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Previous: >>828396
>>
Gotta say v3 really does work a ton smoother than 2.8x
>>
>>835136
official release when?
>>
>>835137
Supposedly August but I just keep using the Alpha and so far it's working fine for me
>>
>>835137
I think they moved the 3.0 to October, not sure.
>>
Time to learn how to simulate cum
>>
Got some noobie question about animations and exporting them to Unity:
- Why some of my bones rotation are carried trough different animations when I switch from one to another. For example, if a rotate my feet on animation A and go to an already made animation B, animation B will inherit the rotation of animation A's feet. Why does that happen ?
- When exporting to Unity, I have a lot of problems with the character's rotation and location. When making a animation, does the location of the character matters in Blender?
>>
>>835135
Make him blep
>>
is Cycles X replacing EEVEE and/or is EEVEE becoming deprecated?
>>
>>835214
No, CyclesX will replace Cycles
>>
>>835214
what kind of retarded question is this?
>>
>>835135
Is there a way to get uniform edges in a voronoi texture? Im looking for something like this https://iquilezles.org/www/articles/voronoilines/voronoilines.htm
>>
>>835230

...to archive the effect you want, you need to implement the algorythm into blender the comrade wrote as a new option, because the way blender calculates the voronoid makes it impossible to make each edge equal width - you get always a distribution between 0 and 1 in each cell, but cells differ in size, larger ones have more in between values than small ones -> unequal edge thickness.

what you need are the n-sphere radius edges between the cells, and from there, you equaly distribute the same values in each cell to the center point ...
>>
>>835250
>the comrade
cringeworthy
>>
>>835250
>comrade
Alright bait, 3/10
>>
>>835230
Embarrassing. Blender is really shit.
>>
Complete newfag here. All I know is that I want to draw planes, but I don't even know how to set up the three-view technical drawings into a usable box like here https://www.youtube.com/watch?v=e_YFlt1y-Ew
What are some good tutorials I could watch? Thanks in advance.
>>
Got ignored but gonna ask differently. Anyone has a link with some tips/guide on how to import animations as safely and cleanly as possible from Blender to Unity?
>>
I spent the last two weeks reviewing the technical documentation of blender and the Python API (kinda all over the place) and decided against porting my plugins. The application is quite frankly a mess and a slow one on top of that.
>>
>>835313
>the Python API
They change that every 6 months for some reason so better not to
>>
>>835157
holy shit I failed miserably, I can't even seem to begin the simulation
>>
>>835318
You shouldnt even bother honestly. Modeling it will always look better anyways.
>>
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might be a stupid question, but is there any way to change which option this defaults to?
>>
>>835268
Export as fbx
>>
>>835135
anyone can give an example of models that can be sculpted with 250k tris o less. Blender get unresponsive after that on my computer
>>
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>>835342
> Blender get unresponsive after that on my computer
>>
After learning modeling and shading any tips on painting textures to add details instead of doing shading(cant add details i want with shading)
>>
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>>835330
Oh well, I already rendered it. Will just try to use alphas or something in the post production compositing
>>
>>835342
Pirate zbrush
>>
>>835184
Bump
>>
show me some amazing motion graphics made with blender, I'm talking ManvsMachine type level production.
>>
Does anybody know how to make the cycles or eevee settings render light, textures, and models like the source filmmaker does with similar quality to Source Filmmaker renders when done right?

Love the way SFM renders come out when done right, but I am sick of the program crashing.
>>
>>835532
going to need an example, hombre
>>
>>835534
Oh boy that's gonna be difficult because SFM has a large userbase, but I'll pick out personal favorites of mine. Hopefully they can illustrate the way the SFM renders objects and lights objects.

SFM rendering in dark environments: https://www.youtube.com/watch?v=IjXuC3ljbMc

Winglet is a very good SFM animator and I'd regard his work as the very best SFM can provide:https://www.youtube.com/watch?v=OLDHLb-aQrE

Since tf2 is also a bit cliched with the Source Filmmaker because the game models come with that program there is also this Portal animation really phenomenal stuff: https://youtu.be/suOYQJhkFzU?t=42

Images if you don't have time to watch the videos: https://www.artstation.com/artwork/NxKa0P

https://www.artstation.com/artwork/Dm2wO

https://www.artstation.com/artwork/Oy0BXk

https://www.artstation.com/artwork/0nrNA5

Before you ask the reason I like the way Source Filmmaker (Source 2 Filmmaker on Valve's Source2 Engine also kind of has the SFM look too, but allegedly it is too little of a step forward in what it could have been) is because I just like how it renders things to look like video game cinematics, and sometimes even the craziest shit meant to be taken seriously can have the audience suspend its disbelief because it is rendered like a video game cutscene. Similar to how one suspends their disbelief when they watch a WOW cutscene or that awful video game based movie for Final Fantasy called "Kingsglaive."

I also feel that the renders should hit a sweet balance between the best graphical quality and the fastest rendering times and hopefully won't kill my 1060 graphics too quickly.
>>
>>835536
https://youtu.be/AWnQedD4BlI

eevee can look significantly better than that, or is the goal to make it look as dodgy?

If you want something to look like it's rendered in a game engine then learn unity or ue4 and export your animations to that.
>>
>>835539
If by dodgy you mean to make eevee look a bit lower quality to match SFM/S2FM's quality when done right then yes that is what I want.

Unironically feel that sometimes low grade CGI when pushed to its limits and used to its best as one can somehow gives it a appeal that professional CGI lacks.

My best possible example is how the earlier seasons of RWBY while looking a bit low quality had a nice "homemade" look to its CGI that gave it its nice charm. The upgraded CGI almost completely ruined the original 3D charm the earlier seasons had.
>>
video edit mode became actually really fun. I kinda use blender as notepad for video editing now. starts up in literally a second and lets you slap together stuff really quickly too. I just wish it had more audio processing possibilities built in or at least VST support.
>>
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I was not expecting to fall this far down the procedural texturing rabbit hole
now I'm half-tempted to nab a copy of substance painter
>>
>>835543
Didn't Adobe kill that program like how Google starts programs and then kills them?
>>
>>835542
So Blender really did make its video edit mode more accessible or did you find some really good tutorials?
>>
>>835544
literally all they've changed so far is the logo and added parametric modelling if you're a pirate chad.

>>835543
designer is what you want, and get into it.

Designer is actually a lot easier than shader nodes, think about it more like node based image editing, it's less maths and more raster.
>>
>>835549
I actually like the math aspects of blender's nodes
guess I'll just have to try it out to see if I like it
>>
Is there a way to remesh based on underlying topology in blender? I bet it's possible in marvelous or something, but I'm wondering if you can't do this in blender.

This kind of really repetitive and predictable retopo feels like it should be automatable.
>>
>>835549
>Designer
Looks cool to do sci-fi noise but other than that .....
https://www.youtube.com/watch?v=3EXWxRinVSk
>>
>>835582
one of the top 3 stupidest posts I've read on /3/ and that's not an exaggeration.

Embarrassing.
>>
>>835546
no, it's seriously that easy. try it yourself
>open blender
>file -> new -> video editing
>drag some videos from your folder into the sequencer
>drag them around how you like, cut them up with hotkey k, make strips shorter or longer by dragging on their tailends and make fades by right-click on a strip -> fade -> fade in/out
if you want your video to quickly have the dimensions of a strip:
>right click strip -> movie strip -> set render size
transforming a video you have put into your project -> settings on the right menu under transform.

it's seriously piss easy now, at least in blender 3 which I'm using right now.
>>
>>835184
Ive had a fuck ton of issues with that. I ended up putting all my actions into an nla strip and then baking all of it into one action and export only that one to Unity. It worked but its kind of clunky. If anyone knows what this is about please tell me
>>
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I need some help, how can I use my texture's alpha in this material without making a separate file for the mask? if I use the mask I just use Transparent BSDF and a mixer, the problem is editing the textures since I can't see the results in real time (unless I am missing a button which I probably am).
>>
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>>835670
This?
Also if you're editing your textures externally you can press alt+R to reload them.
>>
>>835671
Yes but where do I connect those alpha values in that setup? I can do it externally but it is a pain in the ass.
>>
>>835672
Same way as what you want to do with a mix shader node and a transparent BSDF, connect the alpha of your image to the factor of the mix shader instead of using a mask.
>>
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>>835673
Like this? connecting alpha to factor makes everything pink.
>>
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>>835674
I think the issue is that the output of your last multiply node is a color instead of a shader so it won't work with the mix shader. A quick fix would be to plug the output of your last multiply node into an emission shader and use that for the mix shader input.
>>
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>>835676
Almost, now I need to invert whatever value the alpha channel gives.
>>
>>835677
No, you need to drive the mix factor with the alpha channel.
>>
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>>835678
gotcha...
>>
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>>835678
>>835679
Woops, wrong picture.
Anyway, for reference to others, thanks.
>>
Could someone please help me understand how to display my mesh as a wireframe? And then how to turn it back to shaded? I cannot believe such a simple thing is so difficult to find. I'm using version 2.83
>>
>>835690
If it's just display, press Z or just click on the shading spheres top right.

If it's for render. UV reset so every quad is superimposed and use a square as texture, otherwise you will get triangles.
>>
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I can't get UV Unwrapping to work. I just have a mesh I opened, created a seam and selected some faces. Then I click UV (at the bottom) > Unwrap. I get a little pop up (?) that gives me some options but
>I don't see any actual unwrapped mesh in the left window
>The Unwrap 'pop up' is fucking confusing, there's no "OK" or anything

What in the fuck do I do to just get the UV map to show up? Man... why is this UI so ridiculously bad.
>>
>>835695
Dumbass, use the UV window, not the Image window
>>
>>835695
Click UV Editor
>>
>>835695
Watch a proper tutorial instead of trying to google every little thing.

https://www.youtube.com/watch?v=j14b25SnYRY&list=PL3UWN2F2M2C8-zUjbFlbgtWPQa0NXBsp0
>>
>>835544
>Didn't Adobe kill that program
They turned their paid customers into tenants that can be evicted at any time.

>like how Google starts programs and then kills them?
Google didn't invent it, Microsoft did and the concept is called "Embrace, Extend, and Extinguish" (per Microsoft's own internal memo language)
>>
>>835184
>>835445
>>835662
Have you watched/read an "Import a character to Unity from Blender" tutorial?
I don't use Unity (GODOT for me thanks) but whatever problem you're having is for certain solved already and for certain the result of failing to press a tiny checkbox somewhere, possibly a roll out panel that then exposes that checkbox
>>
>>835695
What version are you using?
>>
>>835268
you could use the "game rig tools" addon to make your armature and animations "game ready"

https://gumroad.com/l/game_rig_tools
>>
>>835680
Your character is hot
>>
>>835729
It is a commission, is been a pain in the ass but at least some YT artist I follow made a simple toon shader I liked and so I used it, the only problem was the transparency so I came here to see if someone could help, good thing people did.
>>
does weed really make you more creative?
>>
>>835855
no
>>
>>835856
i heard it does
>>
>>835855
im high on weed right now
>>
>>835871
and hows that working out for you
>>
>>835872
well im talking to myself
>>
Where I can change a custom property that already came with a rig?
>>
>>835882
cu,m and shit
>>
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>>835886
>>
>>835886
>>835889
anon, get off the computer and go jerk off right now.
>>
>>835886
>>835889
>day/month/year
based
>>
>>835892
cum and shit. in my butt
>>
If I want to make lewd blender animations like you see with overwatch characters and the like, where can I find good starting point models? I tried finding some stuff but a lot of the stuff is just kinda... crazy. Like there's a bunch of stuff on smutbase. I'm looking for relatively simple meshes with butthole and vagoo modeled properly
>>
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Last thing I could make before my last PC went kapoot.
>>
>>835905
cum in his eye sockets
>>
>>835905
He's got a weird looking keyblade.
>>
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How can I modify the animation for something that had motion capture data applied to it?
Say for example I want to make it so the arm sits in a different position than it was, but while still maintaining the previous animation where it moves slightly. It resets back to the previous keyframed position if I changed it anywhere in the graph editor or dopesheet, etc.

Are animation layers the only thing that could help with this?
>>
>>836036
Check out these tutorials
https://www.youtube.com/watch?v=p3m57yAcsi0
https://www.youtube.com/watch?v=tAo7HxxxA08
https://www.youtube.com/watch?v=UxdPtVAz6Do

You can probably skip the first video unless you need a refresher about the basics of actions and NLA, the part about blending modes in the second one is probably the most relevant, and the third one is everything applied to a rigged character.
>>
how do i model leather wraps around a sword handler?
all videos on it are shit
>>
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>>836051
This is how I do it
>>
>>836072
As i looked into i was thinking
>hm couldnt i just use curve for this
Seems i was right, thanks.
Btw any tips on making a "leathery" material?
Also not related but, any tips for giving materials a "old" look for more realism?
>>
>>836102
>Btw any tips on making a "leathery" material?

yeh use substance painter, make a top grain layer with the skin texture, make a suede layer and use masks to grind the top grain layer down to the suede layer at points of wear.
>>
>>835886
i wanna fuck
>>
I downloaded a massive blend file (500mb) with a whole trainload of shit. Its rigged, has dozens of poses, textures, props, etc. I just want to export the base model + UV seams (and any other settings needed to do the unwrap), and then I want to directly paint the unwrapped islands.

Can I use blender for all that?
>>
>>836129
Yes.
>>
>>836112
>substance painter,
what if i am broke?
Is it impossible to do it with blender nodes?
>>
>>836129
sure
>>
>>836163
>what if i am broke?
Mixer is free, that's your best option if you don't want to pirate
https://www.youtube.com/watch?v=rVZTepqaD7M
>>
>>836163
You can do your materials in blender on your own, but alternatively you can use substance painter or Quixel Mixer (which is free) both have a big library of materials ready to use
>>
>>836174
>>836173
as far i know mixel only allows you to use shit on unreal?
>>
>>836175
nah, you can export the textures and use them wherever you wan
>>
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>>836175
>>
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>>835532
>>835534
>>835536
>>835539
>>835540

I actually too wanna know if steps to achieve SFM quality in Blender is possible. It could mean faster renders without compromising too much quality.

Any anons ever achieved this?
Or does anybody know of a guide to do this?
Or does any anon know of a guide that MIGHT lead to similar renders?
>>
>>836225
this?
https://www.youtube.com/watch?v=TpWI2rU8iF0
>>
>>836237
Its better than nothing, but damn Youtube and google manages to fail me because anime/manga shaders keep taking up space for what I'm looking for.

The best I've ever come close is learning that eevee is a bit like SFM in terms of rendering it but I need to know what to tweak to get closer to SFM or at the very least Source2 Filmmaker quality of renders: https://youtu.be/AlxCgDref2A?t=182
>>
>>836255
why are you actively looking for bad rendering?
>>
>>836258
> It could mean faster renders without compromising too much quality.

It would also be nice to have renders that stand out from the rest of the hyper realistic hardware limit pushing renders if I ever want to start a portfolio. Could also be the start of a nice style to stand out too.
>>
>>836259
Ah, so you are not looking necessarely for intentionally bad renders but stylized?
If so i totally get it, i've been trying to branch into anime looking rendering techniques.
>>
>>836163
>>836102
https://www.youtube.com/watch?v=a8s66wolONI
>>
>>836260
Try this for manga shaders, anon: https://www.youtube.com/watch?v=2ZR5XIjBmho

And try this for anime shaders: https://www.youtube.com/watch?v=dCF29s2FRsQ

Legit looks like RWBY's original animation but shaded better and has a nice "homemade" CGI look to it.

Hope it helps!
>>
>>835544
Currently killing actually, they just released a god awful update that also changed the name to Adobe Substance 3D Painter, and added new pay level that gives you access to shitty untextured 3D assets as part of Substance Source
>>
>>836268
What's the alternative to substance painter then?
>>
https://code.blender.org/2021/06/asset-browser-workshop-outcomes/

FUCKING FINALLY
FUCK DATA BLOCKS
>>
>>836326
oh my god brush management
hopefully one day the brush engine will reach photoshop's level
>>
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>>836326
>Another idea are per application template asset bundles. For example:
>A “3D Printing” template
Why? we have Prusaslicer,Cura, Chitubox etc.. there is no need of that and they will not want to support the 2 docens of exports formats
>>
Say i open a project and create a material with a node tree, is there any way to use the same material without having to copy paste the node tree?
Like, save the material to a file and then insert in shading mode?
>>
>>836324
Quixel mixer.
3D-Coat.
Armor Paint.
Autodesk Mudbox.
MARI.
>>
bros how do i get rounded corners without ngons?
>>
>>836428

...save the file, open it with an other blender instance, goto file, append/link, choose shader file, choose materials, volia, there is your shader you can import into your project. do this everytime you need a new instance of the shader.

the other way is to use the blender 3's (alpha) assetbrowser. open your shader file, add the folder where you saved the shader as source folder in the preferrences file path, mark your shader as asset, save file, open assetbrowser, drag and drop the shader onto a object ...
>>
>>836513
I don't know how to describe it other than "you learn how and where to add loops and poles from experience"
if you just need slightly rounded corners, there's a shader node that does that on normals
>>
>>836521
nevermind i was being retarded
i was using bevel to do it when subd would accomplish it without any bevels and no ngons
>>
Is there any way to use array with curves to make on single curve with repeating paterns instead of multiple curves?
>>
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I think the program the book uses is Modo. Why does Blender not give me the smooth D, bros? Is there any way? How do their edges fucking curve? I'm very new
>>
>>836592
>>
>>836602
>>836592
>>
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>>836602
>>836604
Thanks for the answer, but when I add a SubD modifier all I get is edgy boy...fuck
>>
>>836616
>>
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>>836619
I'm sure I'm retarded, and its a simple thing but...I still can't get smooth
>>
>>836620
increase your levels viewport?
>>
>>836623
if you cant help then dont reply to me cunt
jesus christ this board can really get fucking retarded sometimes
>>
>>836626
alright then good luck with your non smooth cube retard
>>
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>>836623
I tried that, and it helped. Thanks for the reply, bro. Its still not quite there though. It sucks not knowing what I don't even know, but i still want to learn
>>
>>836626
>>836628
Lol
>>
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>>836626
You've masqueraded as someone else for the last time, fucko
>>
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>>836623
>>836628
I figured it out. I had to add subd mod, apply. Then add subd again. Thanks for the help.
>>
>>836637
proud of u anon
>>
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WHY EMISSION NO REFLECTION EVEN THOUGH IRRADIANCE????
>>
>>836642
DID BAKE LIGHT THOUGH EVEN ONCE???
>>
>>836648
I BAKED
>>
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>>836649
you sure?
>>
>>836650
yeah i hit bake in indirect light
>>
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>>836651
Are you in LookDev or Eevee Render view?
>>
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>>836655
render
>>
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>>836656
Then i don't know what is wrong sadly.
This is my settings.
Maybe someone smarter then me can comes along and can give you some insight.
>>
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>>836657
seems to be something with the ground?
the other cube receives the light
>>
is there any difference between using edge crease vs loops?
>>
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>>836690
wow!
>>
I have a question that isn't very easy to google. There was a recent update, sometime in the last year, that enabled some certain physics feature to now work properly with geometry thats just floating edges, like wires. Anyone remember what it was?
>>
How do we make anime waifu basemesh?

Chinese "tutorials" are all at 50x speed and the tutorials that are not chinese are 50 parts and 30+ minutes each with some tranny or faggot doing sexual moaning the entire fucking time.
>>
Did Blender 2.93 fucked something up? Why am I constantly out of memory whereas before I wasn't?
>>
>>836851
I was able to put 3 models in a scene before and a bunch of other stuff. Now it's Out of memory in cuLaunchKernel and something all the time.
>>
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>>836852
almost dropping blender for pirate max and erasing history to avoid sue
>>
>>836855
Some folks on Discord helped me out. Turns out I needed to pack and unpack blend file contents.
>>
Is there a work-around for custom normals getting fucked up on an animated anime head?
>>
>>836856
its kinda annoyng how blender always fucking breaks
>>
>>836822
people are posting perfect anime models every day on twitter and often showing their wireframes, hell there's even free ones on gumroad that are flawless.

Do you need mommy to hold your hand or you can't do anything? look at em and make your own
>>
how do you go about intersecting objects?
i mean
i have a hammer, the shaft of the hammer goes through the middle of the head.
Should i just make it go inside the other object, or should i use it as a boolean?
thanks in advance.
I plan to make it for a game as well, if it matters
>>
what is the best way to learn blender?
>>
>>835135

Blender 2.8 crashes on startup. The console window vanishes too quickly to screencap and I can't find a crash log. How do I find out what the issue is?
>>
>>836888
>How do I find out what the issue is?
That's easy. The issue is using Blender. Get a real software instead.
>>
I'm completely new, having lots of fun, and it has been very easy to get into Blender.
My question is how should I put tights on a character? I can't seem to get clothes to "cling" to a character model so I'm hoping I'm just missing a setting, but I'd understand if I'd need to sculpt them onto the character's model since that effect could be out of Blender's wheelhouse
>>
>>836888
i do believe it has a log file no?
>>
>>836899
>>836888
after a quick research https://blender.stackexchange.com/questions/145223/where-does-blender-store-log-information
You say you cant find crash log, have you searched as explained on link?
>>
why use loops when crease and mark sharp exist?
>>
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is anyone here familiar with texture painting in blender?
if so, under brush settings, what do the "lighten" and "darken" blending modes do? they don't seem to do anything and i can't find anything in the documentation
>>
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How can I smooth out this area where the wing meets the body to get rid of this pinching.
>>
>>836900

That is the exact webpage I looked up before posting here. I had followed the instructions. There is no "crash" of any kind in the folder and subfolders.
>>
>>836888
Launch blender from the command line, the log will persist in it.

>>836905
Portability

>>836909
They're blending modes which work the same way as any other application that uses them
https://photoshoptrainingchannel.com/blending-modes-explained/#lighten
https://photoshoptrainingchannel.com/blending-modes-explained/#darken

>>836898
You can project the weights from your character's rig onto the tighs
>>
>>836851
>>836852
And here I thought my PC was dying when blender started crashing just a few days ago.
>>
>>836871
It depends on what you intend to do with the hammer. For example, if you want to make an animation in which the head is pulled off, then you want proper geometry. Or reuse both parts as clutter, lying around separately, later on or something. Otherwise, spare the vert count and just use textures to indicate where the holes should be.
This applies to just about everything. If a part of the model isn't supposed to be seen in-game, then you can get lazy with it.
>>
>>836912
You can add some extra geometry around the bending parts. An easy way to do this is to just bevel along the offending edges with ctrl+b or to inset faces with i.
>>
Someone PLEASE halp. How do I save poses in blender? It's so confusing. I watched Royal Skies tut on pose libraries but I still can't wrap my head around it :(
My ADHD makes it really hard when I struggle to do something that I can't understand so can someone plesse teach me posing + animating?
Or some tuts would be nice
>>
>>836971
Pose your bones in pose mode, and then press the plus button here. You can either replace an existing pose or save it as an entirely new pose.
>>
How the fuck I'm supposed to retopo this if I want to make it into a game model
>>
>>836995
Did you use curves?
>>
>>837001
yeah these are all curves for hair
>>
>>837002
Then you don't need to retopo, just convert them to meshes. Just make sure to reduce the curve (and bevel curve if any) resolution to something manageable beforehand. Then you can use the grab brush or proportional editing to fix the clipping and you're done.
>>
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>>836930
>Launch blender from the command line, the log will persist in it.

That worked, thanks. I guess my graphics card is too old or something? It is ancient but it runs 2.7 just fine.
>>
>>837010
Yeah you need a card that's compatible with OpenGL 3.3.
>>
>>836690
>>836785
gotta agree, pretty amazing
>>
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i made this
>>
>>837011
Wrong i use amd just fine
>>
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>it's a fast forwarded timelapse tutorial
>>
Tecт
>>
>>837025
u made this
>>
>>837043
yes
>>
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have i finally made it bros
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>>837062
Looks american.
>>
>>837062
definitively room for improvement
looks like a old woman
but more importantly
show wireframe
>>
>>837064
>>837068
its supposed to be a muscular woman desu
also its a sculpt
>>
>>837073
>muscular
her skin looks too flacid man, go search naked muscular women.
>>
>>837074
idk what youre talking about anon
i made her to have defined muscles like in the thighs and some fatty areas like the butt and tummy
i think she looks pretty sexy and natural
>>
>>837077
uh sure.
If you are into that.
>>
>>837074
>Jerks off to traps and trannies
>>
>>837080
if you think fit women skin look like that you are delusional, but whatever.
>>
>>837081
Better delusional than gay
>>
>>837062
Not far!!
Just lock in some flow to all the shapes and i think your'e golden
>>
>>837025
I made that
>>
>>837025
What have you done?
>>
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Gib me the best retopo guide you have for the head and anything else you got
>>
>>837096
No, piss of Suzanne.
>>
>>837068
>show wireframe
>on a fucking sculpture
Fucking beglets

>>837062
Good. Now make another one but this time pay more attention on the legs. They look messed up
>>
>>837150
>sculpts have no topology
commit suicide
>>
>>837154
What do you think about the wireframe of this sculpt?
>>
>>837156
lookin good
>>
>>837156
cope zbrushcunt
>>
>>837154
bro ur dumb
>>
how do I make transparent glass like this in blender & unity ?
>>
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How to go about making Yandere Sim models in blender?
>>
>>835135
Stay at 2.9 or will 3.0 work better for my old ass laptop thats somehow struggles with evee but works nice with cycles?
>>
>>837207
Sculpt your model, remesh it, bake normals, paint textures, add rig, add poses and animations, and finish by rendering it.
>>
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i am trying to learn eevee
whats up with this shadow issues near the ground?
tried to max settings from but no help
>>
>>837209
Id jumo for 3 cycles x is a big improvement over cycles
>>
I don't know what I don't know. What are the terms for creating a model, then to be able to swap clothes/items later, on a game engine?
>>
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>>835135
I've been doing 3D-modelling for about three or four weeks now. This is my first character that I've sculpted, retopoed, baked, textured, rigged etc. It has been tons of fun. Especially now that she's rigged and I can easily pose her. I've really enjoyed making her pieces of clothing and hair styles and other accessories too. I already spammed a bit in the wip-thread, but I really like how she turned out, so I wanted to show my coomer-tier collage of her here too. I created everything 100 % in Blender, so I hope this is appropriate.
>>
>>837062
>>837062
Where do you even start learning to do characters in blender, assuming I know how to move the default cube around?
>>
>>837225
Looks like an object you forgot, probably hidden only on viewport but not in renders
>>
I’ve never been able to make a realistic looking scene in the two years I have used blender. I feel no love for 3d modeling anymore and I hate this. I want to like it so bad
>>
>>837262
1. learn the basics of sculpting, if you dont have a drawing tablet get one asap
2. learn anatomy, there are many sources out there but personally i learned all i know from this course https://www.udemy.com/share/103nea2@FEdjfUtjcFQIckdCAXZzQD5HYFdiYw==/ its tottally worth it
there are diffferent workflows to make stuff so this isnt the only way to do it
>>
Appended text files never remain in my saved blender files, why is that?
>>
>>837212
how do i bake normals
>>
>>837316
Have you already sculpted your high resolution model and retopologised a low resolution model of it?
>>
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tfw fucking unreal engine has light linking but not blender
>>
>>837317
yes
>>
>>837320
This is the part where you grab the nearest free copy of Marmoset toolbag you can find.
>>
>>837320
The process is often a bit painful in Blender, but it goes like this: Add a material to your low res model. Add a texture to that material. Do not connect the texture to anything yet. Select the texture. Select your high res model. Add the low res model to your selection with shift-click. Go to render properties and change render engine to cycles. Scroll down to bake-menu in the render properties. Select Normal as the bake type. Click the "selected to active" checkbox. Add a little bit of extrusion there. Finally, click Bake. If you see artifacst or discontinuities, play with the settings and bake again until they're gone. Once you're done, you can connect the normal texture in the material.

If you get transparent normal textures, make sure your high res and low res model are both enabled to render.
>>
>>837225
the artifacts are gonne... all i did was set irradiance smoothing to 1 and double filter quality, i believe it was that, there was no clipping...
>>
>>837321
Or substance painter, which has some actual uses, industry standard, and a perpetual license on steam for half the price, on sale now too. Although it feels wierd to say buy it on steam and industry standard in the same sentence. Definetly a safe purchas now because Adobe just half killed substance proper and jacked up the price.
>>837272
That eastern european man is great. He's got a video on youtube where he fixes flaws on a male sculpt and it's shocking how much he can do just by moving the jaw or something. Funnily enough I just bought this course and came to ask if blenders sculpt tools are up to snuff or if I should go get zbrush. I figure they are but I don't really know a lot about zbrush.
>>
>>837272
only trannies sculpt with drawing tablets
>>
>>837337
I like them for small details and intricate crap, but a mouse is perfectly serviceable for most things and actually preferable for larger forms like when you are just mass grabbing lumps into position.
>>
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am i going to make it
>>
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>>837348
I would place her breasts and her collar bone somewhat higher and her belly button lower. Use reference images.
>>
>>837350
Good references are hard to find. What's oddly common is extremely defined jaws on women. I see it a lot on actresses but in real life it tends be a lot rounder.
>>
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>>837351
>Good references are hard to find.
Internet is chock full of pictures of women. If you want references about body proportions, there are lots of those too. Look for drawing tutorials.
>>
>>837353
NOOOOOOOOOO STOP BEING MISOGYNIST MEN CAN BE AS STRONG AND TALL AS MEN STOOOOOOOOOOOOOOOOOOOOOOOP
>>
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>>837350
I'm already good enough at proportions, but my sculpts still fail because I suck at getting the forms (primary, secondary, etc) right.
In that pic you posted her collarbones are insanely cylindrical, while in the references I am using her collarbone is more like a thin line shape, which I failed to capture now that I am looking at it.
I'm starting over, just have to sink in the hours practicing and understand the forms I get with each tool and stroke. No way around it.
>>
>>837353
I'm a Mormon. I'm not allowed to look at women other than my own.
>>
>>837355
Wish there was someone actually good who sculpts in blender, just to see good technique.
I'm going to sculpt on separate objects based on the reference because for example I lose the ribcage shape trying to put a breast on.
>>
>>837358
It's the same technique. Blender isn't that far behind anymore.
>>
>>837335
Personally, I've had a better time baking with marm, but you're gonna want to learn substance painter anyway, yeah.

>because Adobe just half killed substance proper
What did they do now?
>>
>>837337
show me a good sculpt done with a mouse and keyboard
>>
>>837362
They're moving everything over from the substance site and currently have two subsciption plans, one being a new one . They also changed a bunch of names and logos and are adding a modeller with augmented reality modelling or something but that will probably be a mess.

Basically, next year they'll probably just increase the price to be more in line with other adobe products.
>>
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How can I export JUST a single model AND its UV Seams in Blender? If I export to OBJ, the seams are not preserved.
>>
>>837358
watch zbrush tutorials, they're better at sculpting and then when you decide to swap to zbrush you'll have a handle on how it works already.
>>
>>837382
I assume you're talking about the mesh seams. Those are unique to blender and as far as I know can't be exported to other formats. BUT you can import a mesh from one blender scene to another by selecting File > Append.. Seams and all. Or by using the plugin "uv toolkit" you can take a models uv islands and apply the seams from them.
>>
>>836960
thx anon ill give that a try
>>837272
New question, where the hell did you learn to sculpt, their obviously doing something right if your work is any evidence.
I'll give that a try, thx anon.
>>
>>837410
I'll try these, thanks anon
>>
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>open fresh 2.92.0 blend file
>add cube, give it an image texture
>do some extremely minimal texture painting and node editing
>already eating up 1.3GB of memory
i swear to god this didn't use to be the case. this is even after i brought the undo steps down from 32 to 16. does anyone know what the hell is going on here? is this normal?
>>
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>wincuck
>>
>>837460
Get fucked autist.
>>
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Is there a way to do picrel in Blender easily? This is in Metasequoia which the japs love. The meshes don't line up either so there has to be some plugin that does this.
>>
>>837464
Shrinkwrap and weight paint? sculpt would be faster, you can do that shit with the crease brush
>>
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>>837464
Oh mama
>>
>>837395
Only sculptor on zbrush I like is Gio Nakpil
>>
>>837464
Why are people on this board so horribly helpless?
You can do that deformation in literally 5 minutes of sculpt mode.
>>
>>837465
>>837475
Good luck animating giggle physics on that without the damn bikini entering the mesh.
>>
>>837477
>giggle physics
heheh
>>
Tuts for sculpting/modelling anime eyes? I learnt that you don't do eyeballs but something else.
>>
>>837482
Depends on what you want to use your model for.
Just an illustration? A figure? An animation or something for a game?

Anyway look at anime models on sketchfab and figure it out.
>>
>cycles x has big gpu render time improvements
>old 970 still slower than cpu
>cpu rendering doesnt benefit from x

it hurts
>>
>>837484
For games but also 2d renders/illustrations.
But I'd like to know how it differs from one style to another. Can you tell me what's different between the different styles?
I think I'll just hand paint the eyes but Idk how to 'fit' it in the socket.
>>
>>837485
GPU rendering on my RX580 has literally just been broken since 2.83

like it just crashes blender, heaps of people have this problem and it's just never been fixed. I just swapped over to rendering in unreal engine lmao.
>>
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How the hell is sculpting a human face so hard? I try to make myself a beautiful 3D waifu, but my sculpts just keep looking wrong. Somehow they alternate between man-faces and people with Down's syndrome. Sometimes man-face with Down's syndrome. And I find it extremely hard to say why that is. Something's constantly just slightly off.
>>
>>837492
Because we are very sensitive to human faces and male faces are harsher so you default to it more.

I would say good female faces are the hardest thing to sculpt. Also, and this is a wierd one, but since you never actually see completely naked bald women they can look freaky at first glance. Especially with grey skin, no eyebrows, and empty sockets where eyes should be.
>>
>>837493
>Because we are very sensitive to human faces
Yes, I've noticed. It's absolutely incredible how moving lips barely enough to even see in any direction makes me perceive some different emotion in my model's face.
>I would say good female faces are the hardest thing to sculpt.
I just wish I could say what I need to change. Right now, I feel like the mouth is too low, jaw is too thin, chin juts too much, tip of nose is too low, bottom lip too wide.... Maybe. It's just guesses. I change those things and she'll still look wrong.
>>
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>>837492
>>
>>837492
here's some forbidden knowledge: women look significantly worse without makeup and a proper hairdo
>>
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>>837495
Yeah, I know. But orthographic makes them look like aliens, so I use perspective.
>>
>>837494
Someone linked a udemy course earlier that is probably pretty good. >>837272
You don't need a tablet and it's not really relevant that he's using zbrush.
>>
>>837497
bad proportions too
>>
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>>837498
Maybe I should look into that.

>>837499
I think the proportions should be alright.
>>
>>837498
I watched the intro. That seems to be exactly what I need. Not a bad price either. Thanks.
>>
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Made some changes, gave her vertex paint... and she still looks wrong for fuck's sake. Guess I'll go buy that sculpting course.
>>
>>837502
I am not an anatomy/sculpting expert, but she does not look creepy to me. Sculpt looks appealing. Keep going anon
>>
>>837502

... did you took a RL reference? some hot chick instagram or so? when not, do it ...

...btw, noone, not even the hot chicks on instagram have perfectly symetrical or proportional faces!! what you think that looks odd, is the syemetry overkill.
>>
can anyone redpill me on the substance alternatives?
armor or quixel?
and why?
>>
>>837506
Why not use substance painter? Pirate. It’s even more ok to do now that it’s part of (((adobe)))
>>
>>837507
because i am learning 3D for freelancing
>>
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Am I going to make it?
>>
>>837509
curious
2 weeks in begginer and have spent hours upon hours watching tutorials
decided to stop doing that and try my hands on a small project and my choice was a tank as well
am i a basic bitch?
>>
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>>837511
Before the tank, did you make a sword?
>>
discovering creases as a begginer has made modeling more difficult
>>
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I'm a hobbyist and I still doesn't know a lot of the ins and outs of the program.
...I'm sorry to ask this question, but could someone please tell me how to properly attach this duplicated shoulder and arm bone chain to one of the lower spine vertebrae?
An explanation step by step of which menus to click/keystrokes to use in order to duplicate the parenting relationship of the neck and original arms for one of the lower spine bones and my new arm would be really useful. I am using 2.83.
>>
>>837460
that's not helpful at all!
>>
>>837525
just select the bone you want to attach and shift select the one you want to attach it to, ctrl p and choose to either attach or keep offset no?
>>
>>837509
>>
>>835135
I only got 10fps when animating on solid mode. Is that normal ?

GTX 1080 and Ryzen 1600x and 16gb ram btw.
>>
>>837548
1600x is third world tier so yes.
>>
>>837486
>>837482
Help
>>
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Lets say you have a texture from some other software that has zero bleed area, making texture seams super obvious and obnoxious. Is there any straightforward and at least semi-automated way to add edge bleed?
Closest I can think of is baking the texture set with a decent amount of bleed, but that would just bake the problems of the original to the new.
>Pic unrelated, random example for visibility.
>>
>>837548
It's normal for Blender.
If you would use Maya, it'll be 100fps.
>>
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>>837557
You can do pic related in pretty much any image editing software. I just deleted the background colour, blurred the image and laid the modified background over the original image.
>>
>>837597
That works if all the edges are nice, flattened, and clean to the edges of the UV islands, I've done that in the past. It doesn't work too well when you're dealing with layers that have their own transparency to them already, which is the main problem I'm currently having.
Guess doing it as a final pass thing may have been more sensible than trying to fix layers as I go.
>>
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>>837597
Use edge padding instead like a pro. There are many tools that does this automatically for you.
>>
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this kills the NFTard
>>
https://developer.blender.org/D10706

>Dead already
>>
>>837548
I find that linking (and just making a proxy of the rig), instead of appending, results in better performance. Losing about 7 fps in the viewport the moment I make the rig and models local. There's probably some kind of catch, but it works on my machine.
>>
What should I do with high poly sculpts? When I hit 2 or 3 million tris blender takes ages to open but working over two files seems like a major hassle.
>>
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>>837509
>>
>>837511
>decided to stop doing that and try my hands on a small project and my choice was a tank as well
>am i a basic bitch?
Who cares. Just make what you want. /3/'s opinion on the subject of your modelling means nothing.
>>
HOLY FUCK WHY DOES LITERALLY NOTHING WORK HOW IT IS SUPPOSED TO OUT OF THE BOX

EVERY SINGLE MODE OR FUNCTION REQUIRES SOME SECRET LITTLE CHECKBOX SPECIFIC TO YOUR VERSION YOU NEED TO GOOGLE IN ORDER TO GET A REASONABLE OR EVEN VISIBLE RESULT
>>
>>837675
Welcome to 3dcg. I'm fairly certain all modeling software is designed to be as unintuitive as possible to filter out as many people as it can..
>>
>>837677
Adobe is trying to move into the hipster market now with drag and drop kitbashing instead of modelling.
>>
>>837675
And what you'll find with google is a 15-minute youtube tutorial, where the guy shows you the location of that little checkbox at about the 9-minute mark. Too bad it's for an older version, though. They both relocated and renamed it in the newest version because fuck you.
>>
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>>835135

....has anyone deep knowlege about the bvhtree of the blender python api, and why bvhobj.find_nearest(loc) could fail misserably in finding the clostest face - it selects something obivious not close to the location??

i wasted two hour to find out why this happens, the obj.clostest_point_on_mesh(loc) worked well in comparsion ...

....thx in advance o7
>>
>>837675
>>837677
>>837680
>working as intended, not a bug
>it's set up that way because it makes sense when you program it

t. developer who doesn't actually use the program
>>
>>837681
Maybe you have modified the mesh but haven't updated the tree. Or maybe you actually don't have a face where you think you do. Bear in mind that a vertex of a face can be very close and the face itself very far if the face is big enough. Also, find_nearest doesn't select anything. It just gives you the location, normal and the index.
>>
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>>837688

...the position of the face marked witht the blue arrow is my location, and the other selected face is teh result - the previous faces worked like expected, but this one felt out of the line.

the circle shows the position of the expected result....

>Also, find_nearest doesn't select anything.

..i wrote some lines of code to debug it, empties, selecting, etc ...


...this thing is realy bothering me, because i feel like i missed something, doesnt know something and have no idea where to look for it...

..but thx for the imput o7
>>
>change curve resolution
>half of the curve is stil high res
do I really need to manually clean this shit up to get a lower poly mesh from a curve?
>>
>>837720
Use another curve as the bevel, and then lower the resolution of that curve too.
>>
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>>837720
by default curves have no thickness, so the walls (if present) have their own settings
>>
How do I add a reference image? shift+a or manually clickin on Add displays this.
Seems like it's automatically going to the Mesh section
>>
>>837772
nvm I'm retarded, I wasn't in object mode
>>
Soi i've been using array+curve to make a tank track, but how would i go around avoiding it deforming?
Real world tracks dont deform.
>>
>>837777
https://m.youtube.com/watch?v=tA462u7iHW4
>>
is there any addon that emulates poly model modifier from max?
>>
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>>837458
i'm still struggling with this issue if anyone can help!
i tried rolling back to 2.82 (issue persisted) and installing the latest version 2.93 (issue persisted).
i tried opening the exact same .blend files on another computer with the exact same versions of blender, same operating system, and i experienced no issue at all, blender hovered around 200mb of memory usage when looking at task manager.
this made me think that there's something wrong with my computer's memory, but no other programs are having this issue and windows memory diagnostics tool says nothing's wrong.
what's more, i tried opening up one of my existing projects (pic related) and blender's debug memory usage log says i'm only using ~40mb when task manager says i'm using upwards of 1gb.
>>
>>837830
That's weird. Do you have an addon fucking things up? Have you tried resetting blender to factory settings? Deleting whatever is in %appdata%?

The only times when my blender instance is using so much memory is when I have a lot of images in my file.
>>
>>836690
dude wtf how?
>>
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I extracted a model from a game, this is one of the meshes. It has a boob slider to increase the size of the breasts which is why I guess the breast geometry is strange. I'm wondering what the simplest way to make the breasts bigger would be? There isn't a shapekey for it.
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>>837979
the game probably uses bone scaling instead of a shape key
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>>837981
Bone scaling is underrated and great. Shape keys are really only useful for face stuff and deformation edge cases.
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>>837979
activate proportional editing, select connected only and the falloff you think works best.
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>>837979
>>838020
That or the inflate/elastic deform sculpting brushes.
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Does this general have some kind of link list? Like "start here" or "helpful links"?
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How's the Blender video editor? Is it any good, or should I just treat the Blender video editor as if it doesn't exist and give Kdenlive a go?
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>>838032
Watch flipped normals videos. Be ultra sceptical of any other youtube tutorials. Don't start with anime. Don't be scared of sculpting, it's like half the work.

Unless you want to make anime. What do you want to do, anon?
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>>838050
>What do you want to do, anon?
First of all, I want to get the basics down.
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>>838050
>>838056
I forgot to add: is the Donut series by Blender Guru a good starting point?
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>>838058
Is your goal to learn to render in eevee or cycles? Then yes. I'd still hold flipped normals up as a good course but I don't know if they are actually much good with blender.

Blender guru is decent enough but if i remember correctly he has a very heavy focus on using the renderer. Maybe his paid courses mix it up a bit but looking offhand I doubt it.
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>>838062
>Is your goal to learn to render in eevee or cycles?
What's the differences?
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>>838064
There is a level of spoonfeeding that a basic google could give you and you are kinda at it, my dude.
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>>837492
The brow ridge looks a little big for a woman
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>>838020
thanks this worked great, just the type of method I was looking for too
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>>836690
Is there a tutorial for stuff like this?
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>retopoflow randomly moves and resizes some of your objects whether they are hidden or not
what a great addon
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>>838294
apply transformations first
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is there a good way to determine bump strength/distance, or is it a "tweak it til it looks good" thing
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>>838294
who is this cutie??
sauce??
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>>837648
lulz
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How do I make a skin shader like this in blender?(please ignore the tattoo shit its not intentional)
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>>838551
what, without the bump map?
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>>838669
IDK I just want to make a shader like that. With bump map ig but the lighting needs to look good kwim?
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is there any addon for radial arrays?
vanilla is a fucking pain
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>>838706
you sound like you've never even looked at texture nodes, really
just find a skin tone you like, turn subsurface scattering up to 0.1 - 0.2, and feed a small scale texture into a bump node
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about to strangle the idiot who put "white noise" over "noise texture" in the texture node search box in the latest release
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I'm kinda stumped on trying to find out the root of lagginess when in pose mode.
Model is a simple DAZ human model, butter smooth in object mode, but when I swap to pose mode, it feels sluggish as fuck. Subdiv modifiers are turned off, naturally and the I'm in Studio view with Studio lighting. Is there a way I can find out what the fuck is causing the sluggish-ness?
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what would be the most efficient way of creating a base texture like this for a human mesh? (the red dots, blemishes, scratches etc) i really know nothing about this type of stuff
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>>839230
take a picture of your mom's ass
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>>839230
hand drawing or photo composite
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>>838843
Probably not it, but, having the 'Properties' displayed in the 'Item' tab of the side panel can cause lag if there are a lot of things in it. Just minimizing it with the little triangle fixes it for me, though i have never actually had it happen except in object mode.
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Should i remove attributes once they're no longer needed?
Since anonymous attributes aren't a thing yet i end up with a handful of redundant attributes for each vertex/point
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ITS OVER
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>>839968
>it isn't bait
fwug
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Im trying to use grid fill to give the front of this aircraft a b25 look and for some reason it keeps fucking up, anyone know why this is?
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>>840090
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>>839532
unfortunately, doesn't help much. Thanks anyway
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>>840091
You probably have something else selected on the distance, you could use fill or select the edges an do a bridge to close that off.

Make sure there's no duplicate vertices and try again
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>2021
>still can't copy/paste nodes from one instance of blender to another
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new >>840299



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