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This is a blender general thread for all questions/posts/whatever to do with the software. This is mainly to prevent questions posts from making the board shit.
>>
>>803771
How do I blend in?
>>
>>803771
Maya>Blender
/thread
>>
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You get initiated by the donut rite into our tribe. You try to do it properly until your ADHD kicks in and you touch some key. "How did my normals get inverted?". Now you missed half the instructions while doing a simple shit. Just half ass it until you give up. Post a thread with the render of your abomination with a OP like "I finally did it. I think i'm really talented". Wait for autodesk users to shit up your threads with 200 replies

It all was in vain because you are useless without a tutorial. Realize you are actually shit. Post some cheap meme renders. Now you are an apprentice worth to follow the path. You practice for months and months afar from this place. A copy of substance painter is what you buy with your hard earned money. You realize zbrush is a piece of shit, but you need it. So you dabble on and create the environments of your dreams, your own fap material, photo realistic renders of overflowing trash cans and wonder why people would ever want to see trash in 4k while you perfectly model an empty pringles can. You upload your portfolio on artstation and freelance for people called "Hungclaw" weirdly specific models of well hung bears . You resort to the drug of your choice and experience a new side of your neurosis. But you did it. You get money and maybe some day when you done enough of the soul crushing furies who contract you [which laws should exist to prevent} you might get a job offer some day far in the future. You are happy on your first day, but you soon realize you sold your soul to big tech. God wills you use maya now.

Some day while creating materials for a globo homo TV ad you find a old folder labeled "646edrdfg3" and inside between 238 abandoned scultps and meshes of your past creative ideas there is a render. A render of a donut. Now you understand the gatekeeping. You post a thread with a new perfect donut modeled in maya and begin to cry. Your OP reads "Blendlets will never make it" and your warning will go unheard.

Welcome
>>
>>803797
You've just reached around the globe just to yank your own dick. What an accomplishment.
Ubisoft lets you use any software you want, yes, blender too, as long as you can deliver and as long as you can do basic stuff (import, modify geo, UVs etc) in their main software, like 3dsmax.
Why are there so many insecure little faggots crawling around here? If you can deliver good work, what's your problem? Are you afraid that some amateur is going to steal your contracts, because your contractors don't know anything about 3d art?
You can kick back and relax, most normies don't pursue this profession. Even most graduates in 3D schools, taught by professionals stop after a few months, because they have a short attention span, hate work and only ride the mainstream wave.
Blender is a tool, nothing more. It's useful to know how to use tools.
>>
>>803797
lmao, based
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>>803797
Based.
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>want to make the light color change depending on distance
>set up a test scene for questions thread
>realize that i am a retard and you can just use nodes like anywhere else

But hey, look at this cool flashlight i made in just 4 mins
>>
>>803797
Realized you were a stupid cunt after seeing the ZBrush comment. Your work is probably shit.
>>
I guess I have several questions.

1. Any good guides on making your own textures in blender?

2. If I were to model a thing like this pistol for the animation do I have to keep movable parts as separate objects or can I join them all together? I guess that's what bones are for?

3. How do you deal with the fact that everything was already made in 3d and you will never be as good as the best artist who already made what you are trying to do? I seriously can't find anything that wasn't already done before. Even the most obscure firearms and swords seem to have several 3d models of them
>>
>>803771
Is donut man seriouy the best way to learn blender or are there better teachers/tutorials? Thanks
>>
Has anybody here have trouble with webm encoding? I'm rendering an 86 frame animation yet the final webm is only 74 frames. This has happened to me before but it stopped without me doing anything about it and likewise it has come back.
>>
>>804204
I find the actual blender documentation way clearer and professional as an introduction to the soft, but I'm a beginner.
>>
>>804204
Donut Guru is terrible. Look into CGCookie. Mostly paid, but many of their courses can be found on the usual places.
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been doing 3d as a hobby. thoughts?
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>>804240
on the frog? cute
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A render of a bootleg Gallardo model I made. I tried to give the model and textures that "PS2-era graphic style" thing
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>>803970
>3.
I don't deal with it. Do you think that everything artists make is 100% original? Almost nothing is original. It's all remixes and spins on things that have already existed for millennia. It doesn't matter if x made it first, it's how you make it, and give it an identity that can be tied to your own work that can make it special. If you're going to try and reinvent the wheel every time you make something you're going to have one hell of a time. Just do what you want to do and get better at your work. Why concern yourself with what others have done before you?
>>
>>804204
His donut tutorial is fine for an absolute beginner but I checked out his anvil one and it's insanely outdated. The fact that he recommends it in a recent video is beyond shill behavior. There's literally no reason anyone should watch that series, you'll spend hours googling the right way to do everything in the videos.
>>
>>804204
Grant Abitt is good, so is CGCookie.
Donut boi made some mistakes in his Donut tutorial so on some vids so you have to go to the comment section to find the simple fixes.

Pablo Dobarro (Blender Dev working on scultping) has started streaming his sculpting process on twitch so you can check that out if you want.
https://www.twitch.tv/pablodp606/videos
>>
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Issue #1

Tried to enlongate and curl the nails to make them look long and sharp but it looks horrible, did this in sculpt mode.
Any tips?

Issue #2

Downloaded and appended some nails into my scene. How do I attach them, contraint modifier to the finger bone?

Also the downloaded nails are a group and when I try to rotate or move them some other objects in the scene are affected as if they are linked. I've tried clearing the parenting on the nails but to no use.
>>
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>>803771
>Baked keys ignored after keying new frames?

I struggle with editing an action after baking it.
If I add just one keyframe, it simply ignores ALL the baked frames for that bone. They're not deleted or anything, they just have no effect.
Used visual keying for baking, so every frame should be baked and defined for all bones.

What the fuck is going on?
>>
>>804478
Can you show me your curves in the graph?
Are you adding keyframes after or before the baked ones or are you just trying to edit the baked ones?
>>
>>804481
The curves don't really matter, I'm literally just trying to brute-force a change by rotating the same couple of bones 10 degrees for every single frame.
But instead of just changing the current frame on that bone, it overrides ALL the subsequent frames for that bone. I have no idea why it would do that.
>>
>>804461
>#1
Select the edge in edit mode and press O to activate proportional editing, then modify the topoligy by pulling it out.
>#2
parent the fingernails to the rig, either automatically or without anything and weight paint the fingernails to the corresponding bones.
// P.S.: The thumb is clipping through the chain link, but I think you've already noticed.
>>
>>804482
Dude. Select the two bones. Go into the graph editor, select the rotation keys for all the frames and move them by the desired amount.
>>
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>>804482
>>804481
Okay, this is strange
This curve appear to have no keyframes, but the bone is baked like all the others. Did it just become baked with a different rotation system than quaternions for some reason? Wtf is this?

>>804484
Sorry, that was explained kind of simplified. What I'm doing is rotating several sets of bones from a couple of bones' origin, while these are not parented or constrained to said bones in any way. So there's a lot of offset values and stuff to calculate if I want to change them all as individual keys on the curves.
>>
>>804485
>What I'm doing is rotating several sets of bones from a couple of bones' origin, while these are not parented or constrained to said bones in any way.
Are you doing follow throughs/overlapping actions?

Also, save a copy of your project and restart blender.
>>
>>804487
>Are you doing follow throughs/overlapping actions?
No, I have a walk animation for a creature (four legged), and I'm just trying twist it to make a turning animation without having to remake everything. I found I got the twist I wanted by
>rotating all leg IK controls and the hip bone 10 degrees from the hip bone
>rotating the two front legs and the chest -10 degrees from the chest bone
>rotating the neck bone -25 degrees
Kind of cumbersome to do for every frame, but the animation is just 29 frames, so I thought it'd be okay. But instead of just replacing the frame I'm editing, it changes the rest of the animation with new interpolations.

>Also, save a copy of your project and restart blender.
Tried that. Also tried using an older version. Same thing.
>>
>>804490
Damn.. well, you could:
load up an old version before the bake, modify the animation, bake it, then import the animation in your main project.
>>
>>804492
I guess that's the only solution left to me at this point, but it frustrates me that I can't figure out why this shit happens.
Thanks anyway, Anon.
>>
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>>804483
>#1Select the edge in edit mode and press O to activate proportional editing, then modify the topoligy by pulling it out.

The fingernail can be edited but not in proportional editing. If I select that then all the nails are affected, they all move when propoertional is selected...

2#
something is off, I'm not understanding
Don't I have to ungroup the nails group first (pic related) move them each as close to the fingers and then parent them to the rig?
>>
Is recalculating normals the same as flipping them? And when baking should they always be recalculated outside/inside?
>>
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>>804536
flipping just flips the normals of every single face (duh), recalculating re-assigns them a direction and tries to make sure that adjacent faces share the same orientation.
If you for example mirror something by scaling it with -1, the normals of that part will be facing in the wrong direction. you can select these parts and flip them, or just select everything and recalculate with the same result.

"Recalculate Outside" is what usually works, but the important part is that the normal vectors point away from the interior of the mesh. If you toggle "face orientation" your mesh should be blue.
>>
Why does the fur in Blender do not increase the amount of tris while in Zbrush it skyrockets the amount of tris?
>>
>>804550

Because blender uses particles for hair instead of polys
>>
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>>804490
>>804534
this what I'm talking about
>>
>>804566
scroll down to reduce the radius of proportional editing
>>
https://www.youtube.com/watch?v=i6IVVr8zCX4
How would I recreate the effect of a baby animal breaking out of it's egg like in the video?
I'd like the eggshell to break and move in response to the animals movement.
>>
>>804573
radius for proportional editing? where is that?
>>
>>804541
Oh ok so it just kind of seeks out the ones that don't fit whichever recalculation option you select and flips them according to your selection. Thanks. Recalculating solved some problems for me when baking but I wasn't sure what it was fixing. I guess I somehow flipped some faces around.
>>
>>804573
discovered the radius circle
but the single nail I'm editing still moves away from the finger
weight paint? it s all dark blue, I need to weight paint the base of the nail in red?
>>
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>>804573
So you see, the nail is separated by the finger when it s edited
I've weight painted the nail, leaving red at the base
>>
>>804790
Why don't you just model your own nail.
>>
>>804829
I don t know how
>>
>>804839
how come?
>>
Anybody has any tips on how to bevel this edge? I need to bevel both, but one will screw up the other.
>>
>>804857
Separate then rejoin them maybe?
>>
>>804861
Yep, thanks m8
>>
>>803771
have a question a month or so back one of the devs that was working on sculpting posted video of a 10X+ improvement in performance with it, has that made it into blender yet or not?
>>
I have 2 collections with the same model - one is for a high poly and another is for a low poly. I want to batch rename all of the mesh parts from both collections and add "_high" and "_low" suffixes.

However, the problem is that each collection gets renamed in a different order, so mesh names still don't match. What can I do?
>>
>>804849
how coooom a coomer not know anything but cooooming
>>
>>804558
What's the difference between a particle and a polygon?
>>
>>804935
A particle is a point with attached attributes that define it for a physical simulation engine, like mass, acceleration, velocities, etc. Without those, it's just a point.

A polygon is basically an ordered, non-repeating, set of points. Polygons are typically used for building shapes.
>>
>>804940
And which one is more efficient in terms of computing power used?
>>
How do I take a rig I have and swap the model on it? I cant figure out how to attach it to the new mesh.
>>
>>803771
does anyone have any good intermediate tutorials, mostly modeling and texture/shading?
I feel like a lot of tutorials are just going over the same concepts at this point and I don't know how to progress (ofc I'm working on my own models but I need some guidance as well) .
>>
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>>803771

Why use blender when you can literally get maya for free?
>>
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Is there a way I can cut each finger out in sculpt mode? I had to remesh the body to join new body parts and it seem the fingers fused together. Should I just worry about appendages when I go to retop the figure or what?
>>
>>805152
got em
>>
Newbie here, can someone PLEASE tell me why everyone in this board frown on Cycles in favor of Evee?
>>
>>805152
You can't, you have to create a separate model of palms and with a separate model of fingers. Then cut off the hand from the body so that it would be easy to remesh. If you don't, then it will merge your fingers again.
>>
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>>803771
Am I talented?
>>
>>805196

You have more talent than who you made yes.
>>
>>805196
You somehow managed to make him look 125% more Semitic
>>
>>805172
3rd world inhabitants with potato computers.
Retards with Dunning and Krueger.
People that don't need a Raytracer.
I personally would always favour Arnold,Vray and Renderman over Cycles.
>>
>>805020
Why use the free version when the real thing is only $200/month? You probably spend more than that on Unity games you'll never get around to anyway.
>>
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Why doesn't it weight paint?? I need to reduce the mask a bit. I chose the right vertex group, but it doesn't do shit when I paint.
>>
Is it possible to change rotation of an object to be rotation of a normal?
>>
>>805257
for a second I thought you were making fat albert
>>
>>805257
Okay I figured that I should select vertices and assign a vertex group. Actually that far less messy than weight paint, cool trick.
>>
2.92 release NOW
https://developer.blender.org/project/view/119/
>>
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Does anyone know how to make / already have a node setup for rendering Doom-style multi-directional sprites, aka impostors?

I've got it sort-of-working, but the angles are inaccurate and there's a problem area where, for a narrow range of angles at the 'back', it will show the front image instead.
>>
>>805383
Interesting.
>>
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I was going for an improvised weapon look of what a matchlock firearm would look if someone with 0 gunsmithing skills would try to make it. Just an ugly plank of wood with a metal pipe, barrel band and a string attached to a piece of metal that swings foward when pushed.

Ended up looking like total shit...again. I am looking for any tips on making good stylized metal and wood for my improvised orc weapons.
>>
>>805383
Never worked with blender but trying to understand your nodes
>>
>>805421
>>805435
I think the problem is caused by the inaccurate angles, but getting the accurate angles might require a different approach. There's also the matter that I'm using a 5 images and flipping them for other side, which is what the scaling by sign is for.
>>
>>805447
How do I calculate the sprite angle from the camera?
>>
>>805466
I'm using Tangent x, range mapped.

I've just managed to fix the inaccuracy, but now I have to redo the mirroring. I haven't yet thought of a way to do it without mirroring, but I'd like to.
>>
>>805483
>>805383
Fuck, the negative scale I'm using to flip the texture fucks with the alignment the the offset is 0.
I don't know why the same problem doesn't also happen with the offset at 1, but I'm not sure how to fix this.
>>
Hello yes, how can I make polygon hair like in fortnite? I don't want hi poly realistic particle fx hair but the hair like in fortnite.
>>
>>804461
>>#2
merge the nails onto the model
assign each nail to its respective vertex group (same name as the bone)
>>
>>805379
NOW
https://www.blender.org/download/releases/2-92/
>>
https://twitter.com/Blender/status/1364993951342751747
https://www.blender.org/download/releases/2-92/

UPDATE NOW
>>
>>805559
Why? What use do I get from it? Recent updates were catered to 2D fags with all those grease pencil updates, weeb anime sculptors with 10 stupid brushes for modeling short skirts and cinema4d-tier abstract artists with particle nodes. Idgaf about any of that shit t b q h w y
>>
>>805568
>for modeling short skirts
OMG I'M GONNA- I'M GONNA- BLEEEEEEND!
>>
>>803771
Is there any way to randomly seed a texture used in a modifier in eevee? I'm trying to create a random displacement texture but im at a fucking loss since you cant animate the seed value of a noise or voronoi or what have you texture. My only thought is using a video of white noise and plugging it in because stupid eevee doesnt support displacement, and cycles doesnt have the shader to rgb node I really need.
>>
>>805568
>weeb anime sculptors with 10 stupid brushes for modeling short skirts
Pablo can't keep getting away with it.
>>
>CPU, GPU, RAM
what hardware components affect scrubbing and playback in the VSE and compositor?
currently playback slogs down to 1fps if i'm compositing video in the VSE
>>
>mfw blendlets lose their shit over...this
https://www.youtube.com/watch?v=mXnp_KIo8q8 [Embed]

We could do that with RayFire or Fracture for almost 20 years now.
>>
>>805559
>Video editing improvements
Good lord, just drop it and work on something that has at least some relevance
>>
>>805599
all of it + disk
>>
>>805599
Also why the fuck are you using Blender for that? Blender is probably one of, if not THE worst program for editing and compositing.
>>
>>805593
I did it, I converted a gif of static to a webm.

Another question, how would you go about rendering a characters animation at a different frame rate than the videos frame rate? Spider verse esque
>>
>>805496
Help
>>
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I know nothing.
All I want to do is print thingiverse tool holders but modifying the pegboard pegs to fit my board.
Essentially just making the pegs longer and straighten them out a little.

Is blender right for me and if it is can you point me in the right direction to lean what I need?
>>
>>806089
You need to learn to move vertices, that's all.
>>
I have a model with a lot of the same parts how do I make them overlap perfectly in UV?
>>
Guys LOOK!!!

https://www.uv-packer.com/blender/
>>
>Making a character after going through Arrimus Goomba tutorial
>Finished
>Switch to rendered mode
>Instacrash

Thank you
>>
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>>806217
lmao
>>
So im fucking around with cloth sim.
I copy one setting for one object to another. The two meshes are not identical, slightly differently shaped. Mesh 1 is less dense than Mesh 2
When I try to mess with the two objects, I get different results.
E.g pillow one deforms to the object pressing on it.
Pillow two deforms, then keeps collapsing on itself.
>>
>>806160
https://github.com/c30ra/uv-align-distribute
>>
>>806096
Thanks anon, it worked fine
>>
>>806201
it's awesome
>>
>>806160
there's grant abitt vid on that one. make sure when you duplicate, you make a linked duplicate. now when the master object is edited, the linked duplicates will follow.
>>
bros ok ive seen some anons who were playing with video game models on blender on /v/
any ideas where i can get models ripped from video games??
i think it could help me learn alot
>>
Subsurface color should always be similar to the color of the object it's being applied to correct?
>>
>>806201
has anyone tried running it on linux?
>>
>>803797
>zbrush is a piece of shit
FILTRED
>>
Is there a way to apply Shrinkwrap modifier but select some mesh parts that won't deform? Like metallic parts on the clothes for example?
>>
>>806396
Use vertex groups
>>
How do I move loop cuts closer together or farther apart? Modeling a kitchen table and I'd like two cuts precisely 24 inches apart in order to extrude the center support downward. It looks like my only options after ctrl+R are to choose the number of cuts and how far offset from the center I'd like them. I want them centered, but closer together. Or should I use another 3D modeling program if I'd like precise controls? Thanks.
>>
>>806462
Select both of them and scale
>>
>>806462
put a single loop cut in, right click to cancel the slide so it's now perfectly in the center, now press ctrl+b to bevel that loop and you can now manually enter the size of the bevel using the numbers.

You can also double tap G to just move edges around for a rougher version
>>
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I really like the grain that appears when you don't have enough samples when rendering on cycles, aside from muh saved time i just like the way it looks and moves around - I've been a bit risky and let it be there in some of my recent client work but my friends keep telling me im being retarded.

What do? Am i being a pretentious asshole or is it legit to let it in if i think it's fitting for the animation piece? And yeah somehow im equating it in my mind to the grain that appears on analogue film.
>>
>>806541
why not just composite film grain on so the client can choose
>>
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hey anons
I started learning how to make anime characters but I ran into a bit of trouble
basically the tutorial I'm following makes hair from curves turned into meshes, but I later realized that the character I picked for practice has her hair as a single conjoined shape rather than a bunch of strands of hair
I tried merging the vertexes on the meshes I had but that led to some piss poor results so I think starting the hair over is the best course of action
problem is that my beginner mind can't really think of a way to make it so it would lead to a good result and trying it out practically of course didn't work as well
I'd appreciate if anyone here has any suggestions on how to approach this
>>
>>806541
If your clients are fine with it, then I don't suppose it matters. But I do agree with your friends, it looks lazy and amateurish, just crawl out of your ass and use film grain.
>>
>>806546
Very often you'll have to chose to deviate from the 2D design because no matter what you do it won't translate well into 3D, the hard part is finding which compromise looks the best.
Not sure if this helps but here's the best technique to model anime hair in my opinion.
https://www.youtube.com/watch?v=lo_FxdSe_F8
>>
>>806556
that looks much more promising that anything I could come up with
going to be a bit bold and say this looks like what I wanted but I gotta test it and see
thanks anon, you're an angel, if it doesn't work I'll have learned of a new way to make hair so it's going to be a win either way
>>
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How do I make shoulder bone follow the rest of an arm in ik rig?!





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