences - you can shake dat ass, and spread your legs, right?)
Technically there is no difference between a jump cycle and a fuck cycle.
Create the main poses.
Work on the in-betweens.
Work on the timing.
Create secondary motions.
Refine, retime, rejoice.
Don't let Mommy see what you are doing.
Most important thing - have fun while doing it.
>>
Dyntopo or remesh?
>>
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How do i set up an IK for this?
In theory none of them have to rotate, just stretch untill they're at their intersection - but locking axis and enabeling Stretch doesn't work right

>>791846
Arrimus style is kinda weird. He doesn't work with bevel but uses super-close suploops instead, keeps tris and poles... I'm just confused.
The high subdivision does wonders on his models, but what if it doesn't? If the stray support lops cause a visible edge? If a triange refuses to smooth? If the angles cause pinching?
>>
>>791850
realtime mesh generation worked wonderfully smoothly in 2010 with pre-faggologic sculptris but it was always rough and unpleasant on blender.
remesh-workflow is kinda neat but it gets clunky quick once you go above 1million polycount.
>>
>>791849
>you can shake dat ass, and spread your legs, right
y-yes daddy
>Technically there is no difference between a jump cycle and a fuck cycle.
>Create the main poses.
>Work on the in-betweens.
>Work on the timing.
>Create secondary motions.
>Refine, retime, rejoice.
Alright noted
>Don't let Mommy see what you are doing.
I dont plan her to :p
>Most important thing - have fun while doing it.
Oh yes ;)
>>
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I have no clue how to do retopo for hard surface. I have trouble even retopoing a simple beveled inset, shrinkwrap just gets messed up.

How can I tell when should I:
>retopo by hand with shrinkwrap
>remodel by hand without it, just by aligning low poly with high poly
>getting low poly by removing modifiers from high poly
>just appy subd and manually delete loops for low poly?

When and where to use bevels VS support loops?

I always did this by just beveling the shit out of everything and sometimes using bools, but the topology is usually garbage with plenty of ngons and tris. It doesn't affect the final result in engine if it's not animated, but still it feels wrong and I want to do it "properly".
>>
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>>791867
And this is how I would usually do it, simple as fuck and just werks. Slap FWN on that bad boy and call it a day.
>>
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>>791225
I have 110 hours in blender, I'm complete beginner and did this what you think?
>>
>>791868
how will you get it into game if you dont triangulate ?
>>
>>791867
you don't retopo such a simple object just make a copy and remove the excess geo and make it as simple as possible
in fact what you should've done is make something like this >>791868 first, a bit even less detailed, and that's your low poly, and then do all the detailing
no one cares about ngons and tris if it's just a still prop
>>
>>791870
Game engines can do that for you so it's not like it won't import at all if you don't triangulate, but you can just triangulate it on export anyway so the game engine doesn't mess it up, because you want to retain the same triangulation through the whole pipeline.
>>
>>791839
I get you, but I also needed to know if it was feasible
>>
>>791854
Yeah but dyntopo starts to freeze at 1mil too, so the only solution is to slice it seems
>>
>>791898
It isn't, get a day job and spend your nights learning blender.
If you get a job as a security guard or some other thing with a ton of downtime and can sneak in a laptop (as in you aren't yourself being monitored) you can learn while doing your job

>I don't want to do a menial job, I want to /3/!
If you had the dedication and passion to learn enough 3dcg in a year you'd have already done it, you're probably a slacker and a loser with a fantasy that if you just buckle down you'll be able to power through.
That's a lie, you're not gonna run that marathon, so make a plan to walk it instead.
>>
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>"Blender is not industry standard! You're wasting your time!

>"Learning Blender is fine, but learning Blender alone will hurt your chances at landing a Job. So it's always good to learn multiple programs and be FLEXIBLE." (We are here)

>"I know most places are starting to use Blender now, But there's still places that use Autodesk, so it's still nice to learn 3dsmax"

>"NOOOO! I paid money for this software! You can't just make it free all of sudden to compete with Blender! IT'S NOT FAIR!!!!"
>>
>>791921
>>"NOOOO! I paid money for this software! You can't just make it free all of sudden to compete with Blender! IT'S NOT FAIR!!!!"
I hope this happens, so I can continue using Maya for free... but legally.

It probably has already contributed to Autodesk creating "Indie" offers. Thank you, Blender!
>>
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this object's origin is somehow fucked. snapping it to the center, it has a weird offset. also the symmetry in sculpt is totally off too, likely related to whatever I fucked up. I tried applying location, rotation etc to the object. did nothing afaik. any ideas how to fix this?
>>
>>791951
F3 -> Origin to Geometry
Also I would recommend going into edit mode after that and doing F3 -> Symmetrize to make sure your mesh is symmetrical.
>>
>>791963
fucking shit, thank you, that was so frustrating. origin to geometry followed by selection to cursor fixed it. I don't even know how this problem happened, i've never experienced this before. I also symmetrized like you said, though its just a base mesh im going to be sculpting later.
>>
>>791916
Nah , i've just had a passing interest in /3/ stuff for ages but never knew if I could actually get anywhere with doing it since I've no understanding of probably any animation principles
Also up until recently I never had the hardware to actually run these sorts of programs, and shit I still might not so dead end there too.
So I figured I'd ask and see where I'd get before I dived into anything. It's only recently I've felt more of an urge to actually try it, who knows maybe it'll pass in a week or so kek. I'm not under any illusions that I'll become elite if I just eat my vitamins and work really hard, but I wondered where a year or two of work could get me

Would you say Blender is the best tool if I wanted to start learning animation, or are there better ones out there? I'm willing to sail the seas
>>
>>792001
Animation? Maya, then. Forget about others.
>>
Good God how do I get good at making eye sockets/eyes/eyebrows? I fucking suck at this. Please help :(
>>
>>792050
I don't think I can personally help, but at least post your best attempts. Also, it's probably a question of topology, so better suited for the general questions thread.
>>
Tutorials for low poly chibi?
>>
does this use bump map? normal map maybe? the roof looks so bumpy, can this be achieved by just using extra geometry on the extremes?
>>
>>792091
it is just handpainted
https://www.youtube.com/watch?v=ikNDb8nRrZY
https://www.youtube.com/watch?v=W_ZZE771h7Q
https://www.youtube.com/watch?v=fNa49OY0o9E
>>
>>792091
nothing
>>
>>792091
>the roof looks so bumpy
It's just good texture work and clever use of geometry.
>>
2021 projects
https://www.blender.org/press/big-blender-projects-for-2021/
Animation 22
Formerly called ‘Animation 2020’, but for prevailing reasons it could not start last year. The good news it that Blender Foundation received a big grant from AWS to invest in character animation tools the coming 3 years. We want to involve experienced character TDs from the industry (veteran Jason Schleifer is available), including recruiting top developers who are in for a challenge (recruitment starts Q2 ’21). Specs include work on speed (threading, prefetch, caching); Node system for drivers/constraints/deforms; character debugging tools; redesign armatures to work for mocap, controls and automated systems (muscles); multi-layer posing and allowing tweaks on top of caches; advanced interaction/selection (including widget-less posing, diagram views); and of course to be well aligned with USD. Let’s stop here!
>>
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Finetuning render settings, and finishing up this character rig
>>
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>make basic scene
>Scale the cube way up to simulate a ship coming over the horizon
>hit zero to enter camera view
>everything is blank
>and so is the render, for both renders
>but everything looks fine in the rendered view in the viewport
Any ideas?
>>
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>>792139
>select all objects
>scale scene down
>it fixes the problem
Weird
>>
fiddle with the clipping bounds on the camera.
you can hit and option that moves the camera to the view, move around to test it out
>>
>>792141
Thank you, that also fixes it
>>
>>792140
>>792139
view clipping ranges
>>
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what happened with blender? it looks and works like ass. <=2.8 did not have these problems.
>>
How to make a simple circle equalizer visual for music?
>>
How can I realize the full power of blendo when my 10mil high poly model from Zbrush destroys it before I can even render? I cannot be assed to retopo just for blendo. This is why I use Arnold and Toolbag for quick renders.
>>
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How to make this into a circle?
>>
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Advice or red line on how to improve this? I'll post the ref after this. I'm trying to do the model without clothing so I can add my own after. It's supposed to be low poly so I want a bit more feminine shape without adding a bunch of subdivisions or geometry. Also I'm pretty sure I fucked up in one or two spots.
>>
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>>792208
ref
>>
>>792208
Paint good textures
>>
Why do I get a different result than him?
>mine
https://www59.zippyshare.com/v/un83ne7W/file.html
>tutorial
https://www.youtube.com/watch?v=6m5r7Uq-Khg
>>
>>792214
nvm faggot didn't say you have to control-a location rotate
>>
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Do you guys mirror by deleting half of the object first or nah? Both options are possible, and for some reason I always did it by deleting. Now I'm experimenting without doing it and it is nice. However, one problem I notice is that it is hard to tell which part of the object you're supposed to work on if the whole object is visible at all times. You can only see changes you make in edit mode.

Is there a way to somehow lightly color code the mirrored part of the object so it is easier to differentiate it from the part you're working on?
>>
Can't screenshot.

I did a linked duplicate (ALT D) of an object which had two modifiers. Shrinkwrap and solid. Now I can't apply modifiers.

What should I do?
>>
>>791869
cute
>>
>>791869
>I have 110 hours in blender, I'm complete beginner and did this what you think?

I think you learned how to model well and you should get into texturing now.
I have been doing this for a year now and I still suck at it. But I probably don't even have 110 hours under my belt because I do this on rare occasions.
>>
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>>791225
Learning Blender right now, practicing with basic meshes. Can't wait to be able to model my big burly bara bear daddies and big tiddy 'n abs amazon thots!
But seriously I'm pretty optimistic, today's the first day I didn't run away screaming from the program and actually managed to model something (a well, as demonstrated by a Udemy tutorial which actually turned out not to be THAT difficult). Feels good
>>
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>have to go into compositing to import greenscreen video, or export your movie as a PNG sequence with transparency to use it as a plane
Is there a better way to do this? I'm looking at putting live actors in 3D environments, and this doesn't seem like the right way to do it.
>>
>>792212
well yeah, I was hoping to make my base mesh less shit first though
>>
pablomon about to become a twitch streamer

https://twitter.com/pablodp606/status/1345851150252335107
>>
>>792393
Kinda strange how he always seems so serious, especially in interviews but his room looks kinda cute and his characters are always happy
>>
>>792350
Why the fuck would you do any compositing in blender? Get a proper tool like Nuke or Fusion for that.
>>
>>792135
That looks fantastic, could you share how you did the fur setup?
>>
https://twitter.com/Erisdraw3D/status/1345886240575541250?s=19
pretty impressive stuff
>>
>>792422
cute snail :3
>>
What are some good resources for learning how to manage animation? I keep fucking the flow of my keyframes for all the bones and forget what some do or make things too complicated which results in a total mess. It's obvious that I do not have any experience in a good workflow.
>>
>>791723

Ditto this. The fact is...all other programs suck enormous ass when it comes to baking. Grab the indie license on Substance before Adobe yanks it because they don't get subscription money.
>>
>>791381
amd drivers, downgrade, this is fucking common for a month already.
>>
Seems like more and more people start using Blender actually for 2D animation
>>>/wsg/3740240
>>
>>792471
>furry
please
>>
>>792472
Yeah, and the next Evangelion movie is also done in Blender.
So in the end it's Furries and Japanese jumping on Blender while Westerners stay with Adobe
>>
>>792473
evangelion is weeb shit
>>
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>>792370
anon is right though, mesh this low poly highly depends on what your character will look like, which highly depends on your actual reference. I'd recommend either drawing something first (which you could later on reuse for texture or adapt from it).
if you want to make your mesh slightly more interesting than maybe do something with her back. also I expect that to deform like shit. I'd try to make a quick rig if I were you just to see how it arms bend and whatnot
>>
hey guys my blender is going very slow(i dont think its my computer i have pretty solid, modern specs) i dont have a crazy amount of objects either.

i thought i read something in here a while back about deleting undo history and that will make everything go faster? or just any general ways to make blender go faster?
>>
How can I select ovelapping UVs I got from mirroring? I'm using TexTools for it, but it doesn't select everything properly, it misses a bunch of islands or selects both copies.
>>
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Thoughts on this base mesh? Its my first time sculpting and I'm making something for a video game. I'm aware the limbs are a bit elongated, that is intentional. Any feedback would be great.
>>
>>792523
UV Toolkit 2.0 can do this easily.
>>
>>792526
The shoulders look stupid
>>
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I'm trying to make this model of a morel mushroom, and really don't know how to make all those cavity details... tried using a textured brush but it is not as uniform or 'deep' as I want... Anyone have any ideas?
>>
>>792529
Care to elaborate
>>
>>792530
use a mandelbulb fractal
>>
>>792526
it's far from bad but one criticism I'd give if I had to would be that the arms look as if from a body of different type than the chest/rib. the stem looks like from a strong person and arms are thin in comparison
>>
>>792537
legs too btw
>>
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>>792537
Yeah nah it was all done in one piece by me but I can sort of see what you mean its probably the different LOD across the limbs.
>>792529
Is this better?
>>
>>792543
actually come to think of it, I think it could just be the stem is too short for the proportions of the limbs. but maybe this is because of the pose you're depicting? if this is what you meant by elongated then please dismiss my comment entirely, I understood you meant elongated as in a stretching pose. but if this isn't the case, and I'm not an anatomy specialist or anything, so take this with a huge grain of salt, but I think if you overlapped your model with an image like this you'd see what I mean.
>>
Is it possible to easily convert rigified rig into a simple armature (just deform bones and nothing else)?
>>
>>791225
I'm trying to make a face for fun and was looking around on how to get the eyes shaped properly from faces. I found this:
https://youtu.be/MzNkOfvF-xA?t=1378
But no combination of face selection and extrusion or other editors seems to do what happens in this video for me (the eyes going from flat faces to the edges suddenly becoming round/eye shaped). The video provides no actual commentary and the other videos I've found regarding faces build them differently and thus don't explain what just happened/how to recreate this.
>>
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I'm with the GBI, posting here since old thread is past bump limit.
Can anyone open this?
https://gitweb.gentoo.org/proj/blender-gentoo-logo.git/tree/g-metal.blend
It crashes my blender.
>>
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>>792543
kek
>>
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Improved the emblem. Will add realism later.
>>
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>>791225
Can you make shapekey for poses if you have a rig?
I'm thinking mainly for fingers to form the hand in certain ways.
>>
>>792615
Plenty of games do that, so yes,
>>
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>>792588
>>
>>792615
In the Armature Modifier there is an option to apply pose as shapekey.
>>
>>792530
bump
>>
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What is the best resource for learning Blender from the complete beginning?
>>
>>792671
First Steps - Blender 2.80 Fundamentals
https://www.youtube.com/playlist?list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6
>>
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What the fuck am i doing wrong with the baking here? Everything bakes fine except the light fixture onto the ceiling
>>
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>>792701
figured it out I'm retarded. Duplicated the room, changed diffused to combined, enbaled selected to active, selected all and had duplicated room as active, increased extrusion to 0.14, and baked. I'm just whipping up a quick experiment for this shit because they use the tech in cyberpunk and it looks pretty realistic.
https://www.youtube.com/watch?v=juI9Q_xgjh8
>>
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I stepped back and remodeled it 2 times and can't fix this hole issue
>>
>>792727
You'll get texture stretching if your low poly is too different from a subdivided high poly model. Think about it - you unwrap this low poly boxy shape and apply a texture on it, then it gets subdivided and that square shape is now round. So the texture that was supposed to fit one shape is now stretching in order to fit another one. Try applying a lower subdiv level and then unwrap it when low poly and high poly are more similar in shape to each other.
>>
>>792401
So you can have everything in one program to simplify workflow (and not pay extra subscription costs), like A Fox in Space. It would seem logical that a program supporting video editing and 2D animation in 3D space would let you easily chroma key video clips and move them around in 3D space.
>>
Motherfucker.
Trying to get into 3d, did andrew's beginner and intermediate tutorials, did some simple models on my own, decided to try something more challenging and recreate a WoW character. Got some reference photos, did most of the torso starting from small shapes, did the same with the head - started with a sphere, subdivided as needed and then sculpted or manipulated vertices as needed.

Theeen while trying to properly join different body parts together and also trying to figure out what is going wrong with my shading i discovered that my topology is actually all wrong and i need to retopologize everything from the start. WHAT. Andrew didn't teach me this what the fuck!

Then I discovered that there are actually automatic remesh tools available both in blender and as addons. Thank god! Wait.. The ones included with Blender, the results look like absolute shit. The addons considered the best for the task, the result looked okay at first glance until i realized that it somehow turned the entire goddamn head into one giant edge loop that goes everywhere. I have no idea how to even begin to fix something like that, I spent countless hours trying to understand how to move poles and redirect face flows but in most cases that seems to require either adding or deleting edge loops but in the case of my model the remesh has fucked it up so bad that I can't delete or add any edge loops without catastrophic consequences. I don't know if i'm using the remesh tools incorrectly somehow but at this point i might as well retopologize myself from the scratch. I didn't sign up for this.
>>
>>792740
If everything else fails, try pirating zbrush and using zremesher
>>
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>>792743
QuadRemesh is the one that gave me one endless loop to play with, I heard that it uses the same algorithm that zremesher does, no?

I also pirated some professional models like the ones from Daz that normally sell for like 20 dollars for one strand of hair to try to understand how they did their face topology. i'm seeing some weird shit, is it safe to say that these loops were generated by an algorithm? Would any human in their right mind make loops like these? At the same time, most other loops do look very clean and all the poles are in the right places, i can't seem to get the same result from quadremesher or other tools.
>>
>>792727
turn on the edit cage view for the subdiv modifier. I would bet the edge of that hole is actually stretched out to that exact border where the texture is fucked up. you need another loop on the surface.
>>
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>>792746
when speaking of complex models (as in, any model of something organic) the term "edge loop" doesn't necessarily refer to an actual contiguous line. it isn't possible to get uninterrupted edge loops on such non-mechanical subjects, so you will see breaks in the loop at the corners of features and the loops will go off to nowhere in particular.
>>
>>792530
I tried a displacement with a voronoi basis, which kinda worked for the superstructure. The issue I ran into, and I think is the key to reproducing that geometry is the interior sort of balloons, you won't get that without a normal I don't think. I fucked around with a cloth sim and tried to pull a vacuum on the inside only and pinned it with a proximity weight modifier that I used to define the pin group, the result was only slightly better than the voronoi. I also tried a cast with similarly bad results. I also dicked around with several displacement stacks on the xyz and normal to no avail.

I'd hand sculpt it if I were you, or just use what you've got and just hit it with a double dose of AO.
>>
>>791225
more like "/blunder general/ "
>>
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I want to take a mask of a sculpt and turn it into a brush texture so I can remove it from the mesh and place it down somewhere else, essentially copy and pasting, is this possible? I was thinking of camera render-to-texture the normal pass looking at what I want and then just putting that in as a brush. Yeah?
>>
>>792746
one quad can sit on 2 or 3 loops, just click on the other edge of it to see the other loop that actually does have a function
i don't understand how it's connected through the eyes though, it should break there
>>
The other day I was thinking about how I would go about making an addon to distribute objects on a surface with Poisson sampling. Turns out it's already implemented in geometry nodes.
I think I may be able to add features to blender by simply thinking about them, so what would you guys like to see next? Maybe a better UV packing algorithm?
>>
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https://www.dropbox.com/home?preview=01.06.2021+anvil+2.5.blend

Guys... i can't do it anymore i mess up around for 3week i found problems at uv

Unlike video tutorial. Each island are not seperated correctly and verticles are flying around island to island i can't even explain how this shit happened
>>
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>>792780
that's how it works normally
play around with these controls and see how it works with different settings
you can turn off uv sync selection and disable sticky selection mode for example, or pick face select mode
>>
is it totally necessary to scale up meshes to get cloth simulation self collision to play nice?
>>
>>792826
I wondered the same but apparently, yes, you have to keep your shit at a certain size for things to simulate properly.
Ridiculous shit but I guess it's just how it is.
>>
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>>792826
>>792830
I think that is an issue that really needs to get spoken about way more.
I bet there are tons of people ripping their hair out with Blender physics just because of the scaling issue.
The default cube is 2x2x2m so a normal human bean could comfortably fit in it. How many times have you seen people spawning a cube and it is about human sized? Yeah. Most of the times you see the cube being tiny compared to the human sculpt or whatever people are working on, meaning their scale is completely fucked and then they dive into physics simulation and nothing fucking works as expected.
>>
>>792831
Oh and of course if your shit is TINY physics will have an even bigger problem.
>>
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>>792412
Just for the head i split it into multiple section. And placed the parent strands with Particle Edit. Grooming is a bit of a confusing thing to start with. But just do a modest amount. and let the children section fill in the rest.

Also since my character is full white anyway. The lighting helps to hide imperfections. Under the hair is just more of the same hair color.
>>
>>791304
the absolute state of blendlets
>>
Is there any way to keep my shape keys when I subdivide my mesh?
>>
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Why am I getting these triangles on my AO map when I bake in Substance Painter? Normal map and every other map bakes fine, but AO keeps getting fucked up.
>>
So i'm kinda new to blender and mostly used eevee. How do you even work in cycles with something like pic related? I can neither tell how something looks in the render or exactly see what i'm even looking at due to all the noise. It's horrible to work on something with that. Is there are way to reduce it during your work on something?
>>
How do i get out of the stage where i hate everything i make and progress to actually be capable of making something kinda good?
>>
>>792886
I mean that is the fucked up thing you get out of it. Any way i can work with cycles and let it look more like that inside blender to see what the fuck i am even doing?
>>
>>792886
>>792888
brap
>>
How do I clear custom split normals data blender in 2.9, why would they get rid of this from 2.79?
>>
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>>792903
nevermind I found out how, why the fuck would they remove it from spacebar search though.
>>
>>792878
thanks for the help.
>>
How do I change mesh deformation while animating? The first frame is of feet while the second frame is when the toes are flexed leading to the wrinkles on the soles. My textures are baked. If I used shapekeys, how do I being this about? Sorry if its simple i'm a newbie.
>>
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I've never done 3d modeling but I want to make characters for my 3d game. can someone please tell me which 3d software is the brainlet option?
>>
>>792882
Its a bit tedious but its possible.
Duplicate the mesh and enable the shape key,
Then delete all the shape keys and make sure the shapekey you want to copy is deleted last,
now you add the same level of subdivision on both objects and apply them (this requires you to delete all shapekeys on the original object first). Now make a new shapekey basis on the original and then with both objects selected use 'join as shapes' and it should make a new shapekey.
>>
>>792965
no, fuk u
>>
Do people actually animate in Blender? It feels so janky
>>
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guys is it a common issue to have mouthbag be too big for baking? i am getting this annoying issue with lines around the mouth and cant think of any other reason why its happening.
no i dont have any seam there, no polygroup lines, no hard edge there, i recalculated normals, shade smooth, etc. it happens no matter what baking software i use
>>
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>>793053
sorry wrong pic
>>
>>792980
:(
>>
guys I made a donut
>>
Also how to get transparent objects to work in eevee?
>>
is there any blog for teaching yourself blender? I hate watching video tutorials.
>>
>>792882
use this
https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
>>
Does anyone have Daz actors converted into native Blender file format? I know the latest version has a bridge to Blender.
>>
Let's say I have 50 objects, each with an image texture applied. Some of them use the same image. How can I see which objects use the same specific X image?
>>
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So I made pic related, first model ever, took me like 8 hours. I already know I suck, that's not the problem; I feed the thing into Cura and it gives me a plain disk, wtf? So I try a more basic test: new project, add a cylinder, shift-click a smaller cylinder out of the middle, got a shitty donut, file>export to .stl, import into Cura... another fucking disk, and I don't know enough to know what to Google to figure it out. I'm assuming it's a problem with Cura's importation process, but this is my first time using that too, just unpacked the new printer today. Please someone help me, I'm a dumbass that already told my daughter I was going to make her some pokemon HP counters.
>>
>>793289
I don't know, are you following a tutorial? like just look up a video on blender to cura workflow
>>
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How the fuck do I delete this part of the mesh in sculpt mode? I remember you could do it so easily in zbrush and close the topology. What's the alternative in blender?
>>
>>793342
lasso trim brush
>>
>>793342
chonky
>>
>>793345
It's not working? I draw the lasso and it doesn't delete?
>>
>>793348
i think it doesn't work with dyntopo. turn it off, trim, then you can turn in on again
>>
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>>793342
>>
>>793353
Thank you!
>>
Does blender even have an alternative to Trim Dynamic and HPolish? Scrape and Flatten doesn't do a good job for a stylised hard surface look.
>>
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>>793374
Better example
>>
>>793317
No tutorial, but after a little more YT I think that maybe the issue is that the mesh has a lot of overlaps. What I've been doing is adding objects to objects, which looks fine, but I think what I need to be doing to make it work in cura is have a single object. Join is only working on occasion for me, so I don't know how to fix this.
>>
Noobish question, but what type of render settings do I need to replicate this look?
>>
>>793379
The onions low-T shit-tier setting
>>
>>793374
>>793375
That shit looks pretty fucking amazing. Zbrush right?
>>
>>793376
cura will shit itself if your mesh has overlapping geometry. separate your geometry into different objects and then combine it into a single object using the boolean modifier.
>>
>>793379
This is the most amazing ad I've seen in a while.
>>
>>793379
Crank the roughness on everything, and mix shader a separate glossy shader on things that are reflective.
>>
>>793374
>Blender can't have VDM brushes because it doesn't bake VDM natively.
>But it bakes VDM natively, only that the developers don't know how to.
.......................
https://www.youtube.com/watch?v=wT9a7JDfyJU
>>
>>793383
>boolean modifier.
I played with that a little, but the embossed text didn't have that option. I'll do some more tinkering and watch some more videos; any recommendations?
>>
>>793391
convert the text to mesh
>>
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Hey fags I'm planning to model a full character and I made one of them fancy 2D turntable thingies, I don't know what their official name is.
Question: if you look at this stuff do you think that the model derived from it will come out good or that if I follow this sheet it'll actually deform in places when animated? I'd rather not go through hours of modeling and rigging only to turn out shit at the end
>>
Noice tutorial
https://www.youtube.com/watch?v=KoEYdCF9WWE
>>
>>793410
it all depends on your topology not the shape of your model
>>
>>793387
Thanks
>>
>>793407
Okay... So I've created a cylinder, created text, extruded the text, made copies to edit and align, converted each to mesh and joined them to the cylinder. This has worked great, thank you! This doesn't seem to work for subtracting mass from an object however; if I create a second cylinder in a cross-section, shift-click and ctrl-(-) to create a void, it's represented visually as what I'd like (a window / viewport), but I again have multiple objects, and joining them turns the second cylinder into positive mass instead of leaving it as a void in the parent object. Is this not the correct way of creating voids?
>>
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>>793429
I don't understand what you're talking about
like this? I don't have that ctrl (-) shortcut so i don't know what it does
>>
>>793432
>I don't have that ctrl (-) shortcut
I don't know if there's another way to do that, but yes, it's visually representing a cutout, like in your image, but requires both objects to be present, which I believe was what was causing the problem in Cura.

I did manage to find a video that explained what I was trying to do; so now I'm selecting the parent object, adding a boolean with difference and selecting the child object as the space to remove, then applying that change, leaving the hole in the parent object while allowing me to delete the child without reversing the changes, which leaves me with a single object that seems to load into Cura just fine. I'm going to toss the test file and apply these changes to my original file and attempt a print. Thank you for the assist!
>>
Is there a easy way to get a rough preview of how a lighting setup is gonna look like in Cycles for a toaster? Right now I'm only relying on gigantic pixels in the viewport or I need to waste time doing a render.
>>
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>>793444
Cont.
Okay... So Cura saw the numbers, but didn't calculate for them during slicing. I printed it anyway and got pic related. The whole thing is only 3cm. I thought it might look fuzzy, but I didn't think the numbers would be too small to print at all. Is that what I'm looking at?
>>
>>793353
It still doesn't work lol
>>
>>793417
Really? Huh, good to know, thanks for the intel bro
>>
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>>793455
Cont.
Setting Cura to a smaller nozzle size fixed the number issue. Still a long way to go, but it's progress.
>>
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>>793471
Cont.
Definitely a rough first draft, but it works. Thanks for the help!
>>
>>793471
>>793477
looking good, you might want to check /3DPG/ on /diy/ for further help,
>>>/diy/1999156
they know more about the actual printing process and how to get better results there.
>>
is there a way of editing the shaders of multiple texture maps of the same model, simultaneously?
I got a model with a different texture map, bump map etc etc for arms, legs, head, torso etc. Is there a workaround to editing/fucking around with the shaders of all of them simultaneously, rather than individually editing them one by one?
>>
>>793573
Depending on how the shaders are setup you might be able to find a way to link settings together across them all? I don't know the specifics
>>
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>>791851
>How do i set up an IK for this?

https://www.youtube.com/watch?v=5JmPFsIEgHI&t=81s
>>
>>793573
Look up node groups. It has everything you need. You'll be looking for the input/output portion.
>>
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I am honestly ashamed to post this but this is my current skill level when I include handpainting. The whole scene is under 1200 faces. I will be posting the texture map below. I made some errors when I unwrapped it as you will see with the roof of the tower. The whole scene fits in one texture map.

Any advice on how to improve is welcome.

Oh and I didn't use any other software besides blender to paint this
>>
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>>793733
My texture map. I didn't paint some of the things because the whole thing looks like dogshit so I am moving onto another model.
>>
Are there any good custom texture painting brushes for blender that are similar to photoshop digital painting brushes? Or how to make them in blender? All the tutorials on youtube i can find are outdated
>>
>>793578
Ah. Like a unified method?

>>793691
Does it require redo-ing pre-existing shaders? Do these node groups allow you to link different maps? i.e. translucency, bump etc?
>>
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What's the best way to make a realistic tongue texture procedurally?
An example node tree would be appreciated but not required.
>>
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>>793791
Yeah, they have inputs and outputs. You can input any other node into a group, or process it within the group and output it. No, you can group your extant shaders together without dismantling them. RTFM
>>
>>793734
Learn to paint better textures
>>
>>793733

>vertex groups

...use them, you have grass, water, bricks, etc, pp. when you split up averything into different materials, you can manipulate them indepentently from each other - add/remove, reuse, etc ...

https://www.youtube.com/watch?v=ms89wP8m4ZU

>subdivision

...when your mesh is somewhat ok, you can bake in smoothness, into your 1200 faces model.

https://www.youtube.com/watch?v=bFOkHxZzVZ8

>uvmap

https://www.youtube.com/watch?v=Y7M-B6xnaEM
>>
>open Maya in 6+ months just to test some fbx
>zoom in a viewport
>*crashes*

That's enough Autodesk for another 6 months.
>>
>>793956
Uh, was the FBX exported from Blender?
>>
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>>791225
What's the most efficient method of turning pic related into a model? Bezier curves or primitives? Need to see if I can do a loop cut in the middle of it too for that sweet sweet sword "ridge"...
Also another question: look at the "connection segment" before the actual blade, that diagonal bit there, how do I make sure that it and the grip have an equidistant thickness? That is unlike the blade that grows slightly thinner in its profile the closer you get to the tip
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>>793957
Nope, from houdini. Everything's fine now, though.
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How can I import a 3ds file into blender without installing blender 2.79?
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>>794003
You don't need to install 2.79, just get the zip version, import 3ds, the copy it to 2.8
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File: sword 2.png (53 KB, 292x802)
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>>793994
Ok I'm working on it and have decent progress so far. For an absolute beginner. Now I'm trying to get that fucking grip into a bit of a banana shape. How the FUCK do I do that? I tried extruding it, now I only need to bend it to the shape I want. I'd like the shape to bend incrementally inwards at regular intervals, you know? As shown in my drawing or in the ref pic inside pic related
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>>794035
Yooo nigga I used the SimpleDeform modifier and it's looking good, but I noticed this shit gets thinner by the end of the grip. How do I make sure it keeps its thickness regular? Without going thinner the further down it goes
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>>793869
Thanks my dude
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I'm trying to bake some procedural textures into a UV map and I want some of the texture to show up as transparent.
In preview mode before baking it's transparent, but once I bake it to a diffuse map it's black where it should be transparent.
How do I fix this?
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how do I rig a model and make it have bendy joints
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>>794082
you need an alpha map
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>>794040
And voila, here's my first ever sword. The edges of the blade are kinda jagged unfortunately but fuck it it's a start
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Question: if I make an animation in Unity can I import it back to Blender? Or is it only Blender to Unity?
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>>794111
I tried that and still nothing.
Are there any videos of this process?
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>>792206
looks like you are using empties, create a circular path and aling these empties to the path or create a circle with a known amount of vertex, then vertex align your elements
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File: 2021-01-13 014304.png (1.18 MB, 1920x1030)
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>>792530
i got closer, but the thing is... only works on a superficial level, not in a volumetric way
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>>794275
What do you mean? What did you try to do exactly?
Can you convert your diffuse into an alpha texture? If so then the rest of the process is like this
https://youtu.be/e6L5XKharNY
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>>791368
Thanks.
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>>794082
you need to be carefull with the resolution and color masking, you want to setup black and any color involving black as your alpha mask, you need to do some external work but its possible. as you can see, I "erased" the black elements to make them alpha and use it as alpha chanel. so with some work you can achieve your goal.
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Why do I keep getting the Out of memory error when trying to render the viewport?
using rtx version E-Cycles
I think it's the settings, I think I've had this error before but now I can t manage to overcome this error
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I need to set up a simple material in eevee. It shouldn't be photorealistic, just needed for conceptual schemes. No reflections, no cast shadows, nothing. It must be as plain as possible.

I need to displays cracks on a church. I have the model, I've mapped it, I've tryed to sketch the cracks and everithign works smootly.
Now the point is that I need to show all the walls at the same time. The idea is to set up a transparent materia, to see the cracks on the foreground on the intended color, and the ones on background a bit faded. Something like writing witha sharpie on a transparent ikea box.

I've tryed a lot of tutorial ranging from "not even close" like in pic related to a close result but with the lines in the bacround hard to understand due tu reflecs and shadows.
Any clues?
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god damn I hate blender, how do I reset f-curve handles? I want to use the "back" interpolation mode, but it's fucking retarded and makes the curve handles disappear. unless it just makes it impossible to modify the curves, in which case what a fucking useless featurre
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>>794530
fucking piece of shit I found the setting, it's in the sidebar but it only shows if you have only ONE curve selected, how the fuck am I supposed to change this shit for 90 fucking curves at time
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Tried to make something on my own after two weeks of following tutorials. I know this is basically stick figurines tier in terms of complexity but as I said above I'm a noob with two weeks of experience so any kind of criticism would be appreciated.
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>>794487
something like this?

>>794591
use that model for your next step. add surface scratches and use. you cand try using displacements or only with textures
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>>794594

Something like this would b a good starting point, thanks!
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>>791814
>within a year or two
Yes, I've practiced a lot this lock down and have a good work flow.
You just need to search YouTube for "Blender 2.8 workflow". Find a few videos and see which video you're able to understand the most. Then just kind of follow what they do.
After you get a good grip on basics, knowing the hotkeys will help you go even faster!
There's tons of great tutorials out there.
After you get the basics, I recommend you look up "subdivision surface tutorials" for making 3D models. You'd have a lot of fun with that.
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>>791869
looks nice. Do you know how to do image textures or texture paint? Like others have said, that would be good to get experience on.
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>>792208
The benefit of the reference you posted versus yours is that it allows for geometry that widens and makes the hips look more round. Notice the jacket. So you might be thinking your model looks flat because her hips are indeed flat. Try making the jacket for her and it will look better. But the most detail comes from the image texture. Looks like it might be 128x128 in size
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Any tips on maintaining a real life scale?
I gave my startup file a lowpoly human model i downloaded from god knows where to use as a reference but i feel like it isn't perfect.
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Do blender have good analog of xgen, maybe some plugins?
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>>794668

I use blender for architecture. I keep everything in real life scale because I know exactly the height of the objects.
The ceiling can't be less than 2.7 ( this is law in italy ). In older buildings it range from 3 to 3.5 where i live. The floor is 30 cm. So for a building you can range drom 3 to 3.8 meter for each floor.
A desktop is around 70cm tall, a kitchen top is 85/90 and a table is somewhere in between. A chair should have the sit at 45 cm, more or less. Doors are 80 x 210, steps are 20 cm haight ans 30 cm in depth.
Urban elements like streets, lights, parkings and so on have all their rules ( usually by law ) so it's really fast to get some documentation as a reference.

I have to follow those rules because I have to deal with real stuff, but I think doing so makes modeling really easy and consistent. And rendering is based on phisical modeling, so you better to model on the proper scale.
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>>794779
Impara l'inglese diomadonna m'è venuto un aneurisma a leggere sto post
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>>794668
Use reference images/measurements. Or just make your art "stylized" so you don't have to care about it.
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>>794789

Bella frate so messo male, va giù bene se so scrivere in italiano. Per fortuna mi pagano per fare altro altrimenti sarebbe stato un casino. Però non è proprio colpa mia eh, c'ho anhce un certificato che dice che non ce la posso fare.
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wow, I'm so dumb.

Took me a while to figure out snap to absolute grid, because I needed that to make sure my furniture is touching the floor.
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What do you guys use to texture paint?
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>>794862

I still compenetrate the furniture a bit with the floor. Long time ago having tangent faces was an issue. Not sure if it's still a problem, but I've never stopped.
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>>791225
Alright boys, help me out here. When I sculpt in blender with dyntopo enabled I always get some small lumps around the edges of areas of different mesh resolution, which is to be expected. But at some point I'd like to smooth this out, and I don't really know how. Is there a brush that allows to grade those transition areas, or do I have to just make everything highres as fuck?
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>>794878
Krita
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>>794897
I've been dealing with this too and usually I'll dynotopo past that lumpy area and re-smooth. Usually you can move your dynotopo resolution further up/down the model from that area and get rid of the lump. You have to expirement a little bit
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>>794878
substance
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>>794897
this is why the remesh workflow just works better for me.

Then when it's time retopo into multires.
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>>794897
easy, use a mask. mask the other area up to the edge and then continue with your dynotopo sculpting.
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>>794933
how exactly is this going to help, if the difference in resolution between the two areas is still going to cause lumpiness
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>>794933
masks are for pussies and leftists
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i'm always running into weird issues with camera and viewport clipping

what are some sane values?
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Found out why my blender sculpting didn't work.

...I was close to switching to zbrush.
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How would I use the waves modifier in unreal engine? (without morph targets, too complex a set up for what I'm attempting)
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>>794897
>>794905
Doesn't holding shift to smooth over it work fine?
I usually try to work from largest to smallest now when I dyno sculpt. So maybe it's the work flow that helps.
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>>795209
It doesn't do much.
I do work large->small too, but sometimes I just want to keep an area low res for better performance, which is when those annoying lumps pop up. I guess the only way to go about it is just making everything higher res
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>>792324
Make the instance real. Alt D is instance, Shift D is duplicate.
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>>795211
can you upload a picture of that "lumpines"?
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>>795244
Not him but I can show you on one of my sculpts. It doesnt matter how much you smooth, what strength, size, etc. The area between the two resolutions will always have that faint lumpy outline in certain sections of the border. It's somehow more aparrent when you zoom out as theres more contrast
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>>795254
I guess the only way to go about it is to just remesh>smooth everything and pray that my PC doesn't explode
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Are the basic painting tools in blender shit or am I just bad at this? Whenever I try to handpaint my models they always turn out looking like child doodles.

I can't even achieve such basic low poly look as pic related.
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>>795254
>>795295
got you. remember dynamesh subdivide your tris but doesnt apply any surface smoothing process, so, if you remember how shading work (its easier to see it with a low polymesh and smooth shading), a surface tha goes from high to low polygon face size, will display that "bumpines" we are dealing with
the best you can do is play with the smooth brush and even in that case its not guaranted the bumpiness will dissapear, because its a shading thing...
>>
>>795326
We know my dude. The question is, how to deal with it. And so far the only answer that makes it look consistently good is subdivide everything to the same level





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