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File: Blender-Splash-Fox.jpg (550 KB, 988x988)
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Previous thread: >>835135
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I'm so glad the asset manager shit is finally happening
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the fox is the best render a person has made in blender
why dont they keep it?
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>>840322
I wonder the same. I can't stand that stupid ass monkey. Never liked it, never will. Simple as.
Interestingly, the Youtube Blender channel also still has the fox as banner.
>>
>>840346
Also, maybe we should design a fox that could replace the Suzanne model. The splash fox is too complex and isn't fit for Suzanne's purposes.
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>>840322
I agree anon. I really liked my seafox. For lack of a better word, it had SOUL
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>>840347
As much as I'd love a fox Suzanne, furries would abuse it. I'd rather not have my favorite FOSS modeling program mascot become a staple in poorly animated yiff

Seafox inspired me to try and model my own fox head. It turned out meh, but was still fun. Used it to learn more about particle hairs
>>
>>840349
True.
But I'll at least try to come up with some fox myself to replace the monkey in my Blender. Best of both worlds. No abuse by furries and still monkey replaced. The beauty of a completely modifiable software (and autism).
>>
I keep ending up with weird faces and having to go in with the knife tool to create edges so the faces are actual planes. Any tips on why/how this keeps happening?
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>>840357
can you post a screenshot of what's going on? I can try and help
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>>840353
sneed branch with fox suzanne
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>>840358
shit I should I have screencapped. I fixed it by deleting a bunch of verts and then filling it in and using the knife tool to add back in where the previous edges were. At one point blender wouldn't even let me delete the face. I would select it and hit delete but it wouldn't delete. I think I caused it by using the mirror modifier. I'll try to reproduce what I did and post it.
>>
guys, jayanam is losing his mind, wtf
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>>840362
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>>840367
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>>840368
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>>840369
>>840369
obviously here I fucked it up on purpose. see how the edge somehow gets pulled inside and then when I select a single face it selects a few. This type of thing seems to happen to me by accident sometimes. Maybe I'm abusing deleting/dissolving faces... I've been watching blender tutorials for a while but only recently started actually practicing with it and I suck.
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>>840374
ah, i see. you have the mirror modifier on with clipping enabled. clipping will merge any vertex pairs that meet in the center of the mesh. thus two vertices of your face are stuck in the center. turn off clipping and you can move that vertex out from the center
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>>840299
Someone should make the fox blep
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>>840378
thanks m8
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>>840299
What do I do if I want to have a shader identical in behavior to a HLSL/Unity shader in Blender?
>>
How do I learn the more technical aspects of blender? So far I've only made sculpts+retopo+rigging.
I want to learn softbody animation or other cool stuff :(
>>
Hello from 2ch.hk
Did you seen here a faggot with ugly model?
>>
>>840423
You'll have to be more specific
>>
>>840403
Are you having trouble finding stuff on Google? I can find numerous tutorials about softbody sims and other 'technical' things
>>
How do I make a bone move its location while using another bone's rotation as reference?
>>
>>840564
Nevermind, figured it out. It was the "transform" modifier.
>>
>>840423
thats all of us. hello fellow yellow man
>>
I'm a programmer and newbie to 3D modelling what's the best resources to learning blender
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>>840587
ideally, find a friend who already knows the program and have them teach it to you
a lot of people seem to gravitate towards blender guru's donut tutorial series, but it felt more like a "do this, do this, do this" tutorial without explaining why or going into any theory
just learn the hotkeys for functions you'll be using 90% of the time (extrude, grab, scale, rotate, fill, etc.) and fuck around with the program
>>
What happened to the piracy thread? I'm trying to find CG Boost's Cubic Worlds torrent. I found it on CGPersia but the retards that upload shit there use the worst fucking sites known to man for uploading shit.
>>
File: file.png (1.16 MB, 911x1316)
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I am following a tutorial and wondering why he is making faces manually instead of using bevel modifier

Can anyone tell me pls?
>>
>>840662
not sure what you're trying to point out from the image, but generally you want your mesh to look like the finished product before you start adding modifiers or subdividing
>>
Someone has sold their models on cgtrader or sketchfab, how profitable is it ? I'm thinking of selling rigid character models for VR or games.
>>
>>840669
a friend of mine has an amateur-quality gun model on cgtrader, and gets 1-2 sales per month on average
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>>840670
What do you have to do to sell on cgtrader, sketchfab asks you for 5 minimum models and a seller request, but on cgtrader they skip this and you can sell immediately, what is the trick? I don't know where to put my paypal to get paid or something like that.
>>
ever since i got a drawing tablet i have only been sculpting and i feel guilty because of it
i almost forgot everything about modelling too
i need good tutorials that about hard surface modelling for blender
i really need to practice that stuff so i can remember everything back again
>>
>want to make a character pick up an object and then pass it to another character that will then hold it
but i can't figure out how the fuck to do this without inserting a new instance of the object's model, because the child of constraint is completely fucked and if i try to remove the constraint from the original parent and then parent it to the other model, even after i tried saving the animation in the NLA editor as well, it just removes all the fucking keyframes and I can't do shit with it.
>>
>blender STILL has no way of hiding an entire collection from a final render
>if i want a model out of shot, I need to move it out of shot, i can't just hide it with the click of a button
>>
>>840842
what do you mean? you can hide collections.
>>
>>840842
Press the Filter button right for the search field in the outliner.
Enable "Disable in Render" (Camera icon)
Enjoy.
>>
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>>840843
>>840844
I can't keyframe the disabling of collections.
>have model of character that's made from multiple different parts
>want to hide it away from rendering during animation when the character is not in the shot
>can't because blender doesn't let me keyframe the collection, can only keyframe "Disable in Render" for each individual piece of the model
>>
>>840846
I understand you now.
Yes, that is something currently you can't do no.¨
So either you have to go in and do it manually one at the time. Or set up a driver and link it to a custom property to disable them with one click and animate it that way
>>
>>840845
That tank is a motorized casket for the entire crew. But since you slapped an imperial japan flag it makes a lot more sense
>>
I downloaded a rigged OW model. When I try editing it, it says I can't apply modifiers to a mesh which has shape keys in em.
>>
>>840891
Do you need the shape keys?
If yes, then you can't edit the mesh.
If you don't, just delete them and modify it.
Simple as that.
>>
does anyone know the name of the addon that inserts edge loops while keeping the edge flow
i know it uses the "edge flow" addon as a requirement
>>
>>840936
edge curve plus?
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>>840848
Yeah, I don't know how to work with drivers, so what I end up doing is just having something like a bone named "ground" which does nothing but move the whole model at once without touching anything else. So I just keyframe that to move the model out of the shot until I need it again.
>>
>>840979
sounds like scaling to 0 and keyframing that would have solved your problem.
bot both moving and scaling may introduce motion blur problems, especially if you have volumes in your scene.
>>
>>840854
how so? It's based on a type 89
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>>840938
>edge curve plus
yep, thats the one, thanks a ton anon
>>
>>840891
Duplicate the model, and clear the shapekeys from the copy. After applying the modifiers to the copy, shift click the original and copy. Then transfer shapekeys using the shapekeys specials tab.
>>
>open blender file from model website
>entire UI is completely fucked
Is this because of the creator's personal UI or what? Is there a way to make it so when I open someone else's blend file i don't have to use their autistic UI setup?
>>
File: LoadUI.png (154 KB, 1032x879)
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>>841068
>>
>>841073
thank you very much for pointing this out anon. it was hidden by default
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>>841068
>>841073
this way you can double click the files on the file manager instead of opening them through the UI
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>>840299 (Checked)
So I've been taking apart a car model I stripped from Forza Motorsport 7 (don't >> me) ... Pic related is what's happening all over the model ...
I mean I get why they would disconnect the vertices in B, but the amount of stray double and disconnected vertices is too damn much. A is literally the mirror side of C/D, one side has disconnected vertices, the other side has too many vertices occupying the same spot.

Also, I realized that literally every person ever who creates models of cars uses smooth shading and I thought I was shit in it because it never occured to me that I need to use smooth shading which is why I stripped a model from a game to study it after being frustrated with modeling only to find this unholy amount of sloppiness LMAOing at the industry. /sperging

The absolute state of Microsoft.
>>
File: Addendum.jpg (259 KB, 2600x726)
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>>841138
Closer up look on C/D in Edit-Mode.
>>
>>841138
try this
>ctrl+L
>M > merge by distance
>alt+N > reset vectors
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File: Merger.jpg (126 KB, 1013x1232)
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>>841140
Yeah that does the trick, but I'll have to select the vertices by hand, just going ctrl+l gives me pic related.
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>>841143
NVM, delimiting it via sharp edges works. Blender seems to ignore "by material" for some reason ...
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File: 1626799251048.png (9 KB, 355x108)
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>>841143
auto smooth is your friend
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>>841145
It's already on ...
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>>841146
didn't look like it was
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File: AutoSmooth.png (9 KB, 484x118)
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>>841147
It seems to be the default option.
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I am wondering, how can I bake normals from an object that is composed of a few separate meshes into a low poly? I know how to setup the whole baking normals but even a merged object would result in only a part of the mesh being baked into the normal map.

I tried combining the parts using booleans but as expected it would come up quite messy in a few places which distorts the resulting picture, remesh with a low voxel size still kills a lot of my details.

Any advice? I'll have to redo my "hi poly" mesh for now and try to allow for better intersections in some parts but others are almost impossible to do.
>>
>>841138
the disconnected verts could just be the way split normals are interpreted - and that's probably how the GPU is going to see them anyway.
i.e. they weren\t modelling this way, it either happened on export or on import, and it's no more sloppy than triangulation.

>>841169
yes, of course you can bake multiple highpolys per lowpoly.
even using Blender's default baking clusterfuck, you just select the lowpoly last, or you bake one by one without "Clear image" checked.
but why not use a plugin? there are multiple free addons with name-matching, floater support, etc.
>>
>>841138
under the hood marking sharp is actually doing just that, splitting the model and duplicating verts and that's how the engine stores it.

That's why more complicated UV maps (which add vertices under the hood too) and smoothing groups/marking sharp like this actually decreases performance slightly on meshes by increasing the vert count.
>>
>>840810
respond......
>>
>>840810
>>841228
Hard Surface Modeling In Blender
if you have hardops and boxcutter check out blenderbros courses
>>
>>841177
>but why not use a plugin? there are multiple free addons with name-matching, floater support, etc.
I wasn't aware of that.
>>
File: boobaez.jpg (364 KB, 1706x710)
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What's the most efficient way, topology wise, to get the realistic way bigger titties hang over the surface of the chest? (On a model that will be animated) I've noticed the vast majority of models don't bother with this and instead settle for image on the left
>>
>here's how you can do this interesting thing in blender!
>[1 minute in]
>and now get this super cool addon from gumroad it's only 15 buc-
HATE.
>>
>>841249
>I've noticed the vast majority of models don't bother with this
Because they suck and are lazy.
To their defense it can cause problems when animating in real time (boobs will clip partly).
If you still want to do it, there are many ways to pull this off but I usually just move the camera inside the body and pull up the lower boob area from the other side and then go outside again to do further adjustments.
If your mesh is nice you could also just manipulate loops until you get your result.
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>>841250
>it's a 60 dollar plugin
fuck those cunts
>>
>>841256
I don't even have a problem with supporting development but camouflaging an ad as tutorial or even doing this all the fucking time, not just once or twice, is fucking disgusting.
>>
>>841256
>>841250
Sometimes I wish some of those plugins were cheaper, retopoflow is good and all bu 80 bucks is just not worth it, of course is just tech support and stuff considering you can actually get it for free on github but others are just too expensive.
>>
>>841245
I've used TexTools and EZBaker, both are adequate. at one point there was some jank where Optix bakes were coming out black, but I think it's all fixed now.
>>
>>841260
Compared to many others, the Retopoflow people at least are not assholes about it and DO have it available for free. You just don't get active support but there are a lot of tutorials around anyways.
So in the end if 80 bucks are too much for you, you could just use it for free or download it and donate some 10 bucks or something if you want to support them still.
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>>841295
Yeah, I just can't just shell out 80 at once but I am certainly using it and is quite good, some others have been quite a disappointment for a smaller price though.
>>
File: charactermodel.png (395 KB, 1176x868)
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Sorry for the dumb question, buf how do I proceed from here? I just started using Blender, but now I have the issue of how to position the nodes in order to extrude the arms, and then do the same for the legs. This is the first time I modeled a torso.
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>>841353
https://www.youtube.com/watch?v=WlaMfIgS2ns&t=5125s
>>
Looks like I managed to get some normal baking to work but I want to confirm something, I certainly need to use cages, can I use the displace modifier to get a working cage even if some creases are bound to clip on themselves with said modifier in some areas?
>>
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Anybody know how to fix objects appearing like this in viewport? These eyes look like glass when I append the model, but in the original project they look fine.
>>
>>841362
you can select the clipping verts and shrink them back along their normals (alt+s)
in fact, that's all Displace does, so you can skip the modifier step and fatten the cage in edit mode straight away.
a cage isn't always worth it. if you're planning to use Substance Painter, try baking cageless right there first.

>>841364
try enabling refraction in the screenspace reflections section of Eevee render options
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>>841366
It worked. Thanks.
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>>841366
I would be using Armor Paint maybe, otherwise Blender itself depending on the situation, cageless always seems to give me some mixed results unless I use a multires sculpt which is not always ideal.
>>
I'm learning 3D with Blender to make scenes of myself with cute models and actresses in romantic situations





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