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File: maxresdefault88.jpg (81 KB, 1280x720)
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el tigre Edition

This is a blender general thread for all your questions/posts/anything else to do with Blender. Mainly to prevent individual questions posts from making the board shit.
Read the official board FAQ before posting so that this thread doesn't die faster than it should: >>561987
>>
I'm sorry. I'm switching to Maya and am leaving you guys behind. I want to make it more than anything but at this point the software has reached its limitations. I've just bought a perpetual zbrush license and am pirating Maya until I can afford to pay close to 2K a year for it. It sucks guys but you need to realize that Blender just doesn't have the quality assured to make it in the industry. But you do. Be free bros. Be free.
>>
>>820247
That's a decent groom considering how shitty Blender's particle hair can be. Shame it needs a NASA computer.
>>
>>820249
Can't you get Maya Indie?
>>
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having trouble figuring out this retopo. any tips? still learning, not sure how to lay out the loops on this model with such odd proportions
>>
>>820249
get maya indie, it's 250 usd per year
check if renewal is on and turn it off
>>
>>820253
>>820362
If you don't work for customers, its perfectly fine to rip off Autodesk a little longer.
Last year I spent the 270 on LSD and an erotic full body massage.
Spending money on Autodesk is depressing, having a cute bimbo sliding her big tits over your oiled body while tripping balls is the perfect antidepressive.
>>
>>820360
Looks fine so far. I'd add one more loop around the mouth loop and nose loop, the so called naso-labial loop.
>>
Is fluid simulation in Blender just utter shit or am I doing something wrong?
>>
>>820415
It requires some knowledge of how to set it up correctly to get decent results, but they are usable.
If you want more sophistication; try Realflow or Houdini...although the later might be a bit overkill if you just want to do some fluid sims.
>>
>>820417
I don't understand why half the time it doesn't work at all. Something to do with sizes of domain and flow boxes. Why can't it just give me the error or something and explain that it won't do shit.

Will Realflow even work with Blender? Seems to be designed in pair with Cinema4D.
>>
>>820423
Realflow has interchange plugins for major 3D packages, but it's not specifically designed for use with C4D.
The scale and fidelity you can get out of its sims are far better than what blender can do on its own.
As for interchange with blender; no idea.
>>
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>>820360
you'll need more definition near the mouth edges, or it will look weird if the character opens its mouth
>>
>>820441
Alright, gonna pirate.
>>
by the way anybody have FLIP Fluids addon?
>>
>>820504
FLIP Fluids 1.0.9b
https://www.mediafire.com/file/ikpildp11dh6c15/F_Flu.rar/file
>>
>>820509
Thank you
>>
>>820511
haven't tried it, so no idea if it works better than mantaflow.
>>
https://www.youtube.com/watch?v=9l_ZptZM2Xs

What the actual FUCK, they ADDED PERSISTENT DATA FINALLY!

You can't imagine how much pain I went through with my animation because of this shit. I regretted not just starting the project in Octane instead.

I actually will continue on that project so I'll have to render it again, this is a life saving feature.
>>
>>820521
>literally just caching
wow why is blender always at least a decade behind the curve?
>>
>>820462
>>820406
will do thanks
>>
Cycles X

https://www.youtube.com/watch?v=awMjwhJVRMw
>>
https://code.blender.org/2021/04/cycles-x/
>>
>>820852
Wow they really know how to give a elevator pitch
>>
>>820859
Compare to Blender Cycles - RTX

https://files.catbox.moe/ryt0ig.webm
>>
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how can I make the hair not clip or colide with the skirt?
I plan on doing a bikini variantion.
I want the hair to be pressed/squished by the cloth or at least

Still learning Blender since last year

Someone suggested I comb the hair in Edit particle mode, but when I switch to that mode pubes change shape.
Others told me to enable hair dynamics but that works only when playing the animation timeline
>>
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Install luxcore
>>
>>820911
No offense but that is fucking disgusting.
>>
I have a model with a simple skin colored texture... is there an easy way to add more detail to the texture, like dirt and stuff, with texture paint mode? Like via a brush or something?
>>
Anyone know how to reduce this crease? Toying with the weight painting isn't getting me anywhere.

It's for use in a game engine, so rigs, drivers, and corrective shapekeys won't be helpful.
>>
Zbrush was the software that got me into 3D. Today I started using Blender and fuck, the Edit Mode fucking slays the Zmodeller, I'm gonna poly model all my fucking bases from now in blender.
>>
>>821010
Lose weight fatty.
>>
Didn't help. Made things worse, if anything.
>>
>>821010
Add a subdivision in that zone
>>
>>821016
I still need to play around with it some more, but that already helped a LOT, thanks
>>
>>821018
Lol, and to think I don't even use Blender, I am just a Zbrush fag, I guess the same principles apply to all 3D software huh
>>
>>820957
t. pedo
>>
>>821010
>It's for use in a game engine, so rigs, drivers, and corrective shapekeys won't be helpful.

based retard
>>
>>821010
Weights are shit and yes you can use drivers, shapekeys and helper bones in game engines. At least in the non shitty ones, which I’m assuming you’re gonna be using since this is pretty high poly.
>>
>>821012
Dude, how could you not know this....every polygon modeller slays the Zmodeller.
Don't be a ZBrush-cowboy.
>>
>>821012
You will be even more blown away when you try a real 3D software
>>
probably a turbo brainlet question, if I set blender to metric and set the measurement in meters and the unit value to 0.1, then that means each blender unit (or division on the grid) = 100cm, right? Likewise, making the unit value 10.0 means each blender unit will equal 10 meters?
>>
How do you make a non fucked particle system?

I'm making a little fantasy type city and can't be fucked hand placing every peasants house, so i'd like to use a particle system, but it constantly places a bunch of houses inside each other. How do you make them spread out more and not collide with each other?
>>
>>820852
https://youtu.be/4jzlYQu-MCE
I thought I'd stick with 2.93 for a bit.
But now they're making Cycles twice as fast.
Blender doesn't rest.
>>
>>821110
shame they won't make subdiv modeling performance twice as face
>>
does anyone know a blender hard-surface tutorial with a modern workflow (hardops/boxcutter) that is NOT sci-fi (think industrial, machinery, armored vehicles etc.)?
all the good tutorials are the exact same clean-looking sci-fi-style with random greeble and no one seems to cover things like gears, valves, realistic bolts etc.

i can find like a dozen good series on making assets for a sterile star-trek-filmset, but none for a tank, plane cockpit, gearbox, you name it
it's really tiresome how similar everything in hard-surface looks
>>
>>821115
poor baby can't use their brain, needs someone to copy moves from
>>
>>821116
why do i even come here? this board is nothing but shitposting and random insults
>>
>>821118
Idk, I love me some shitpost once in a while. To elaborate a bit more without being rude though: why don't you actually try doing a project of your own once you get an idea of how the tools work. It's a much quicker way to learn than follow some step by step tutorial.
>>
Do I really have to switch to Max if I want a better ability to model procedurally? Blender has seemed really limiting to me.
>>
>>821131
Max,Houdini or Modo, but I am not so sure about the last one.
Maya, Blender and C4d are not really procedural.
>>
>>821131
Not sure how Max would help you with that. Did you mean Houdini?
Otherwise give sverchok a look, might do the trick depending on what you need.
>>
>>821131
You mean via a modifier stack? I guess. I've been thinking about this lately; what's the reasonable limit of non-destructive modelling workflows and where does it start to get cumbersome or downright unmanageable?
>>
>>821134
Max seems to have a much more capable modifier stack. Sverchock looks interesting; I hadn't known about it.
>>821135
Yes, the modifier stack. I'm not sure where the boundary for reasonable non-destructive modeling lies, but Blender's current situation is frustrating, because it feels like if it were just a bit more capable, it would suit my needs. Mostly I want to be able to have manual smoothing groups, and more control over the results of modifier operations. Being able to have different bevel weighting groups for edges. You can only use vertex groups aside from the single edge weight, which doesn't seem to have the same behavior. I'm probably missing a lot from lack of knowledge too.
>>
>>821109
That sounds like a job for geometry nodes
>>
>>821115
Probably because you wouldn't use boxcutter for many of those things
>>
>>821143
You can manually control smoothing by placing hard edges. It's pretty similar. Different bevels sizes are also easily achievable.
>>
>>820958
Anyone?
>>
>>820911
help please
>>
>>821148
It's astonishing how people constantly get this wrong.
Hardops/Boxcutter is for fast concepts, a fact that the maker of this tool mentions in basically every video he makes.
>>
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uhh how do i add the details? do i just extrude and bevel it?
>>
>>820247
How to get good at sculpting? I feel like I'm sculpting shit.
>>
>>821231
practice
>>
>>821231
watch timelapses to get a handle on process (zbrush ones, the average blender sculptor sucks), learn art concepts from all sources (figure drawing lessons are a good place to look, classical sculpting, painting etc.) and PRACTICE.
>>
>>821234
Does blender sculptors sucking have to do with the sculpting software? It felt un-intuitive.
>>
>>821238
>It felt un-intuitive.
There is nothing more unintuitive than Zbrush, but it’s still the better sculpt program.
>>
>>821242
Let me guess, because it's the industry standard and fits in the production pipeline??
>>
>>821246
Mostly because its unbeatable in terms of performance, brushes and certain quality of life features. As for fitting the pipeline, not really, mostly because the UI was designed by a mentally ill person and it was initially designed for 2.5d painting, but noone bothered to change anything when it became the no1 sculpting soft. All the pipeline features came on top of the pile of crap, but they're still great.
>>
>>821238
More that naturally if you're good you will move to ZBrush once blender becomes a prison so the only people left who are good at sculpting in blender are freetards of which there are like 3 who are good at sculpting. (Also they only do stylised)

>>821246
ZBrush is aids for pipeline, it's just really good at sculpting. Try it for 2 weeks, it's a great complement to blender.
>>
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Just messing around because modelling pipes is boring and i wanted to try stuff with light settings and the cloth simulation
>>
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Its easy to edit the lights using nodes, either to make them more lokal, harsher/softer or just for artistic control (not that i am making good use of it here)
Top is default point light, bottom has custom falloff based on bounces and distance
>>
>>821369
>>821367
who asked?
>>
>>821397
i did.
>>
>>821367
>>821369
>>821399
Next time you may want to include how you did the setup with a picture of the node editor or whatever (even though it's trivial, but it would help a novice).
What this faggot >>821397
is trying to communicate to you is that your post is slightly WIPish and not enough "helpful blender specific"
>>
>>821404
No what I'm implying is nobody gives a fuck and he can blog elsewhere.
>>
>>820958
can somebody please help? I have googled this at least 3 times and absolutely nothing relevant comes up.
>>
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Just wanted to post something mildy interesting, as oc-wise we've only had face topology, pube clipping, lonely luxcore, ass rigging and cd geometry
This is not a fast board, so neither my posts nor your comments are required to be top-quality
>>820958
The texture paint mode is really awfull desu
You could just paint directly on the textures or create a new one and use the alpha for blending but its not worth investing time in this tool. As far i know it doesnt even have multi-layer support, so for more complex materials you would have to paint color, roughness and normal separately.
The least terrible way would be painting a mask (which can also be used as a canvas for dynamic paint) to blend between different materials/texture sets, but i'm not sure if that's suited for your needs.
Just do yourself a favour and edit or re-create the textures in any other program
>>
>>821433
>Just do yourself a favour and edit or re-create the textures in any other program
Got any recommendations? Thanks for the reply btw
>>
>>821477
Substance Painter is the go-to. Can easily be pirated too.
>>
so I'm working on a scene where character is zapped by lightning and the character's skeleton is going to be visible for a few frames. Question is, how do I make a skeleton that is visible through an outer black material? See pic related
>>
>>821503
To clarify further, I'm asking about materials. Not how to model the skeleton
>>
>>821503
>>821505
Here's a few ideas off the top of my head:

1) You can just flip the normals of the outer hull for the frames he's being zapped and apply a black material.

2) You can render the skeleton sepparatly and combine them in post.

3) You can get fancy with materials and render order and set the skeleton to draw ontop of other things (if your package/shaders allows).
>>
>>821503
If it's just for a few odd frames then I'd crudely rig a skeleton, match position/pose and do it in compositing.
>>
>>820249
>blendlet begrudgingly stops being a massive faggot

if you crack and regress away from this path then just kys
>>
making this pauldron for my friend's 40k army. Been messing around with the shrinkwrap modifier, but haven't been enjoying the results. Any way to make the heraldry curve to the pauldron?
>>
>>821634
Is it sufficiently subdivided for that?
>>
>>821640
no, how would I do that?
>>
>>821513
>>821546
good ideas. Thanks!
>>
>>821643
Don't skip the fundamentals.
Try adding a subdiv modifier before the shrinkwrap one.
>>
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>>821634
>>
>>821652
did that, but this was the result.
>>
>>821634
>Any way to make the heraldry curve to the pauldron?
Use Shrinkwrap from the interior with projection enabled to curve that and solidify to add volume
>>
Why does this happen with freestyle?
>>
>>821662
Post your settings
>>
>>821655
yknow you could at least try messing with the settings of the modifier... you just need to adjust the offset
>>
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Could use some advice again with this retopo... I feel like I messed this up somewhere, specifically the pole marked by the red dot. The way the loops meet doesn't seem right, and when I add a sub mod the area looks pretty lumpy. How can I fix this?
>>
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So this is the power of blunder...
>>
>>820423
FLIP Fluids is actually tolerable compared to Mantaflow (the recently implemented library that Blender claims is "a big improvement" loool)
You can buy FLIP Fluids for like $70 but it is open source, I got the source code and compiled it in MSYS2, the process of doing that is intentionally not clear because these devs just want to be paid. But I did it anyway and I am able to get SOMETHING out of Blender in terms of fluid sim, lol.
>>
>>821114
Yeah that's still single-threaded :(
I know some things are fully serial workloads but this just seems to me like one that can be divided, so that at least some of the work on even a single object can be done in parallel. If not, then they can still work on multiple objects in parallel with no issues whatsoever. That seems like the easiest fix...
>>
>>821027
agreed
it's hot
>>
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Is there a way to delete parts of the multiresolution modifier without deleting the whole thing?
Something like box selecting a characters body to get rid of multiresolution sculpting but keeping the head unaffected.
>>
>>821757
The closest thing I know about would be baking a normal map for the parts you want the modifier to effect, and letting it and a subdiv modifier do the work at rendertime.
But I'm not sure if that's what you mean.
>>
>>821757
>>821828
I wasn't going to respond to this hoser who couldn't even be bothered to look at what brushes were available in sculpt mode but you have now given a completely incorrect answer and I have to fix it.

Multires displacement eraser brush.
>>
Someone post their non realistic cycles skin shader set up pls :(
>>
>>821883
the shader is not your problem, go download some good game models and look at how they painted the face.
>>
>>821885
You mean hand painted? I have the UVs sorted out. I don't know how to make 'good' skin texture like medium poly games
>>
>have creature mesh
>want to mirror UVs on the limbs while the body/head islands stay unmirrored
>everytime I mirror UVs with the Blender default addon there is like two or three fucking quads per side that get separated into a single island despite not being cut with seams at all. And aligning the limb islands by hand doesn't seem like an option
Why does this shit happen??
>>
>>821655
Make your mesh into a plane, it may work better. After that adjust offset like the other anon said+ add solidify/extrude once the skinwrap is applied
>>
>>821991
you answered your own question
>>
>>822001
The Magic UV addon or Blender itself?
Also how can I solve it preferably inside Blender
>>
>>822011
Blender itself.
>>
>>821833
I don't see the Multires displacement eraser brush in sculpt mode, how do I access it?
I'm using version 2.83 if that matters
>>
Help me i'm following arrimus 3d Couch tutorial with blender and no idea how to make seam and get topology like this
https://files.catbox.moe/43vesk.png
>>
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>>822028
You're very clearly short on topology. He has five loops defining the crease, whereas you only have three.
>>
>>822033
https://files.catbox.moe/gamqvg.png
yeah but what i hate is this kind of situation
>>
>>822034
so i make 3 loop at first then targetweld some edges then. add 2 loops again and tweaked it

https://files.catbox.moe/wvl7kg.png
in 3ds max this kind of thing way more faster
>>
>>821991
paid options are sadly the only way to fix blender UV, if you want to stack islands correctly you will need uv packmaster or Uv toolkit
>>
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Are character generators used in 3D AAA games?
>>
How do I apply a multires modifier in 2.9?
In 2.7 it was very visible, but now I don't see it.
>>
>>822081
No
>>
The hell, did the Asset Browser just get pushed back again?
It's on the 3.0 feature list now.
It's not in the experimental build for .93 either.
Dammit.
>>
OK I've read about NVIDIA OptiX. Is it a 3rd party renderer for blender?
>>
>>822267
It's built in, just select it in the preferences
>>
>>821010
the joint just looks like it's in the complete wrong spot, if this is a hip joint it should be so low down and fair forward, it's meant to be centred a bit more. reference anatomy
>>
>>822308
spelling mistake
*If this is a hip joint it shouldn't be so low down and far forward
>>
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>>821694
pretty rough but this is how I would go about it
>>
>>821662
>You can actually get freestyle to activate
>>
>>822317
you removed the nasolabial loop
>>
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How do I add a dribbling effect to this donut's icing? I'm brand new to Blender and the tutorial series I'm using is outdated.
>>
>>822625
Just pull the vertices down and extrude (use the magnet so that it sticks to the donut) as you see fit, also, that looks a little bit too subdivided for my taste.
>>
>>822626
So the problem is that even with snap-to-face enabled my vertices still go straight down. Any fix to this?
>>
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>>820247
Any way to get the rings for the wave node to increase the distance between rings as it scales out from its origin? I think the word is the "period" between rings.
So pic related is what I have (top) compared to what I want (bottom), the distance between rings start small, but gradually get larger the further it gets from the center.

It doesn't have to be done with the wave node, I'm just looking for a procedural way of doing it without a texture, since I plan on animating the rings expanding from the center.
>>
>>822631
Raise the distance to some exponent
>>
>>822625
blender guru guide on yt told me how to do it
>>
>>820247
Anyone have the vortex water shader? I can't spend $29 on the add-on just for that because poorfag
>>
Can someone tell me why I need a 10,000w lamp to get a scene lit like it was lit by a normal lamp. Wtf is up with blender
>>
>>822666
Most likely scale problem
>>
>>822669
1 unit is 1 meter, is that an issue?
>>
>>821710
>>820504
>>820509
FYI I just tried to compile it from the github repo. If you're using GCC11 you need to add #include <limits> to trianglemesh.h (or somewhere else where it makes most sense, but i don't care since it's just a dirty fix for me) and it should build fine with the python script.

see https://gcc.gnu.org/gcc-11/porting_to.html
>>
>>822670
And how big are your objects? If your wall is 100m long don’t expect some 50W bulb to light it up
>>
>>822673
This is just a typical bar
>>
>>822666
Wouldn't lumen be a more fitting unit for brightness? Watts can change brightness depending on the type of lamp
>>
>>822630
I had the problem of changing the snap-to option to face without actually turning the option on. Did the box with the magnet in it turn blue? If not you should click the magnet to turn it blue, this enables the snap-to option, rather than changing what it snaps to.
>>
>>822677
you'd be correct
>>
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>>822647
That'd be nice, but that's not how the node works.
This is what I have to work with.

Scale increases/decreases the size, and yes I tried plugging in a math node and increasing by an exponent, it just scales it uniformally.
Distortion distorts the rings making them wobbly, with the detail and detail scale changing the amount and scale of the distortions. Roughness making them rougher.
Phase offset just moves the rings outwards in all directions. For what it's worth, I tried plugging in a math node there as well, but it just moved the phase by the amount it results to.
>>
>>822777
"Vector
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected."

You need to do the math on the texture coordinates. Calculate vector length, normalize vector, multiply normalized vector with length raised to exponent.
>>
>>822783
>math
fucking nerds
>>
mayafags will never do this
https://youtu.be/l-TJm7HkzkQ
>>
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>>820911
you could convert the hair to a 3d mesh and use booleans to cut off anything you don't want to be seen
>>
>>822799
take your meds
>>
>>822799
>proper materials & lighting
>random offsets for motion channels to add staccato
>film grain & video filter

Has been done. Also see >>822820 it might help with your Maya obsession.
>>
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>>822783
Yup, that did it. Thanks.
Guess I had a bit of a brainfart forgetting about the vector input. I mean I had an inkling that it had something to do with it, but I figured it would have just affected things uniformally again.
Thanks again.
>>
any good course or tutorial to get me started with the geometry nodes basics?
pic related https://youtu.be/SsaNfzO2Hfw
>>
>>822891
Maybe a tad more advanced than basics, but some good tuts for geometry nodes here:
https://www.youtube.com/c/Entagma/playlists
>>
Blender bros...
>>
>>822663
29$ for that? maybe just a bad example but that looks really weird.
>>
>>822663
What does it do? A shader that incorporates vector fields?
>>
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>>822666
There's a vast range of brightness across light sources that people commonly encounter, more than the range that a typical 24-bit-color image can cover. If you tried to use the same camera settings for a moonlit night and a sunlit day, one would be overexposed or the other would be underexposed and you'd be able to make out any details in at least one of the two cases.

It sounds like you're approaching an indoor scene with a virtual camera meant for a daylit one, or something like that. So change the exposure settings here; every time you increment it upward by 1, your light sources will seem twice as bright.
>>
How do I get decent topology after (or during?) sculpting? I feel like I need to raise my resolution while I'm sculpting (usually just remesh every 3 minutes) to make it look nice but then when I finish its dense as fuck and some things I do in Blender become laggy.
>>
>>823023
...and I thought this make-adjustments-per-scene/situation nonsense was history with modern renderers and PBR. Big mistake.
>>
>>823039
>what is retopology
>>
>>823041
But am I doing something wrong? Does everyone end up with a really dense mesh after sculpting and they are forced to retopo every time?
>>
>>823042
Yes you retard
>>
>>823042
that's why people complain about retopo, it's just part of the process
and not a fun one, at that
>>
>>823040
Not sure what you're complaining about, exposure adjustments are part of the PBR process because your camera acts like a real camera. I bet you skipped the basics and don't even know about false color rendering. Back to tutorial land, kiddo.
>>
What's a good source for learning art fundamentals? Stuff like anatomy, animation, composition and lighting? I feel like i know the tools pretty well but not how to make anything good with them.
>>
>>823042
You poor soul.
>>
>>823067
archive.org has a bunch of anatomy books collections. I don't have the links on me but if you search "anatomy for artists" you should be able to find them. I think /ic/ also has a bunch of threads where you can find good books. As for composition and lighting I think the best thing to do is to look at art you like and trying to understand what you like about it. Should be good enough as long as you understand the fundamentals (3 point lighting, basic color theory, composition on thirds or golden ratio, etc) I don't know enough about animation to give advice on that.

>>823042
You can maybe avoid it if you start with a very clean mesh topology-wise and using the multires modifier but that might require just as much work as doing a "dirty" sculpt and retopologizing that later and then baking your details as a height/bump map. Just download retopoflow, it's free.
>>
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What would you call this style of facial mesh?
I want to look for tutorials on how to make my own but don't know what I'd search for.
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>>823087
utter crap
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>>823087
I would call it "some guy doesn't know what he's doing, but is still powering through it" style
I haven't checked, but there are probably a lot more tutorials for basic character meshes with the recent rise in vtuber and vrchat avatars
>>
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whats the best way to attain an effect of objects squishing against eachother instead of clipping like the ones in pic related? preferably one that's animation friendly
>>
>>822894
Not that anon, but thanks for this. It's surprisingly hard to find shit for Blender that isn't beginner tutorials. I need me some advanced theoretical shit, nawm'sayin?
>>
>>823094
isnt that exactly what soft body physics are for
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>>823109
yes but soft body is super taxing on resources and not really animation friendly outside those asmr animations you see
>>
>>823067
https://www.youtube.com/playlist?list=PLI68ClDpxTYQ_mxSpKYIR9QyePD-uVBBV
https ://www.youtube.com/playlist?list=PLLmXZMqb_9sbNLM83NrM005vRQHw1yTKn
https ://www.youtube.com/playlist?list=PLflflDShjUKG_c6Ty5g8U4-fVmWBQQNS9
Breaking the links, but the first is Ctrl+Paint basic rendering playlist, second is Marco Bucci's 10 min to better painting playlist, last is Sinix Design's paint over pals playlist.
>>
>>823073
>>823145
thanks
>>
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How do I copy and manupilate particle system?

Basically I made water simulation and I want to move some particles hitting domain box. With mesh I just made a duplicate and move it around. But particles when copied don't show up at all and I'm not even sure how to move them.
>>
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am i not bad anymore bros
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>>823233
still bad sorry but keep going.

Take a good long hard look at your ref and fix the stuff that's in the wrong spot.
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>>823233
give up
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>>823233
Goofus Quintillius Antoninus
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>>823239
kek
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>>823239
lol
>>
>>823233
Much better
>>
>>820247
How the fuck are you supposed to remove /cancel the viewer node in node wrangler without having to manually reconnect your nodes?
>>
>>822941
No, the shader is just part of the add-on. Feel free to post a better water shader for Blender, I've been looking for a good one.
>>822946
https://blendermarket.com/products/vortex
>>
>>823293
This is different from flip fluids addon, rigth?
>>
>>823295
Yeah it's not a fluid sim, it's a tool to enhance fluid sims
>>
>>823293
Seems unnecessary.
>>
https://www.youtube.com/c/BlenderBob/videos
just leaving this here, I didn't watch too many videos yet but the guy knows what he's doing and gives a lot of useful tips, very underrated imo
>>
>>823308
>Seems unnecessary.
What is?
>>
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Is realistic fully procedural bread material even possible? I put together few voronoi and noise textures, gave it displacement, but it looks like literal shit.
>>
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>>823361
I'm looking for something like this.
>>
>>823361
>>823365
https://www.youtube.com/watch?v=lNri-x2nK7o

And if you don't have a PhD in computational modelling then literally just put a slice of bread in a photo scanner.
>>
>>823361
It's an ongoing topic of research. I think in SIGGRAPH 2020 there was a presentation of a new baking model that makes plausible bread.
>>
>>823361
just watch BLENDER GURU ANDY
>>
>>823094
Cloth sim with pressure is probably your best bet. But you'll need to find a way to prevent the spheres from flying away.
>>
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im learning to retopo for the firs time and for some reason this dark red area is ruining it. anyone know why thats happening? when i smooth out the model everything looks good except those dark areas, the model is fucked in those spots and i dont know why. i just did basic extrude/merge/fill operations for all these polygons.
>>
>>823442
go into edit mode and recalculate normals
I think it's shift+N by default
>>
>>823443
thanks, that worked. anyone know why this happened what this problem is called?
>>
>>823448
You got your normals flipped. One way this might happen is that you started a new loop around the hills (horns) and connected them to the main mesh later. they get flipped often doing that.
>>
>>823448
the program doesn't really care which way normals are facing when you add a new plane, and there are going to be times where they're flipped
>>
>>823451
>>823450
>You got your normals flipped. One way this might happen is that you started a new loop around the hills (horns) and connected them to the main mesh later. they get flipped often doing that.
yea i did do that. as a matter of fact. i actually started those loops by just using singular vertices. so i guess it just randomly selected which way the normal is facing. interesting. thanks guys.
>>
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I'm a huge blender noob and I'm experiencing problems on rendering. The scene is an interior, with a watery floor onto which you can see some light reflections.
Problem is, whenever I try to render, I'm obtaining these huge white squares, and the rendering lasts for ages for a single frame, even with resoluction at 35%. I'm not really sure what I'm doing wrong and would love some help.
I'm using a GeForce GTX 1050.
>>
>>823546
How is your scene lit? Do you need light portals maybe? Otherwise try unchecking both caustics in Cycles settings > light paths > caustics
You could also try clamping indirect lights.
>>
>>823550
Scene is lit by a sun from the Physical Atmosphere pack, and atop the building there's a glass roof that refracts light from the sun. Touching both the clamping or the caustics seem to give an even worse scene haha
>>
>>823546
>>823552
to trouble shoot stuff like this u should try to render first without the glass roof and water and see if that fixes it. If it does fix it, enable just the water and render. See if there are problems, if yes, it's probably in the shader.
A glass roof is always a bad idea, especially if not visible. Just keep it off. If you need to, I'd fake the glass roof caustics with shadow maps.
>>
>>823553
to add to that, this might be caused by the denoising algorithm. Don't know if you are using the denoiser, but see if turning it off fixes it.
>>
>>823553
>>823554
Looks like the trouble maker was actually the adaptive sampling for some reason? You were not far off with the denoiser. Fucking hell those settings really do seem like black magic sometimes. Thanks bro, would have never thought it would be something like that. Super useful !!
>>
>>823566
are you using progressive refine or bucket rendering? these white squares should only appear when using adaptive sampling and progressive refine at the same time. also bucket rendering with optimal bucket size for your gpu should be much faster to render.
>>
>>823572
Was indeed using progressive refine, I'll try seeing if bucket rendering does anything to it. Thanks for the imput
>>
Just learned about "bforartists" today. Supposedly a more streamlined and easier to use version but I looked up their youtube and got some heavy autism vibes. Can someone redpill me on this shit? Is my intuition about it correct?
>>
>>823613
completely pointless post 2.8 certainly does not make blender significantly easier to use.

get the latest vanilla blender release and once you're a bit more knowledgeable just start customising that to the way you like with your own hotkeys, addons, pie menus etc.
>>
This new kinda cheap looking animation style you see on stuff like Castlevania and this, is it actually 3D with some aggressive cell shader and only every third frame rendered on the characters to make it look worse? I always thought the characters were animated by hand in this kind of show, and the rest was digital, and thats why the framerates were different but now I aint sure. Could it be that instead of working hard to make CG look like good hand drawn animation, they just made it look like cheap animation on purpose to be more convincing?
>>
>>823613
>Supposedly a more streamlined and easier to use version
If you need icons for everyday stuff everywhere, maybe.
IMHO it's different, not necessarily easier, catering to a special niche group of users. Your intuition is correct - it (and the maker) gives strange vibes.
If I wanted a mouse-click heavy UI that is easy I would use Cinema 4D...
>>823615 is right.
>>
>>823640
Yeah you're image is definitely lazy 3d (looks pretty terrible imo). You can tell by the way the lines end and where. Dude also has something really fucky going on with his hand.
Castlevania was done normally though. Most likely by a bunch of Koreans.
>>
>>823693
fuck, *your
how embarrassing.
>>
Any videos explaining shit with Geometry Nodes that DON'T do the basic-bitch application of scattering instances? Seems like every vid is just surface level and is all about the point-instance node.

The point instancing is cool, don't get me wrong, but every fucking video only touches that and nothing else more advanced (probably because the Youtubers making them are fucking retarded and can't figure out anything past that).

Gimme some parametric editing shit. I wanna make some procedural-generated abstract structures.
>>
>>823787
There is simply not enough geometry nodes to do anything meaningful besides scattering yet. It's pretty much the only thing you can do at this point.
>>
>>823789
So even something like this is based on scattering?
>>822294
>>
>>823814
Yes, but instead of random distribution it uses even grid of vertices by subdividing plane. It's really trivial, you just need a collection with shit ton of variations of window blocks and a single point instance node.
I did the same thing, but as soon as you want to add some logic or rules in how blocks are arranged, you're out of luck.
>>
>>823816
Guess I'm SoL for now then. The new workflow is enough to whet my appetite for the possibilities, but I guess it's just not there yet. What a tease.
>>
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>>823814
It's basically this, and there is nothing to be excited about yet. On the right is original plane with geometry nodes turned off, on the left the same plane with geonodes. Each vertex is replaced with random object from collection. Collections are layered on top of each other, so every block has random interior, lighting, window and air conditioner. But there are no means to control anything, just complete randomness.
>>
>>823640
Cheap looking? Lol, those shows are as good as you'll get in 2021 for traditional animation. And obviously only some of the background assets and vehicles etc. are using 3d. Acquire eye sight.
>>
Any good tutorials on rigging or posing in general? I genuinely can't wrap my mind around this. Do I use normal rigs or IK rigs? Do I have to painstakingly move all those bones to create even simple poses?
>>
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>>820247
Trying to make an apt like pic rel.
I got the window/balcony/etc. tiles down and it looks fine other than the windows all looking the same.
To add variation I tried randomizing the glass darkness, but I would like to add blinds instead. So my question is how can I make randomized blinds? I don't want to use array and have each floor looking the same. Should this be done with modeling or with textures? Just need some pointers
>>
>>823890
with randomized blinds i mean some are down, some aren't down some are halfway
>>
>>823891
>>823890
Probably something like >>823833 with another layer of complexity
>>
>>823893
okay I guess I have to learn geometry nodes then ty
>>
>>823848
help please
>>
>>823848
I enjoyed "rigging with rigify"
>>
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>export fbx
>import fbx
>bones randomly moved around
>>
>>823953
are they at their actual resting pose before you export?
>>
>>823967
Yeah. The gif is the difference between the rest pose and the pose after export.
>>
Trying to snap camera to viewport with ctrl+alt+numpad 0 and it's moving an object to that spot instead. What's going on?
>>
>>823972
have you by chance accidentally set that object as the camera with ctrl + num0?
>>
Why doesn't Blender save all textures when you save? Manually saving each texture individually is annoying as fuck and I have no doubt everyone is constantly losing the textures they edited or painted they forgot to save them once in a while.
>>
>>824209
You can save them inside the .blend file > external data > automatically pack into . blend, it is disabled by default and you have to use image > save_allimagesafter you change them before save the .blend
>>
>>824209
pirate substance.
>>
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How do I convert this normal map to a standard one?
>>
hoooooly fuck bros retopo is so fucking boring, how do you stay sane doing this shit over and over? this shit should be automated as an industry standard
>>
>>824310
>separate RGB
>fuck around with it until it looks as it should
>combine RGB
>>
is there a way to have bones follow mesh? It's kind of tiring remembering transforms or calculating them when making slightly different models in bulk.
>>
>>824310
there's no standard
>>
>>824366
mikktspace is pretty damn standard at this point

>>824330
I hate podcasts more than anyone but you need to find like some kind of podcast or radio show, radio drama, audiobook, fucking something. I just have 1 podcast I found I like and I save it up for when I need to do retopo.

End of the day tetopo is just doin some hard work, get something on to listen to and put your head down.
>>
>>823236
Obligatory PIW nigger
>>
>>821010
cover it with clothing
>>
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where is viewport/rigging computed, the CPU or GPU?
if upgrading only CPU isn't going to help the viewport feel less laggy when animating with complex rigs/meshes, i'll wait till GPU prices come down before buying anything
>>
>>824414
Cpu
>>
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How would you approach pic related purely as a surface shader? No extra geo, no particles/strands.
>>
>>824425
in blender? not a single clue. in 3ds/maya/c4d/modo/lw? sure, I just need some time.
>>
>>824416
nice, ty
going to get a monster CPU then
>>
>>824425
You dont.
Every one of those are shell-based shaders.
You want something like that? You're gonna have to duplicate your geometry at slightly bigger scales. So every one of those spheres has extra spheres that are slightly bigger than the one before.
The whole illusion is based on different layers interacting with parallax to make it seem like there's more to it.
It's something you can't really do with straight displacement or shader trickery.





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