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File: da phrog.png (52 KB, 346x244)
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Getting started with Blender as a hobby. Any advice?
>>
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I'll post some of my other models.
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cute
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>>804255
>>804257
I like all of these but I really like these ones
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>>804260
>>804259
Thank u :-)
>>
>>804255
This one looks funny
>>
>>804253
Don't aim for big things right away, start with basics, low poly etc... but it depends what you are starting as... game assets or rendering? if its rendering then fuck off to youtube.
>>
>>804253
Depends what you want.
>>
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>>804255
lmao
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>>804255
funny goblin
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>>804266
lol
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>>804253
Stop while you can.
>>
>>804266
NOOOOOOOOOOOOOOOOOOOOOOOOO
>>
>>804255
whats its name?
may use it for another board project
>>
>>804284
I feel like "Gunt" is a pretty good name for him. Also if you want to use the model for anything go ahead. Not sure how to post it here though.
>>
>>804272
It's fun, anon. What's the harm in it?
>>
>>804285
mega, catbox moe, google drive
>>
>>804287
Alright. Lmk if this works or not:
https://drive.google.com/file/d/19JM0U6a4wmeTwJLz9RkuaZKWRZR1Ezan/view?usp=sharing
>>
>>804290
Just sold the character to Disney for 100 million dollars. I bet you feel pretty stupid right now :)
>>
>>804296
You forgot to upload the yellow duck, friend.
>>
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just made this lil guy hehe
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>>804570
Sculpting looks fun. But I can't even model a fucking stupid joycon
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>>804571
Box modeling is a better way to go about things if you want to make a joycon model
https://www.youtube.com/watch?v=lSlGpUKyU_8
>>
>>804572
I tried to make it with a cube. Adding some bevels and edge loops. Kinda feel dumb for thinking it would only take little effort to create a joycon. How do I know the right way of modelling something ? Is it just trying different methods until I get good topology of the mesh ?
>>
>>804255
I like this one. I'm going to repost him whenever I can
>>
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I just started a week ago and watched like 3hrs of blender guru and he literally never mentioned using cubes for different shapes in his beginner vids. He even says "Just pick the mesh most similar to what you're trying to make" in the anvil series. wtf

Moved on to Arrimus. He was a good rec.
>>
Learn anatomy so you can appreciate the female body more and make your own coomer figurines.
>>
>>804575
Like you said it's pretty much just trial and error, looking at models similar to what you wanna make also helps.
It's even better if there's a video of them making the model so you can try to reverse engineer their techniques.
>>
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im so good at making nice asses but suck ass at making anything else...
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>>804632
just shrink down an ass, you have a chin.
Squash it a bit, you have breasts
>>
would unironically enjoy a game that has itt models more than the usual
>>
>>804634

As we all know, the basis of all shapes is the spoon, and an ass is merely two spoons with thick stems. In this way, all of the human form can be comprehended.
>>
>>804750
Is that esoteric low poly knowledge? Are you connected to The Five?
>>
>>804255
blessed gunt
>>
>>804764
sweet summer child
>>
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A couple days ago cause I watched a guy model, texture and rig a character, been trying to learn 3D so I can do the same
I recorded the stream so I've been going through frame by frame copying what he did, but by the time I started recording he already had a whole base model done (head down to knees).
Pic related is the extent of what I can do, everything else like arms is straightforward enough, but from the hips down I can't really understand or replicate the geometry without seeing a process of it... Now I'm waiting for his next stream, but in the meantime is there anything else I can copy to get a better grasp on mesh modeling this kind of thing?
>>
>>804255
>>804570
Kindred spirits.
>>
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>>804255
>>
>>804632
Anon, please, I beg you: How do you make ass look good? This is a very serious question.
>>
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>>804253
>Getting started with Blender as a hobby. Any advice?
Hobbyist here too, start using shape keys with sculpting.
It's fun to just make shapes and see them interact with each other.
>>
>>805613
This may sound dumb, but I was in the same place - try playing with 2D vector art for a little while - like Inkscape. Once I got used to pushing around points in 2D space, I felt more comfortable with 3D space.
>>
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>>806180
im actually reallly bad i still struggle with making a decent looking head
im just a natural at this
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>>804255
this looks like a spore creature
>>
>been using blender for years
>people who have been using it for months are far better than me and are able to actually understand what's going on
Feels bad man.
>>
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Tried sculpting for the first time and made this in about a hour.
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>>807694
It depends a lot on your learning approach.
>>
i need to learn 3d modelling because I don't know anyone with 3d skills that is interested in working with me to create a game

I've visited blender about 10 times each for a few hours or a couple days, every time I pick up a bit more but the first time I picked blender up was like 5 years ago

wish me luck frens im already sweating and I have barely touched it

>>808042
this is dope
>>804570
>>804255
thx for nightmare fuel
>>
>>804255
Dumbest thing ive seen. I like
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>>804750
So the spoon is used to stir the tea that came from the Utah teapot, am I correct?
>>
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I can't really get anything consistent.
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Be gentle...
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>>809968
Not too shabby, anon.
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>>808042
pinch moar
the biggest mistake beginner sculptors make is making their sculpt look too soft and doughy, sharpen those details
>>
I ll ask since this is a beginners place. How worried should I be about topology and optimizing game assets considering the extreme increase of modern hardware capabilities?
>>
>>810017
Very much. If you're looking for a job, your portfolio needs to have some examples of near perfect optimization and topology flow. Once you actually get a job, most studios don't really give a fuck about how you do things as long as it's not completely fucked (or studios like Riot/blizz). But yeah, most scouts/hiring agents really care about it and it's generally a good idea to understand what best practice for this is. Also getting traction between artists. If you don't show wireframes/marmoset/sketchfab, most artists will think you're a shill.
>>
>>804260
>>804263
>>804266
>>804268
>>804284
>>804576
>>804764
>>805661
>>806179
>>807595
>>808050
>>808071
These are all the same person.
>>
whats up /3/ i just started with blender this week and i have a couple questions.

first, can i add a transparent png to a surface AFTER ive applied a chrome surface to it (the tutorial i watched had me use nodes and so i guess the HDRI is taking the place of the image section?) im still just following steps and not understanding the how and why just yet.

and second question, can someone link some tutorials for getting this glass effect over a design? this is a png of a decorative frame that i applied a color outline to and then did faux 3D emboss/bevel on in photoshop but ultimately id like to recreate it in actual 3d.
>>
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fuck me, bro
>>
Why is it that getting better at texturing implies having the money to spend on fucking material packs. I've tried making them procedurally but anything slightly complex is basically impossible to reproduce unless you're a math god.
>>
>>804253
Have fun.
If you don't enjoy it then don't do it, as I tell my wife.
She's always complaining about her sore knees. Women!
>>
>>811244
let's see if you can guess the answer for great procedural textures.

Hint, it stars with an S

and ends with ubstance Designer

https://youtu.be/foyfgfjQbK4
>>
>>810728
Hands and feet are bad, but you did well enough that I knew it was a moomin from the thumbnail, so there's that.
>>
>>811327
i was planning on merging all of the body parts together since it seemed easier than modeling them as 1 whole mesh
>>
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>>811272
Some people have the nerves in their knees a bit more pronounced than most. So kneeling causes pain.

I suggest the use of pillows.
>>
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When making legs like these do you extrude all the way down and loop cut them into the right shapes? Or make each segment individually? (extruding from each section when finished)
>>
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>>811417
So far I've been doing the latter, but I mostly do polygonal art so i guess it depends
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>>804253
>>804255
>>804266
I found this /biz/ screenshot posted to telegram. Looks like your meme is taking off
>>
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the character in my render looks blurry

I do not have depth of field enabled

What option do I have? this is at 155 samples
>>
>>812576
Disable denoising.
>>
>>812580
now it's noisy
optix was and still is enabled
I'bve disabled Denoising under View Layer Properties
>>
>>812583
Disable OptiX denoising, too. That's what usually smudges everything if the samples are too low.

If that comes out cleaner, increase samples until only a bit of noise remains (don't try to clear it all), and enable OptiX. If done at the proper balance it will clear noise pretty well, and save you time.
>>
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how the FUCK do you restore orphan data??????????
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>>804255
>my first human character, feedback -> you suck, go away
>this dopey Patrick-Star-like blob -> immediate fanbase
You found the winning strategy, Anon, good job!
>>
>>804570
>This is the guy behind the "Imagine the smell" posts
>>
>>812758
kek
>>
>>811831
oh shiz, i gota download it and use it too then
>>
Guys, when I go to texture paint mode in Blender, it only forces me to view one specific object (my character's body). All other objects are just disappeared from this mode and I cannot get any of them to show, even though these objects all show/work fine in the other Blender modes. Any idea how to fix this?
>>
>>812591
>google blender restore orphan data
Solution
To fix Orphaned data a new *.blend file needs to be created to which data from the corrupt file will be imported using the "Append" feature - doing this instead of opening the old file directly loads in 'active' data only, i.e. data being used in the Scene or with active link of some kind (it has a "User").

To "Append" first create a new file, "File » New" (restarting Blender beforehand to clear memory), then from the "File" menu again click "Append" ("File » Append"). The "File Browse" window will appear. Here browse to the file that data is to be appended from and left-click it; this drills-down exposing the files contents and the data 'types'available - "Action", "Armature", "Image" and so on. Left-click a data type to further expose the sub-types associated contents and then (shift+)left-click (multi)select the items needed - only those available will be listed, which is why appending is used to fix the problem, Orphaned data isn't shown. Once done click the "Append from Library" button top-right to bring in the selection(s). Save the file once loaded into the Scene.
>>
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I barely started and am already being filtered. As you can SEE the eye texture is everywhere because this head is the only object there is but I want to add 3 separate textures to it for skin, eyes and makeup... how do I even do that? Worst thing is that I somehow DID add eyes and makeup separately earlier but completely by accident with no idea how. When I add more materials that refer to this object and apply the makeup/eye texture it just ignores it
>>
>>812965
If you are this lost you should be watching tutorials, not asking questions, otherwise you will be asking hundreds of questions.

Learn more before attempting to proceed on your own.
>>
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Welp I made something in like 40 minutes.
Not sure where I was going with it though, first it looked like a skeleton, afterwards and alien, now it feels like I'm staring at something from Dead Space.
>>
>>813067
try making the mouth longer and add a long tongue or something, and make the skull front the front view less round, more sharp.
add a concave nose with actual holes
>>
>>813075
yeah, thanks, i'll try fiddling around with some of the stuff and see how i could manage to get those results you just mentioned. i'm still getting accustomed to the brushes, how everything works, plus just sculpting straight out of imagination so it's not gonna look as well as when you'd use some sort of reference.
>>
I've opened a second viewport but it's not in realtime? How tf I fix that?
Like, while I'm sculpting the object but while I'm doing that nothing changes in the second viewport until after I let go of the mouse click and the changes already happened.
>>
My first textured model. It's annoying that you can't actually set the brush size to 1px, since the slider is for radius, and it only goes down to one.
>>
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>>813483
make the background invisible and make it spin in more directions and make the image small and I will call you based
>>
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>>813507
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>>813508
¡BASADO SANTO!
>>
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Memes were a mistake
>>
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>>813512
>>
>>813959
lel
>>
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Made a car for my video game, I'm very proud of it.
I will make a texture for it tomorrow I think.

>>813959
I love this
>>
>>813974
Thanks
>>
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>>813974
I can't wait to see this textured - I am very interested in learning how to wrap low-poly stuff with pixel art. I have been making 2D sprites with blender lately and it's fun.
>>
can you use blender to blend in
>>
>>813483
>>813507
>>813508
amazing stuff.
>>
>>813959
i forgot my problems as i see this.
>>
>>808501
i can get a tent
>>
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okay, I am back. I spent 9 hours on learning more about new tools and I feel I can manage rounded objects better. also faces are hard. could I please get some feedback?
>>
>>804253
Is there any downside in texturing characters by separating materials with quads shapes an as opossed to proper uv unwraps and maps?
>>
>>814095
I don’t understand the question. Please reiterate.
>>
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>>814082
>>
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>>813974
>>814045
It's my first time texturing and I really can't do pixelart, but I'm happy how it came out.
>>
>>814095
if you are making it for a game then performance can be worse for needing to load more materials than necessary
if you wanna add more detailed textures you need to add pointless geometry
and it's not really any more difficult to just add some seams where you want there to be different colors and color it in with the built in paint tool.
>>
>>814082
looks good.
>>
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>>814120
To give an example, this character here is getting it's colors either by there being separated shapes or there existing a couple of quads with a different material, but there is no UV map to speak of.
>>
>>814130
And how are you gonna texture this? It only makes sense if just use flat colors for everything.
>>
>>814114
I think that's pretty good for your first time
>>
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>>814156
Thanks, I kinda messed up the UV wrap on the front and the pixels are diagonal, tried to fix it but it just looked worse, I think I need to redo the whole side to fix it.

Also made some pop up headlights
>>
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>>804253
not much progress.
wish i could make stuff like op's images.
>>
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Thoughts?
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>>814236
this could be anything in the end. Finish it first.
>>
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>>814210
I like the popup lights, that's pretty cool. When I made that rat, I just unwrapped the UVs automatically and used pack islands. The texture image looks like a mess, and the UVs don't line up with the pixel grid at all, but I just painted on the model itself instead of the image. Since it's so lo-fi and organic, alignment for the rat didn't really matter. Pic related is just some messing around with bend, array, and subdiv modifiers, as well as shaders. I followed and tweaked a tutorial for a metal shader though.
>>
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>>814264
>>
>>814082
I'm just impressed you're not instantly trying to make boobs.
>>
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tried making a hand without reference and it just looks fucked
>>
>>814336
>without reference
Well, what were you expecting?
>>
>>814336
>>814340

>...about the only thing you always have as a reference.
>>
>>814336
>without reference
and you didnt come up once with the idea of looking at your own hand?
>>
>>814236
looks like the fusion of a loli, a tall model and a muscular tranny
>>
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>>814109
back, so uh... is there a way to add detail to one side of the object without applying the mirror modifier? or do I have to stick with it?
>>
>>814392
No. The mirror modifier is only that: a mirror.
If you were to create a standard cube and open the UV editor, you'd see the typical UV unwrap.
If you halve the cube, add the mirror modifier and return to the UV editor, you'd see parts of it missing.
One piece of advice before applying ANY mirror modifier: Either duplicate the object and shove/hide it in its own group, or save an extra file. Just in case you do need to go back to your mirrored model for larger changes.
>>
>>814439
Or he could add edit poly on top of mirror... oh wait
>>
>>814379
is that good or bad?
>>
>>814441
Those are the kind of features that make me wish I was a Max chad.
>>
>>814448
I wish blender devs weren’t so fucking chaotic and actually implemented this kind of stuff. Shouldn’t be too hard, considering the modifier stack already works in a similar way. Someone started moving things in the right direction, but for some reason stopped mid way.
>>
Probably not the thread for this but I might as well try
I'm trying to make an animation in blender of a girl undressing
So far I've been having a lot of trouble to make it look right on top of being very time consuming and just hard to do in general
My question is, are there any examples that you can think of people doing this sort of thing?
I want to see how pros do it to get a feel for what I should be doing but so far I haven't found anything useful regarding the subject
>>
>>814475
You chose the worst possible thing to do as a beginner. This kind of thing is always going to be a chore that requires fuckton of tweaking, even with the best tools and sims available.
>>
How do I go about putting high detail stuff onto a lower resolution model made for animations?
So far what I've seen is using a shrinkwrap modifier for the body, projecting the high-rest mesh onto the low-res one, and a normal map for the face.

Can't I just do the normal map for the body as well? Since I'm not sure how it goes with the shrinkwrap method, wouldn't you have to always keep the hi-res mesh in there as well but just hidden? Wouldn't that cause problems with the render or whatever?
>>
>>814475
Forget it man. It's probably one of the hardest things you can do in 3d animation.
>>
>>814504
If you know how to bake normals for the face, you know how to bake normals for the body. Why are you even asking this?
>>
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>>814392
>>814439
did the changes, now moving on to hair... how does one render the inside of hair?do you guys have any tips or tutorials on those?
>>
>>814577
by that I mean making it clip proppely with the ear and scalp.
>>
>>814579
Seeing as you keep the hair and body as separate objects with the hair parented to the head like I do (gamedev fag here):
When I want the hair to look good from weird angles, and not show hollow spaces between hair and head, I move parts of the hair mesh into the head so the intersecting part forms a line that follows the typical hair line of a human.
I suppose you could do something similar.
>>
>>814596
Hey, game dev fag, how do you rig eyelashes to perfectly follow eyelid deformations?
>>
>>814597
Hmm, never done that desu. I usually make the eyelashes part of the body mesh.That's good enough for what I need.
The solution to your problem depends on how your eyelid movement is set up. If it's a shape key or bones, you could most likely transfer weights to the separate object so whatever moves the eyelid, also moves the eyelash.
>>
>>814333
based trips
>>
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Okay so, sometimes the entire mesh duplicates itself whenever I'm attempting to drag anything in Edit Mode, vertexes, edges faces, and I don't know why the fuck that happens.

Like, I would try to move those parts or scale them, but instead of doing that, they spawn a NEW mesh from those same points and moves those instead. I either have to undo everything until I'm able to move properly again or try to delete them by hand. It just spawns new vertexes, edges or whatever on the already existent ones when I select them and trying to do any operation.
>>
>>814695
Maybe you're extruding instead of moving.
>>
Do I need a tablet for 3D? Does it help a lot?
Also roughly how long does like 1 mn (simple) animation takes for one average non-pro person to do?
>>
>>814695
Definitely sounds like >>814708
G is move, S is scale, E is extrude (and then sticks to the cursor so it looks like moving)

>>814756
Sculpting with a tablet is pretty much mandatory, although I've done it without.
The simplest one minute animation would be rotating/moving the default cube for one minute. Takes you 10 seconds to set up. You'll need to be a bit more elaborate to get a proper answer, or just look up something like babys first animation tutorial on YT so you can decide yourself.
>>
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Mainly doing anatomy studies atmo. Still having problems with backs and elbows.
>>
>>814788
>backs and elbows.
If only that
>>
>>814795
well please...tell me more issues with it. That is why it was posted. Point out where the mistakes (you think) are!...
>>
>>814809
Arms are blobby mess, torso-ass transition is wrong, there is no ribcage, just boobas (which for some reason have nipples when the model has no detail whatsoever. Start over, use better/more reference and actually try to understand the structures youre sculpting.
>>
>>814810
The ribcage was literally the foundation of the model...but you are correct on the arms.
>>
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>>814788
Did some edits..torso is now correct head count height, and straightened the back
>>
>>814823
what were you referencing, it wasn't fucking human
>>
>>814823
>>814830
also this is fucking zbrush why are you posting this in the blender noob thread put it in /wip/
>>
>>814708
>>814779
Don't think so, it happens at random without even extruding sometimes I think. Either way I found a fix to the problem, basically I press A to select all the Vertices in Edit mode, then press M and Merge By Distance. It removed all the few hundred vertices that were duplicated onto each other for whatever reason and now the whole mesh is clean again.
>>
>>814756
>how long does like 1 mn (simple) animation
Depends really. A Walk Cycle for example could take anywhere from 30 minutes to 2 or 5 hours or more, depending how how detailed or stylized you want it to make, and what's your overall experience / knowledge with animating stuff.
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>>814837
install machin3tools

put mesh cleanup on a hotkey, I have it on 4 in edit mode.

It'll merge by distance, get rid of any floating singular verts and recalculate normals.
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>>814837
Last idea: ctrl-right click is extrude while in edit mode. Maybe you hit that?
>>814847
Really bad suggestion. Don't rely on addons to fix the shit you break. Plus this could have unwanted consequences when you actually want vertices/geometry to be close or normals to be flipped.
Identify the mistake and and gain experience.
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>>814850
if it's a really bad suggestion for you to install machinetools then you're probably not experienced enough at blender to be giving advice LMAO
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>Start working on an animation in Blender with keyframes
>Animation includes spinning around
>Turns out that the bone rotations were in quaternion
>Between two keyframes of the character spinning around, it suddenly spins all the way around in the wrong direction

What's the easiest way to fix this? I tried making the base bone Euler, but changing from quaternion to Euler eliminates all rotation animation for all of the other keyframes, and I don't want to have to redo them.
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>>814917
add more in between keyframes?
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>>814929

I feel like that would be too heavy-handed. I'd need to add a keyframe just before the quaternion flips from one direction to the other, and another keyframe right after it, so that the animation essentially invisibly flips 360 degrees in a single frame. That seems brute-force and hacky; it doesn't feel like the right solution. Surely there's a better/more proper way? Some way to better convert to euler rotation, or say "hey, interpolate between these rotational values across the outer bounds of quaternion values, not through going across 0"?
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Head of a warcraft Nelf I tried out.
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Can someone explain what I'm doing wrong or if its just blender being a piece of shit? Why am I getting this weird square pattern of what I assume is flipped normals? I tried recalculating normals but that didn't do anything. I also tried to manually flip some but that didn't solve it either. What the hell is the issue here?

Also, if I want something transparent(in this case the glass pot), would it have to be on a seperate material or can I put it on the same material with the lid and handle?
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why do people do sculpts? no offense but they look muddy.
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>>815094
>why do people do sculpts? no offense but they look muddy.
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first thing i did on blender, now i know how to mesh which I didn't when I was doing this shit
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Is there any sort of "average" to how many faces or triangles an object should have for stuff like animations?

I got an object for example which the stats say has 197 faces, 398 triangles. If I subdivide by 2, it gets to 3k faces, 6k triangles, and if I add a Bevel modifier to sharpen the edges it gets to 9k faces, 18k triangles so from what I understand that gets to be way too heavy on the memory when it comes to rendering.

Would I just have to rely more on loop cuts and shit like that to sharpen something when subdivisions are applied?
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>>813794
tweena pikku
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>>814363
he was very tied up I assume
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is this the newfag thread? I'm making a generic model but somewhere along the way I've managed to split his arm and there's two sets of edges/vertices here. How do I connect these together so I only have one?
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>>815468
Closer picture if you don't get what I'm babbling about. This seam has split somewhere along the line and messed everything up.
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>>815468
>>815469
In edge select mode alt+select each edge loop, ctrl+b to bridge, ctrl+alt+select a connecting edge to select them all, x -> collapse edges and faces.

I hope that make sense.
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>>815165
>triangles
ngmi
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>>815094
as opposed to box modeling? they're organic, less time consuming and painful imo
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>>814944
lolwut





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