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File: 1626907129628.jpg (303 KB, 1456x672)
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i have no links and i must slide edition

Previous thread
>>840299
>>
Maya faggot here. My edu license is about to expire and I want to get back to being a blendlet. How the fuck do I unlearn Maya habits like marking menus and viewport settings? What tutorial would you recommend?
>>
I'm leaening animation in blender and the Dope Sheet, sometimes when I copy paste a keyframe an orange connection sort of comes up between the new frame and the older frame, sometimes it doesn't. What is this?

How do i make my character's animation NOT happen in between frames?
I have two frames A and C, I decide to copy frame A and create frame B by pasting it. How do I stop some parts of my rig continuing the animation that happens between A and C when the key goes from A to B?
I want my rig to be static when the animation from A to B plays, if you get me.
>>
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Have you ever modeled so hard you broke the memory counter?
>>
>>846096
you mean that you want the frame to stand still until the next frame? if so thats Constant interpolation. mark the frame in question and right click and go into Interpolation.
>>
>>846086
pie menus were supposed to mimick markmenus, I think? and you're not being specific about the viewport.
best way of breaking habits is picking some arbitrary project and using only the tool you're migrating to, tutorials aren't gonna help the muscle memory.
>>
>>846149

I tweaked the industry standard keymap to get the pie menus work somewhat similar to maya

>disable select cycling on Q key
>TAB for edit<->object mode
>spacebar for toggling viewports quickly.
>shift+right click for mesh toolbar
>right click + drag for edge, face, vertex selection.

and yes you are right I don't think tutorials will help, I'll just go make stuff I need for a zbrush sculpt in blender instead of maya once I get goB installed.
>>
>reposting from last thread
how do i library link rigged characters with the new system? is there a good guide for this?
>>
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>geo nodes back to drawing board
>asset library delayed

Can I just get my UV updates I want off the ride
>>
Hello friends. I'm the anon that asked about hiding parts of the mesh when they go into holes in the previous thread.
A)how do I 'jiggle' body parts? I use arhoangel's models atm so I'm not sure how I'm supposed to add jiggle physics to pre existing meshes.
B)i've been working with the graph editor. It's insane how much better the animations start looking once you tinker and tweak curves.
But I'm not really that good with math, so I can't understand what the cuves actually do in real time. If I were to animate a hand moving in the X direction(for jerking off animations), how would I make this look better in the graph editor? What do I have to 'visually' look for in the curve that makes a jerking off motion look better instead of flat?

Thank you in advance friends.
>>
>>846171
wat
sauce!
>>
>>846207
hello anon.
You can probably use deform cages for that.
Look up rikolo's tutorials on newgrounds.
>>
>>846083
is Blender used in Motion Design yet?
I know Houdini is now.
Should I learn both?
I know C4D already
>>
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How do I horizontally move my HDRI back ground to the right. When I change position, it distorts the image bad.
I want to set up a different window part of the hdri, the skyscraper which is on the left as you can see, behind my character :(
>>
>>846389
also my hdris are so blurry even 8k ones how do i fix that :/
>>
>>846391
in preferences > viewport > textures set limit size to off
>>
>>846389
https://www.youtube.com/watch?v=fqd4mc42sZQ
maybe you want this?
>>
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>>846394
>>846396
Thank you. I have another question.
So I've made myself a room for the scene. My camera sort of never goes inside when I scroll with the wheel and slows down near the mesh, it's very annoying.
How can I fix this?
>>
>>846391
8k is nothing for a HDRI map. Get a higher resolution map.
>>
>>846401
Gotcha. Do you have any idea how I can fix this annoying thing?>>846400
>>
>>846403
Blender zoom is object focused. Select an object in the room, and then press "," (on the numpad, next to 0). Then scroll away.
>>
>>846411
>then press "," (on the numpad, next to 0).
I don't have a numpad anon. What do I have to look for in the settings?
>>
>on blenderartists.org
I wonder if it's intended that it makes you do a double take on that one.
Probably is.
>>
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>>846414
you can search for the key binding if you don't know the name of the operation
in this case it's orientation
>>
>>846083
Anyone have a chromebook? How well does blender run on it and did you run into any problems?
>>
>>846425
Chromebooks are feceberg viewers. They're not meant for any productive activity.
>>
>>846426
just answer the question anon
>>
>>846425
>Chromelet
Just go to /ic/ and post pixel art, or stick here and make low poly
>>
>>846427
Why don't you just download it and try?
>>
>>846435
because it would be nice to know beforehand if I might need to download a specific version of blender that runs better on chromebook
>>
>>846437
Downloading Blender is done in literal seconds (if you're not living in a shithole) and you don't even have to install anything. You can launch it right out of the unzipped folder.
I don't get what your problem is but then again you got yourself a Chromebook.
>>
>>846452
>I don't get what your problem is
I already said in my post why. Anyway, why can't I select the bone I want? The highlight goes up and down the chain but never exactly on the one I clicked
>>
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>>846452
>>846457
forgot screenshot
>>
I don't know if anyone wants it or not, but E-Cycles is on sale for 75 cents.
>>
>>846472
lul
>>
How do I make sticky stuff that sticks to uhhh objects? Like a string of slime, is what i mean. Asking for a friend(please help its important)
>>
>>846482
hmm, i dunno. i think you have to be more specific. What is the viscosity of said slime
>>
I have an urgent question. Is it possible to set up nodes for a "toon shader" while already having the image texture all done? I want to add extra shading to my texture
>>
I'm a hobbyist who has a good deal of Blender experience in some basic mesh altering of pre-existing models, modifying game meshes and retexturing them for mods or making quick joke renders of game models posing.
But I don't actually know a lot about how to make things from scratch.
I know my way around the 2.8x edit, object, and pose menus to some extent, and can navigate 2.9x's interface a little.
However, for example I still don't know how Retopology is done besides it being a process in which UVs are extensively remapped in order to not be shitty.
... Does anybody know any tutorials, especially non-video tutorials, for people who aren't completely clueless about Blender's functions but are still naive, to learn some good foundational from-scratch modeling techniques?
I want to be able to make new meshes of my own so I can become better at modding.
>>
>>846100
no but I used volumetrics and even in solid mode the animation slows to 3 fps
>>
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What do I need to look for in the compositing tab if I want to make my videos look like this? My renders look too artsy and video gamey instead of realistic.
>>
>>846581
Color correction tools and a bit of bloom (and glare if it fits), and use DOF on the camera. Also try using motion blur for a less videogamey/more cinematic feel.
Lighting and materials really matter, don't forget that.
FPSBlyck uses C4D and Redshift, and I think he just uses Redshift's built-in tools - tweaks the camera settings, colors, maybe slaps a LUT on it and adds bloom and glare.
https://docs.redshift3d.com/display/RSDOCS/Photographic+Exposure
https://docs.redshift3d.com/display/RSDOCS/PostFX
>>
>>846597
Got it. I use volumetricd, bloom and DoF.
Never tried motion blur. Thank you anon.
>>
>>846613
Your focus should be on the lighting, materials and color correction/grading first.
>>
>>846549
yeah
>>
How can I subdivide a mesh like in pic related so the vertices are making a rounded mesh. I want to replicate that from a cube
>>
>>846637
Subdivision Modifier
>>
Downloaded some coomers rig from smutbase.
How do I add new clothes to their rigs? Do I have to pick apart everything and re-rig their models? I can't edit their meshes or shape keys either.
>>
Can I turn a transparent PNG into a shaped mesh easy somehow?
>>
>>846660
Yeah but it doesn’t subdivide the cube according to the new geometry and if I do it myself it looks like I’m subdividing even more
>>
>>846637
In edit mode, select everything, right click, subdivide and set the smoothness to 1.0.
Or use the subdivision modifier and apply it.
>>
>>846673
Thanks my nignog
>>
>>846671
Did you apply it afterwards?
>>
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How do I fix this without needing to UV unwrap etc again? I just want to fill it and the UV just creates a square where it should be.
>>
blender market is having a sale, what addons are worth pir-... buying?
>>
>>846637
Add cuts instead off sub dividing
>>
>>846700
pin the outer edges of the island and unwrap it again
>>
>>846787
Thanks anon.
>>
How good is Blender with VR?
Like I think you can use a headset to look around you scene, but can you actually do everything your normally can in it like editing and such?
>>
>>846835
https://www.marui-plugin.com/blender-xr/
Though I haven't tried it in ages. Assigning a whole modelling program to controller keys has it's limits and sculpting wasn't really supported.
>>
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I'm a 2d artist/animator primarily but was looking into grease pencil about making some stuff which are a pain to do in 2d (like complex objects/machinery in perspective for a scene). The idea I had was to make something and rotoscope it to make it feel like it belongs in the world.
I've been trying grease pencil, so that I can sketch something in 3d, but the problem I seem to have is that once I put down the linework in 3d, filling the empty space becomes a problem. It is only able to bucket if its something in front/side/top view, and anything else it becomes a weird projection that extends in 3d space. Is modeling a basic shape to fill that space the only way to get around that (and if so, shouldn't at that point I just make the shape of what I want and then just UV texture paint the black lines there too like this?)
>>
>>846840
The grease pencil outline modifier thing is a projection, and not a "true" representation of the outline. It is updated every frame so you can use it in animation, but it is a hack of sorts. If you want to color the objects, you need to straight up texture them.
>>
>>846556
stack exchange has really great explanations and recommendations- But you kind of have to know what you're looking for. I suggest thinking on it for a few days on what exactly you'd like to be able to do- write them all down in a list- and then give a day into searching on there for explanations from users who generally have elegant solutions to hard problems
>>
I'm completely new at this.
I'd like to learn how to model and animate in Blender and I was thinking about starting with Blender Guru's Donut tutorial series. Is that a good start or should I find another tutorial?
Also, I'd like to learn how to animate some of those SFM model that you can find online. What kind of tutorials should I watch/read to learn that?
>>
When does the amount of triangles, or faces or whatever a model have start to impact render time?
I imported a model of a ship that had like 750k triangles, the performance when moving the object was abysmal but using Eevee, it render out in like 2 seconds without any problem. I ended up just using Proxify addon to make some parts of the model low quality, which would let me actually animate it without the huge lag.
But yeah, how the fuck does this work?
I even loaded in a few more models to get the tris count up to a million and it still rendered in 2 seconds.
>>
>>846663
Bump. I just want the outline of it so I can fill it without having to manually place the edges there rxvm4
>>
>>846880
>I'm completely new at this.
>I'd like to learn how to model and animate in Blender and I was thinking about starting with Blender Guru's Donut tutorial series. Is that a good start or should I find another tutorial?

It's not a good start. I take it that you want to get into character design. Just check vr chat characters for that
>>
>>846928
What about this one?
https://www.youtube.com/watch?v=qZwxIo_hZ_g
>>
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Kinda stuck.
I want to sculpt lip wrinkles with a stencil, but my stencil image appears pixelated when imported as a stencil in blender (it's originally 1976x1503) and so does the sculpt
I tried resizing and cropping it as a square as i read it would help but it changes nothing
Also tried to scale down and up the uv map before sculpting, doesnt do anything
Checked and the texture i'm sculpting on is 4k and bigger than the stencil
Messed with the mipmaps and size in the texture window and I can smooth out the stencil in the viewport but the sculpt is still pixelated
Messed with the strokes and brushes and while it does improve the strokes evenness out of the stencil, the stenciled lip wrinkles still appear pixelated
Any ideas?
>>
>>846988
also the object i'm sculpting on has a multires modifier with 7 sub d
>>
>>846988
>>846992
ignore, when looking closely the tutorial i've followed also has jagged wrinkles so whatever
>>
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Just learning how to use Blender, no experience with 3D modelling prior.
Put together my first simple scene after practising with basic box modelling
>>
i'm somewhat competent at blender now and i'm looking to level up.
what's something i can just grind hundreds of hours on to get better at it? my goal is to get really good at creating 3d landscapes and environments for videogames.
>>
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>>847118
Download Unreal engine, get substance designer and start making environments

that's what you wanna do so do it
>>
>>847085
very nice
i just a vr set so i picked up 3d modeling
>>
>>846096
>What is this?
Means no change between those keyframes.

>>846207
>A)how do I 'jiggle' body parts? I use arhoangel's models atm so I'm not sure how I'm supposed to add jiggle physics to pre existing meshes.
Physics + painting weights where you want the physics to happen.

>>846267
>is Blender used in Motion Design yet?
It can be.

>>846417
Ha that fucked with me as well.

>>846482
I'd probably use particles pretty sure you can make them stick to surfaces.

>>846556
>Does anybody know any tutorials
This isn't a blender specific question, what you need is to learn subdivision modelling. Search for it.

>>846663
Maybe turn it into an SVG and import the SVG?

>>847118
I'd grind out everything texturing and lighting if I want you. Study real environments and try to replicate them.
>>
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tfw been using houdini, guys I don't think I can go back to blender it's crazy I didn't even know what tools I was missing.
>>
>>847163
now do this but instead its a bullet entering a skull
>>
I'm trying to make a groove on this sword and I don't understand why the fuck the blade stretches out like this past the end. I placed down some edge loops and that seems to have fixed it kind of, but it still feels like I'm doing something wrong and the topology just looks like cancer afterwards if I apply that "fix".
>>
How the fuck do you even rig faces in blender?
>>
>>847204
By having learned how to rig faces in Blender first
>>
>>847204
weight paint and misery while you do it
>>
>>847200
ugh
>>
I don't get what problem people have with weightpainting. You basically do automatic weights and then manually finetune them until they work neat. In bad cases you just use corrective shapekeys.

UV mapping on high detail models is WAY worse. Or solving shitty ass topology problems non stop.
>>
>>847219
>automatic weights
>makes random vertices on the shoulders stretch out of bounds when you move the fucking leg
lol
>>
>>847219
Because weight painting is always a passion in the arse no matter how good you get, topology and UV get fast and can be fun with experience but weight painting is always a load of unsatisfying work
>>
>>847220
Something is SEVERELY wrong with your mesh and/or bones.
>>
>>847221
>a passion in the arse
sorry anon, that's literally gay
>>
>>847199
The normals cause the edge there to be rendered as one smooth surface.
As these are averaged the "stretch" is the result of the interpolation between the neighbouring vertices (at the new loop cut).
To fix this you could
>enable autosmooth and mark the seam edge as sharp
>add a 2-segment bevel and subdivision
>add a 1-segment bevel and face-weighted normals
Depending on what works best with the rest of the knife
>>
>>847138
>Maybe turn it into an SVG and import the SVG?
Tried that but it makes it really weird. Used Inkscape nad it had too many points and turns. I just want the outline and not the details
>>
>>847085
I like this a lot
>>
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am i doing it right?
>>
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>>847278
how do I make the crevices? the garage doors and windows are hard to notice.
>>
>>847232
Okay that actually worked, I added a bevel modifier set to Weight, choose the edges of the groove and increased their Mean Bevel Weight and it made them properly sharp while leaving the rest of the blade unaffected by that stretching.
>>
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Raygun I made inspired by a game. Excuse crap quality, 3mb limit.
>>
>>847279
they might be hard to notice in the viewport but if you render it out with proper textures, lighting and AO they should be fine
>>
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>>847291
ah thank god I thought I just wasted my time
>>
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>>847292
how do i light this shit AAAAAAAAAAAAA
>>
>>847295
HDRI dumbass follow a tutorial
>>
>>847295
big ass strong area light above then some directional lights
>>
>>847296
>>847298
low effort blender monkeys
>>
>>847299
yeah I won't put more effort into someone else's work than himself
>>
>>847296
>>847298
thanks anons
>>847299
its fine, they gave me enough details to figure everything out, spoonfeeding leads me to be more lazy
>>
>>847138
>shitty answers to every question
>>
>>847337
>do my homework for me
>>
>>847286
What is this, a handle for babies?
>>
>>847295
https://blendermarket.com/products/physical-starlight-and-atmosphere
you can easily pirate the addon if you want.
>>
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any idea why random walk subsurface does this, but christiensen-burley doesn't?
>>
In russian imageboard 2ch there is blender thread, too, and we have little wiki on github. If somebody here want i could try translate it and post link here
>>
What are some good boards/forums to post my stuff to for critique or feedback? I'm a brainlet who is only 1-2 months into it.
>>
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is there a right way to model things? i got this split a/c to look how i want but i am afraid the way I modelled it will make the texturing part super hard since i used a bit of bevels and such.
>>
I rendered a ton of frames on google colab cause my GPU is a shit, and for a reason I can't figure out, anything animated disappears from the render whenever it hits a keyframe, and only for that frame. Is there some common mistake that could be causing it?
>>
>>847749
>is there a right way to model things?
not necessarily, but keeping the mesh in quads makes working with the mesh much easier
just avoid making polygons with more than 4 sides, that's when your model will get fucky

>i am afraid the way I modelled it will make the texturing part super hard since i used a bit of bevels and such.
remember that when you unwrap the UV map, you can set the seams wherever you need to, even split off parts completely if you need

the only real critique I have of that model is that you have too many verts in the center
from the side angle, it looks like an extremely shallow angle, like less than 2°
unless you really need that smooth arc in the middle, you can safely dissolve most of them (ctrl+X to dissolve)
>>
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>>847812
On further review I saw this. I thought I'd just messed up applying a transform two months ago but now I have zero idea. What could make a pawn transform into a cube?
>>
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Fuck it, bullpup revolver.
>>
>>847837
imagine the climb on that
>>
I uploaded a model to sketchfab that has shapekeys and there are some random faces sticking out of my model?

Any idea how to fix this? I checked for ngons
>>
Is there no better way to equip a sword with scabbard onto a character than to just parent both to the hip, then hide the sword in the scabbard and unhinde the a different model of the sword only which is parented to the character's hand?
>>
>>847608
i'm curious, what kind of stuff do they make
>>
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>>847813
so I cleared the unwanted edges, reduced the number of loop cuts in the front to get a similar bevel effect but what do I do about the multiple vertices at the back caused by the bevel
>>
>>847885
the biggest thing is "is anybody going to see this?"
probably not since that's the back of the AC unit that's going to be against a wall
you can probably dissolve most of those as well
>>
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>>847886
work smart > work hard, totally forgot about that thanks anon. how is it now?
>>
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>>847888
didnt mark any seams since i dont really know where to mark but i just used smart uv and it came out clean but the islands are confusing to say the least. going to watch some tutorials, any tips for uv or marking tips are welcome
>>
In image editor / texture paint, is there a way to only paint the color or alpha values of a texture?
>>
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>>847888
you need to add some verts here, it's a giant n-gon
>>
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>>847902
is it correct now?
>>
>>847904
as far as I can tell, yes
>>
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>>847906
is this a good unwrap?
>>
>>847917
look and the front and the side, its not the same size.
>>
>>847863
nothing, they just argue all day
>>
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Asking again now with a picture to show what is going on.

This is what happens to my model when I upload it to sketchfab. I have no ngons and when I see my model in blender rendered mode everything seems fine. My model is 1.6 meters tall but these faces are sticking out several lenghts. The file is exported as PBX and I also tried OBJ to no avail
>>
>>847950
Alright I just did something. I uploaded the whole thing directly as a blender file and now everything is fine
>>
>>847951
Except that now the model looks tiny in the view
>>
>>847950
>>847951
>>847953

Update V4 PBX still does not work, OBJ works now for some reason, Everything looks like it should but there is one last problem.

Usually my models spin around their axis in the model viewer but this one seems to spin the entire scene at some distance.

What the hell does field of view do in sketchfab?
>>
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>>846083
Hello /blg/, I didn't know where to ask this but I figured you guys were my best bet.

I edit really amateur videos for my friends and I'm looking to learn a few things in Blender: anchoring an image or text to a chosen spot (mainly for subtitling our vidya clips) and really basic green screening for inserting memes/inside jokes. Does anyone have any good tutorials for those, preferably for someone who knows next to nothing about most Blender functions outside of the video strip editor?
Thanks in advance for anything you guys can provide
>>
>>847968
youtube or check sites like these https://www.psdly.com/?s=Blender
>>
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gotta be a record
>>
>>846083
https://www.youtube.com/watch?v=wJX2e8YhJ90
can someone explain how npr is done? I am specifically aiming for the environments in the video. do i use textures or shaders?
>>
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>>848031
this is what I have got so far. its an air conditioner and i unwrapped it and made a quick texture in photoshop with the comic book screenote brush.
>>
>>848035
it's not done manually, look up how to make a basic toon shader and try to tweak it
also here's this channel that showcases npr tutorials and artwork for ideas
https://www.youtube.com/channel/UC3GiZ2YALaQjbB6CMW6e7JA
>>
>>848027
a record on what?
>>
How do I just fuckin delete the white noise node?
>>
>>848062
>it's not done manually
so I don't have to painstakingly unwrap and texture it and just use npr shaders? i am going after the vehicle and environment style not the characters.
>>
>>848067
you mean Cycles? I don't know mate, I don't think it's possible
>>
>>848071
nvm I take this back. After going through the video a few more times it looks like it has some base textures with the style of a semi coloured manga. is the toon shader only used for the characters?
>>
>>848074
I mean the useless node that appears before the useful noise texture when you search for noise
>>
>>848062
https://www.youtube.com/watch?v=_7OiPyGMVH4 found another one, is this also npr without textures?
>>
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>>848071
no I mean they obviously have flat color textures but the shading is dynamic
for example these shoes are just white and have an outline and the darker parts that can be done using shaders
>>
>>848086
i think i get the gist, i will try playing around with shaders, thanks anon
>>
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are the UV unwrap islands supposed to look like that? like super straight and in 1 corner? the cubes aren't stretched so can I go forward with painting it in photoshop?
>>
>>847362
Actually went back and fixed it for the final shot.
https://www.youtube.com/watch?v=HMklQsQJyRw
>>
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>>847992
I don't even know what to search for on the moving text bit
>>
>>848154
i am assuming you just mean general location keyframes, it is pretty much same as after effects.
https://www.youtube.com/watch?v=SZJswvw9wEs
>>
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i made 2 models and managed to texture it and animate it, r u guys proud of me?
>>
>>848093
Make sure the islands have a gap on all sides, otherwise ur gonna get black lines. when u unwarp put 0.1 or 0.01 at islad margin.
>>
>>848064
On shitty tech.
>>
>>848093
texel density is a bigger issue than the wasted space but why don't you use a square map instead of this rectangular one?
>>
>>848179
>why don't you use a square map instead of this rectangular one?
how do i do that?
>>
>>848173
Now animate them fucking
>>
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i made a force field thingy. there's still some stuff to adjust to it but for now i'm just happy i got the sort of effect i was going for.
>>
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>>847901
I guess I need to describe it better. Is there a way to tell Blender to only affect certain channels when drawing? I know how to keep the alpha values but it keeps making transparent areas black in the color side.
>>
Any tips for sculpting female breasts. I cant quite get the push-up effect right in bras and in general any I create are quite misshapen.
>>
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What's your creative "get shit done" music playlist?
>>
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>>848240
this will only work if you have separate textures for color and alpha.

if your material has multiple image textures your tool panel will show like on the first image, and there you can select on what image to paint on.

you can also change to single image mode and select the image texture from the drop down list.

in both instances the ressult will be the same
>>
>>848270
How do you model faces? Do you use a tablet? trying to do high poly models in Blender without one is really difficult for me.
>>
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can someone link me tutorials on how to get consistent textual density?
>>
>>846581
Aside from what >>846597 said, you can also go to the color management dropdown menu on the bottom the render settings tab and switch the sequencer from RGB to Filmic Log. Hope that helps.
>>
>>848287
Not mine, some anon's from a few years back.
>>
>>848297
cgcookie texturing course
>>
>>848309
tis free?
>>
>>848305
it's meakrob, i wonder what happened to the guy. his women always have a really nice look to them, as they don't seem to be just some daz goblins.
>>
what are the odds of pablomon visiting this place occasionally
>>
>>848380
I don't see why anybody would want to come here, truly
>>
>>848380
>Avoids doing hard and boring work that is necessary
>Just creates gimmicks that please his personal workflow
>Still gets paid
>>
>>848380
Pablo knows 4chan but i don't think he read /3/, but /a/ sure.
Andrew Price had a video reading a /3/ thread.
>>
>>848386

this
>>
>>847944
so: EXACTLY like /3/
>>
>>848064
how quickly blender devs reverse on themselves and fuck up backwards compatibility
>>
>>848027
they will never be women
>>
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>all of 2020: make big deal about switching from when-it's-done to regular 20 week release cycle
>july 2021: 3.0 pushed from july to october
>september 2021: 3.0 pushed from october to december
>>
>>848423
People keep pestering them about how 3.0 NEEEEEEEEEEDS to be groundbreakingly different / huge step up. So now they seem kinda intimidated by that number because of it. Gee, no one saw this coming!
If they really want that number change, the right opportunity would have been 2.8. It was a big change and would have fit perfectly. They kinda missed that opportunity so I don't get why they now still insist on pushing this change through.
>>
>>848093

That big rectangular UV island should be straightened. The UV toolkit addon has a built in functionnality for this.
>>
I'm new to Blender
How do I merge objects and subtract objects? I'm used to being able to put two objects together, highlighting them both, and clicking "Merge"
>>
>>848436
CTRL+J to join two objects in object mode

P to separate your selection into another object in edit mode

Please look up a beginner UI/shortcut tutorial or something.
>>
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>>848423
>they're adding a whole new rendering engine before finishing off the planned UV updates they outlined over a year ago

they did two then just fucking stopped
>>
>>848441
seems they do this a lot. leave crucial features and improvements in the backburner while focusing on clickbait additions for farming views on youtube

sucks but what can you do
>>
>>848436
you would get a faster reply if you had just searched the documentation or watched a video yourself
>>
Why is it so hard to get a scene to look right? I tried starting from the bottom by making a shitty floating chrome pyramid but when I used cycle’s viewport, It took forever to settle.
>>
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>>846083
i tried to make a scene with manga-ish style and it came out horrible. i want to cry, is this why people use shaders for making style's like these?
>>
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I'm trying to see if there's a way to make a material that basicaly creates a transparent cutout. All i can find are how to make transparent materials but when doing that whatever is beind the model with the transparent material in my scene is still rendered.

I want to create a material that just creates a hole wherever the model with the material is, specialy since this is an animation and i need the cutout to move across the screen and put other stuff behind it. Usually for these cases i'd use an emission material with green and basicaly make a mask as if it were green screened but for what i have to do i can't do that since basicaly every colour appears while the animation is happening, there would be random cutouts all around and i can't single one out in specific to be ommited to mask out later. I assume there must be a way to do this but i can't find anything about it.

Here i'm including a bit of an example, imagine every shape is a model and the cut out itself is also a model. Please and thank you.
>>
>>848518
holdout shader
holdout visibility (per object or collection)
object/material id passes
cryptomatte
>>
>>848524
Perfect. This is just what i needed, it even smears nicely with the more quick paced parts of the animation creating transparent motion blur. Thanks a lot anon!
>>
Why the fuck does the performance in Blender drop when I play an animation while the keyframes are displayed?
Shit goes down from 30fps preview to 16fps instantly, but if I deselect the armature so no keyframes are previewed in the editors anymore, it jumps back up to 30fps.
>>
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I didn't connect the spheres and the cross, they're just clipping. I'm not sure what the best way to connect them would be if it were truly necessary, since the sphere has a lot more topology than the cross.
>>
>>848601
time for maya
>>
>>848633
You could extrude the base of the cross from a few polygons on the sphere, add a couple of holding edges to keep the narrow shape, and rely on subdivision to get a smooth result at the end.
>>
is there a way to override the material of a linked object?
>>
>temp files for project are 160MB
>project file itself is only 20MB
what the fuck?
it's an earlier autosave of the project, but what the fuck even took that much space in it? all i remember doing is adding more and more stuff, if anything the size should've increased but it went down.
>>
>>848697
maybe the final one was compressed and the wips weren't? it's a checkbox when saving a file (and in prefs)
>>
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>>847465
from where does one pirate blender addons?
The ones that I found are like 20mb files packed into 5 different rars and gotta wait buttloads to download them
>>
>>848797
i find most things on Github
>>
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So turns out there's always been an easy way to fix cartoon faces, but nobody noticed?

https://youtu.be/sQW2wqltB0A
>>
>>848879
the left one looks better but i get the feeling the right one is supposed to be the good one. didn't bother watching your video.
>>
>>848879
>nobody noticed
how new are you?
>>
>>848879
If by 'easy' you mean finicky and difficult to wrap your mind around until someone goes and does the legwork for you and demonstrate how it can be implemented?

Before having tools like 'normal thief' available few would tinker around with stuff like that and explore what could be done.

This has been widely known about,even by none weebs, at least from the GDC talk on that 3D Guilty Gear few years back tho.
>>
>>848882
Been around long enough to see how bad most toon shading looks. But apparently not around long enough to see all the nice toon shading fixed with this.

>>848884
Huh? This has nothing to do with normal thief or the guilty gear stuff. That's all topology and normal editing.
>>
>>848879
This has been a trick for millenia you're just new
>>
>>848895
I haven't ever seen it used or talked about. Can you show any examples?
>>
>>848896
this video is from 2015 ............
https://www.youtube.com/watch?v=KSlud8DFXEk
>>
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>>848901
Bruh that video is about Normal Editing. You're here talking shit but you're a fucking retard who didn't even notice that the thing linked above is specifically not Normal Editing.
>>
>>848902
it is functionally the same as copying the normals from a sphere which has been done for decades.
>>
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>>848879
idk bro. looks fine enough to me even without any of those "fixes"
>>
>>848902
>specifically not Normal Editing.
Are you fucking retarded you zoomer piece of shit? In your video he is editing the normals from object coordinates
>>
>>848918
Looks like shit, BLENDER invented proper toon shading (checks video date) TODAY using one weird trick the industryfags DIDN'T NOTICE!
>>
>>848923
based i'll now spend the next hour of my day watching that video instead of working on improving anything
>>
>>848797
https://www.downloadpirate.com/physical-starlight-and-atmosphere-1-4-1-with-clouds-beta-for-blender-full-version-free-download/
site looks shady as fuck but the addons actually work.
>>
>>846083
Dumb noob question: I downloaded a random character rig and I'm trying to do some posing and whenever I rotate the left arm the right arm also rotates in the same way. Is there a way to disable this symmetry?
>>
>>848970
When in Pose Mode, look at the top of the Animation Window, you should see something that looks like a butterfly in the top right of the toolbar, if the 'X' next to it it is active, click on it to deactivate symmetry for posing.
>>
>>848971
Thank you anon, godspeed.
>>
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I made an anime beam.
>>
>>848973
neat
>>
>>848973
Neat...for 1995.
>>
>preview in blender runs at like 7fps in the viewport
>press f12 to do an image render
>close it and go back to the program
>suddenly the performance increase to like 13~15 fps for the rest of the time i use the progam
???
i pretty much do this every time shit gets too slow now, but i still don't understand why the fuck does that increase performance at all.
>>
>>848996
if I had to venture a guess, I'd say the render clears out the viewport cache or some shit like that
>>
>>848916
No it isn't. Copying from mesh to mesh still has issues that you don't have when using math instead. Like limited point count and frequent projection errors and artifacts from the copy. And changes to mesh normals still break when deforming. And the shape being made in the end in that video is not a sphere.

>>848921
I guess your advanced boomer age has rotted your brain out since you can't tell the difference between making changes to something (an 'edit') and replacing it with something completely different (not an 'edit'.)
Holy shit I know this is 4chan and the bar is low here but you people are fucking braindead while thinking you understand everything. Normal editing sucks ass and is barely a real fix because of how unreliable it is and how quickly it breaks on deforms, so it still often isn't used even when fixes are needed, or it requires a huge amount of work. This is a way around those problems.
>>
have any of you guys managed to get the quadremesher cracks to work. i've tried downloading it twice and it still just asks for the license and email up front
>>
>>849009
>B But these are not the normals
>>
>>849015
> Fix for problem exists
> Barely gets used because it still has tons of problems
> There's another fix that doesn't have these problems
>"This is exactly the same thing because in the end its also normals"

You said a bunch of stupid shit without understanding what you were looking at, and now you're trying to cope by pretending things that matter don't matter.
>>
>>849017
>> Fix for problem exists
How's that fix called? I wanna read more about it.
>>
>>849019
He automatized the normals orientation with the object coordinates instead of use an external object
>>
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Anyone know why the model's polys are plainly visible on the model whenever i use a displacement or normal map? I've cleared sharp edges, creases, gave it shade smoothing, messed around with the auto-smooth setting, and tried 'set normals from faces' on it, but nothing helps.
>>
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Tiger driver's view port. I'm trying to get more familiar with using materials in Blender, so this uses a wear map and bump map. Is the layer based workflow of other software better than Blender's node based method?
>>
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>>849021
Something like this? (I didn't watch the YT video.) Here I just calculated the normals from the position, and blended them with the original ones. It's not a novel technique.
>>
>>849045
He is taking an Empty's Object Coordinate from the Texture Coordinate node and plugging that into the shader normal socket. This gives shading like a sphere. Then he is bending and scaling the X and Y with vector mapping stuff to create a shape more like the character's face, which gives the proper shape to the cheeks while keeping the shading clean.

To have it work when rigged and moving, these normals need to be rotated with the empty's Rotation after the transforms are done. He doesn't use the actual normals of the mesh at all.

I've seen using the object coordinates to get a sphere talked about before, but only for non-rigged stuff due to the rotation issue, and not with them being changed to get a different shape. And i've seen the rotation thing talked about for object space normal maps (mostly saying that they can't be used except in cases where the rotation doesn't matter, because otherwise you have to solve the rotation). And I have seen lots of stuff on fixing toon shading, but only ever talking about different methods of editing existing mesh normals, and usually with poor results, or the guilty gear topology and normals stuff. I have not seen all of these things put together before. So I guess it is novel in that sense.

And i have not seen a method like this implemented anywhere. There's plenty of art you can see normal editing done in (because you'll see its problems from some angles, or its just a sphere) and places you'll see untouched normals with the bad shading, and lots of stuff where the face is just shadeless or they fake it with textures or some sort. Genshin uses a texture that is kind of like this only across the face, but not up and down. I haven't seen any examples of something fully like this though.
>>
>>848880
Same
>>
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>>849061
You think manga shading is supposed to look like the left?
>>
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>>849063
Did you even practice 2d before moving to 3d
>>
>>849064
That cheek shadow looks clean and smooth. Its not all wavy. Who is this reference supposed to be supporting?
>>
>>849045
>>849067
Left. Your shader is ignoring the details like the shadow near the bottom of the nose and the light on the bottom of the lip. Wavy shadows are usually the result of too strong lighting.
>>
>>849071
We're talking about two different issues and you have entirely missed the point of what's going on here.

You're talking about artistic issues with the shape of the face and contours, and I'm talking about technical issues with toon shading producing this waviness, which is what the guy who made this is trying to solve.

The wavy shadows are not being caused by too strong lighting. That is not how toon shading works, as it ramps any lighting to black and white. Light strength affects the location of the terminator and the size of the lit area. The shape of the toon terminator is completely topology based. The wavy shading is caused by the nature of the topology, and will occur in anything short of a quad grid (and still then if light moves diagonally to it.)

The head on the right doesn't have the correct anatomical shapes because its a basic setup that's being used only to demonstrate that you can eliminate the waviness. You are absolutely correct that it has artistic problems because it does not have all the correct contours defined yet, but that's clearly because its only a simple setup. It can have the correct shapes while still avoiding the waviness, but the base topology cannot have the waviness removed in any efficient way.
>>
>>849072
Fair enough.
>>
>>849073
What's the name of the game that shot is from, btw? Its a good reference, especially considering its 3D. Thanks!
>>
>>849074
One Punch Man: A Hero Nobody Knows
>>
>>847125
cringe
>>
losing my damn mind at how many samples subsurface scattering needs, bros
>>
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...
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>>849096
based
>>
>>849027
Please respond. This shit never happened to me in Maya. Is Blender really too dumb to take into account the objects normals?
>>
>>849210
Go back to maya, never come back.
>>
>>849214
cringe
>>
>>849214
Don't get lost on the way to the unemployment office, blendie
>>
>>849217
>>849218
Maya awaits, away with you. get Zbrush aswell.
>>
>>849220
shh, blendie, it will pass. just model another donut to keep your mind off things.
>>
>>849227
i want you to go to your preferred software and live a good life. you need to stop letting a software live rent free in your head.
>>
>>849229
seethe
>>
>>849231
dilate?
>>
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Are 269 too many faces for a g4m3 ReAdy shitty boat asset?

>>847286
Pretty rad. Warframe Orokin inspired?
>>
>>849027
well, this seems to have turned into a shitshow, but I'll answer anyway. plug the same voronoi texture into a bump node and feed it into the shader's normal. if you want geometry displacement in eevee, you'll need to do it by modifier.
>>
Hello there, I want to do some basic painting without applying material and I was wondering. does Blender have something like vertex face painting? I mean, I know I can do vertex paint but that paints the corners on all connected faces, in Maya there was an option to paint the faces which means no color would "bleed" onto the opposite corners on the face, is there something like that in Blender?
>>
>>849242
you can paint vertex-per-face, yes.
next to the mode selector there's a "paint mask" toggle. turn it on, tab into edit mode, paint on the selected (or flood with paint -> set vert color)
>>
>>849244
Thanks, I'll check it.
>>
Is there any way to apply a subdivision modifier to a model with blendshapes. I know you can duplicate the shapes as their own meshes, make the change and reapply them but anything that does it faster would be nice.
>>
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>>849240
Didn't do anything, for either cycles or eevee. So far the only thing that's worked is the experimental 'adaptive subdivision' setting for cycles, and eevee with a very high subdivision amount. Both seem like pretty primitive solutions though.
>>
>>849251
actually, shit seems kinda broken after all. disconnecting the displacement node might be enough to improve things for eevee, but it's still possible to make out individual faces. idk then.
>>849250
here's a roundabout way to do this: enable mdd export plugin and export your model, then delete all shapekeys, then apply subdivision, then import mdd back.
you're gonna lose the shapekey names though, maybe some other similar format works better.
>>
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>>846083
Blender users, will Blender ever get better support for AMD cards? It seems like this is the only 3D software that hates them. I really just wanna learn 3D work without small hiccup[spoiler]and it hates my compute mode[/spoiler]. Will power through regardless.
>>
>>848929
Just reminder that you can pretty much execute any code you want with Blender Python, including bootstrapping rootkits and keyloggers.
>>
>>849280
>better support for AMD cards
I have an old Nvidia and can't do the dynamic mesh preview in sculpt mode but an even older AMD card that i have can do that shit, idk why.
>>
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practised some more office assets, i think i am getting a hang of it. can I sell these simple assets after texturing for 2$?
>>
>>849238
>Are 269 too many faces for a g4m3 ReAdy shitty boat asset?
why not make high poly then bake into low poly mesh?
>>
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Bow down before me.
>>
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>tfw you try to figure out how the fuck nodes even work
But hey at least I'm starting to figure out how to UV unwrap and image texture. Feels good. Thanks for reading my blog.
>>
>>849337
No point in doing that for some shitty boat, let the texture work do all the heavy lifting
>>
>>849339
I found reading the documentation more insightful but that's after setting up a simple toon shader. unwraping is a real pain in the ass but the most satisfying
>>
>>849336
depends on your texturing
>>
>>849343
>reading the documentation
Oh yeah I always forget about that, I always focus on video tutorials and forum threads. I'm stupid. Thanks for the heads up pal
>>
So do fancy hardware alternatives to mouses exist? Which would you recommend? Blender involves clicking and scrolling a fuckton and it puts a strain on my already gaming-raped wrist, so I'm looking for tips on how to reduce strain. I already use a drawing tablet for sculpting, it's a joy to work on it, but when I do everything else related to the program I have to use the mouse and after an hour or so it starts to feel uncomfortable
>>
>>849354
Stop wanking so much, faggot
>>
>>849354
you can just keep using a tablet for the regular blender stuff
>>
>>849354
just switch to right click select bro
>>
>>849344
what should I aim for?
>>
>>849354
I use a trackball
>>
maybe dumb question how do I get blender to default to showing the model viewport as material preview instead of solid mode when I click the uv editing layout tab?
>>
Im trying to make an effect in materials where the texture gets "pushed" by an expanding circle, kind of like how the pepper gets pushed and compressed to the edges in this https://youtu.be/ho0o7H6dXSU

I'm experimenting with scaling the texture while expanding a circle of transparency but it looks pretty trash so far.
>>
>>849554
>set windows how you like
>file > defaults > save startup file
>>
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>>849631
Nice
>>
>>849604
thank you, have a horizontally-challenged monitor so it's been a bother having to drag out the window every time to toggle it on
>>
>>849704
want to know a cool tip? if you go hover on the header- you can scroll-click, mouse drag it left and right; HOLD ON. I know - sounds amazing- and now for my ultimate move- are you ready for this 1?- listen now, this is the best part: scroll wheel to shift that header left and right .
>>
I'm getting more familiar with animating in Blender. Right now I'm using the graph editor to adjust curves, making my movements seem more organic.

Do people tend to delete as many keyframes as possible when fewer keyframes with the right curves produces the same results? For example, a U motion in a 10 second animation could be achieved with three keyframes and two curves or 10 individual keyframes over 10 seconds without curves. What do most people do?
>>
>>849713
Hey- I guess it depends- I think I understand what you are asking- but the answer depends on the exact situation. keyframe density has an effect on viewport performance though, so it is usually good to minimize your interpolated frames (within reason, that is. Never limit yourself- But having multiple complex rigs with pure spaghetti in the editor takes a noticeable hit to performance) (this is more of a best practice)

I think the "goal" is to key your motions with as few keyframes needed to achieve the animation- That is a main power and purpose of the graph, and interpolation in general

There is a lot of nuance to the graph editor. I'd like to hear your thoughts (strengths, weaknesses, difficulties).
>>
>>847278
if you're going to use those models for games, you're wasting your time with hard surface modelling
>>
>>849713
get pierrick picaut's alive animation course, you will learn literally everything you want to know about animating in blender.

https://youtu.be/K6lYYgLKH04

To answer your immediate question, block out with evenly spaced keyframes and no interpolation, get it looking right and the timing right based on your poses alone, then add detail keyframes to get some of the acceleration and other niceties in BEFORE going to splining/interpolation.
>>
From where should I start if I only want to make renders of anime girls?
>>
>>849788
please be more specific. do you want to make your own anime women, or do you have a prerigged model you just want to render?
>>
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>>846083
I'm just learning and following along Blender Guru. You guys think the reflections on this cup is fine or I'm overthinking it. Thinking of doing a mug next.
>>
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>>849906
Reflections look fine, but you need fix the handle and the plate looks like it's missing smooth shading.
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>>849907
Yeah, I need to polish up my handle more.
I'll smooth shade the plate too. Gonna make delicious mug on my own after I learn his condensation stuff.
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So, Pablo Dobarro revealed on his stream that he left blender to become a freelance artist. Thoughts?
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>>849931
How do you feel about Autodesk's most recent announcement that they'll be requiring a TPM chip to be installed (subcutaneously) in all of their software renters (formerly "license holders")?
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>>849931

Can you make money freelancing only? Seems like it's tough work.
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>>849931
>Thoughts?
Sad if true, he is computer engenier but one of his goals was to join the artists team in the Blender fundation, lots of Asian studios are moving to 3d but I think he doesn't do animation, he has Daniel Martinez Lara too ......
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why the fuck are the normals broken
this is a USD import from houdini, but the same issue happens with an Alembic import
imports fine in 3ds max so its not an issue with houdinis exporter
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>>849931
don't care I sculpt in zbrush

Good on him for following his dreams.
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>>849993
is that the mesh with the material applied? if not, have you tried with reset vectors?
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>>849931
He's got a comfy software engineer job locked down in europe but threw everything away to go slave for mentally ill furries on a turdworlder income? Fucking nuts, man needs help.
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>>849993
select all, alt N, set from faces
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>>850008
>comfy software engineer job
lol, he was in charge of the sculpt, the vertex paint and the texturing mode ALONE, you have to add that he wanted to develop a cad mode too and they have 3 guys in Cycles and one in Eevee ..........................................................................................................
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>>849931
Adding too this,
Jospeh Eagar, who is not employed at Blender. Is going HAM on the performance code for sculpting.
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>>849931
>Thoughts?
Looks like he left after being publicly shamed by Ton Rosendall on twitter, if the guy hiring you don't defend your work after 2 years that's not a place for you, anyhow he wanted to do more art and less coding and the Blender fundation doesn't want that.
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How come the color ramp makes the voronoi texture this sharp?
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>>850047
does the final render match the ogl preview?
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>>850046
was that over the "Asset Creation Pipeline Design" blogpost Pablo wrote, i remember that made people see red.
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>>850052
Nahh, after that he wrote a post on twitter about his decisions in the sculpt mode an that went even worse.
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>>850052
Anyhow he'll end with his own animation studio most likely, software engenier, musician, 2d and 3d artists, 25yo ....
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>>850047
You're connecting the color ramp's input to "color" rather than to "distance," which is what's shown in the left image.
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>>850058
>>850060
I think its sad, but not surprising. he have taken the brunt of the bitching for everything performance arguments the years he have worked there. I guess he was fed up with it.
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>>850046
>being publicly shamed by Ton Rosendall on twitter
If my boss tried to sink my career on the internet I'd kill him.
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>>850046
>publicly shamed by Ton Rosendall on twitter
link?
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>>850122
https://twitter.com/tonroosendaal/status/1425014547266560003
Donutman was there too, among others.
https://twitter.com/pablodp606/status/1424823045483634693
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>>848633
I'd say, do how you would do it with actual wood. "Shave off" the top of the sphere and "shave off" the bottom of the cross so that they are plain surfaces and then "glue" the cross on top of the sphere.
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>>849931
Do you have a timestamp? Because his twitter bio still says
>Blender developer with Dev Fund grant.
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>>850142
What about booleans?
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>>850157
1:28 to 1:31
https://www.twitch.tv/videos/1144856901
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>>849998
>>850009
the problem is this is a mesh sequence, any changes to the normals will be overwritten by the modifier
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>>849354
Some people say touchpads are easier on the wrist.
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How does Blender still not have a grease pencil pass?
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>>850162
ah ha, just need to disable "Faces" from the read data section
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>>850187
same reason there isn't a proper brush tool or eraser tool: devs are too busy sniffing their own farts over endless juicebox tutorial tweets to work on fundamental stuff needed for actual production
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There is a way in which the Source Filmmaker/Gmod Renders look in the way the Source Engine does lighting and renders objects.

I really want to replicate it in Blender and I've messed around in Cycles and Eevee. I just can't seem to replicate the way objects look in Blender/eevee as if they were rendered (properly) in the Source Filmmaker.
>inb4 just stick to Source Filmmaker
That program has so many problems and is software collecting Valve's dust.
I would rather learn Blender than SFM, but I just want to know what can be done to replicate the SFM render look in Blender because I love the render style that Source Filmmaker does when objects are properly lit.

Does anybody know where to start?
Pic-related is a simple render example I found that isn't tf2/fnaf/nsfw

Any help/advice would be greatly appreciated.
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>>850189
nvm, you just gotta add a "Normal" node in houdini with overriding the current normals, compute normals off, and "make normals unit length" for blender to read them correctly...
now to figure out why the USD import seems to break after opening the file again
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>>850196
not sure what to tell you, since your pic looks like it could easily be done in blender
try switching to eevee and using a specular bsdf for your textures instead of the standard principled bsdf, since it's simpler and tends to work with older texture layouts a bit better
after that it's just some color balance and film grain
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>>850196
Isn't there like an SFM test map thing? I see it all the time when people upload their humanoid ponies and what not

Every SFM thing kinda looks lit the same way so I assume whatever you're talking about is the result of largely unchanged default settings. Even if the scene I'm talking about doesn't literally have lights (though it probably does), odds are the defaults conform to how that test map is setup. Which means you can use that as the basis for constructing your own 3 point lighting system; you could even add emission to the light props in the scene and then tweak that until you get two renders to match.
Then adjust some other more efficient light (whether that's cycles area lights or EEVEE portals or whatever)
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>>850196
you might be interested in pragma filmmaker
https://wiki.pragma-engine.com/books/pragma-engine/page/introduction#bkmrk-what-is-pragma%3F

alternatively, https://developer.valvesoftware.com/wiki/Blender_VertexLitGeneric
if you want to stick to blender strictly
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>>850209
>try switching to eevee and using a specular bsdf for your textures instead of the standard principled bsdf, since it's simpler and tends to work with older texture layouts a bit better
after that it's just some color balance and film grain
I'll give that a try! Thank so much.
>since your pic looks like it could easily be done in blender
The way the Blender render "engine" renders the object/textures and lighting can easily be done in Blender?
Anymore advice by any chance than you Bsdf advice? I've already made a notepad note of it, anon.
>>850212
>Isn't there like an SFM test map thing?
Maybe if I can find a tutorial on porting SFM maps to Blender I can use that to test side by side lightings, and a model from the SFM files will be needed.
I think there was a "remake" of the testing map for blender on some website similar to SFMLAB but I unfortunately forgot the name of it.
>Then adjust some other more efficient light (whether that's cycles area lights or EEVEE portals or whatever)
From what I understand some lads say that EEVEE allows for faster renders while compromising some detail quality. Hopefully this is closer to the Source Filmmaker as that program is tailored for rendering video game assets.

If EEVEE manages to make even the most highest definition of models look like HD video game assets being used for a pre-rendered cutscene then that's even better.
To port models into SFM most likely requires a tiny bit modifying the model to work in SFM. Though admittedly I think the SFM program hits that "middle ground" between compromising high definition detail and performance with just enough "unrealism" to allow one's mind to relax and enjoy the visuals because said unrealism makes it look like an HD CGI "cartoon"
Which is something I'm looking for.

I appreciate both of your responses, and I'm still open for more!
examples: https://www.youtube.com/watch?v=4KjS8CJPQrU
https://www.youtube.com/watch?v=JJG70LpFfa4

>Picrelated
yes SFM and photoshop
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>>850219
>pragma filmmaker
I hope Valve makes Source Filmmaker Open Source it might as well be. I'll look into this. Thank you!

>alternatively, https://developer.valvesoftware.com/wiki/Blender_VertexLitGeneric
>if you want to stick to blender strictly
I knew I would be using that website, and while I have heard of VMT files I am unsure if this will help, but the picture of the combine soldier in the article looks almost like its in SFM. This might actually narrow my search down.
The nodegroup screenshot also looks VERY helpful.
>Due to inaccuracies in BVLG, the compiled material may look different to the one seen in blender. I can only apologize until these inaccuracies are fixed.
I'm not interested in developing in the Source engine, but if this hobby I want to get into actually turns out to be fun then it might happen if Source 2 becomes big with Unreal/Unity.

This is just me nitpicking, but I would honestly prefer to know if Source Filmmaker graphical rendering can be recreated in Blender I hope that it can completely be done or nigh indistinguishable from SFM renders before I go installing plugins.

This is mostly because I know that eventually some plugins will have their support dropped and monkeys know more about programming.

Still I'd buy you a beer or your favorite choice beverage for linking that anon. I don't know how I managed to miss it when I would be on valvesoftware's wiki.
Thank you. I think this is a really big find for me.
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>>850223
>This is just me nitpicking, but I would honestly prefer to know if Source Filmmaker graphical rendering can be recreated in Blender
maybe with eevee and a lot of shader node usage but honestly you'd probably be better off just exporting animation data from blender to sfm if you really want the source rendering so bad
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>>850224
>you'd probably be better off just exporting animation data from blender to sfm if you really want the source rendering so bad
I should have cleared that up earlier.
I would actually be better off doing that. If the SFM wasn't such an unstable mess and had lighting limitations.

I understand that Blender has its faults too, and working with Blender sometimes is like trying to navigate through a minefield of things that could cause it to crash but if you apply this same logic to SFM you'll find that some mines form a barrier such as its limits of how many lights can be in a scene.

Comparing Blender's limitations to SFM basically shows that Blender is a complete blessing.
I still love the way SFM renders objects/lighting, and maybe the VMT textures contributes to it, but I want to first find out if its possible to get render outputs near indistinguishable from SFM renders first before I try using plugins.

Because I am aware of a joke about how many plugins/paid plugins there are for Blender. I need to see how far I can get without plugins.
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>2021
>still no per-folder sorting in the file browser
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>>850050
Yep.
>>850061
Fucking hell I'm so retarded. I'm using node wrangler and didn't even notice. Many thanks.
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Any tips on making lewd animations?
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>>850237
Do you have the models?
Do you have them properly rigged?
Do they have shape keys?
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>>850242
Yes sir
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>>850243
Well, start small, get some good poses first, turn them into keyframes, get some small loops, and you go from there.
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>>850246
Thanks boss
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>>850248
BTW, practice lighting.
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>>850250
Like 3-point lighting?
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>>850251
In general, sometimes lighting makes or breaks a scene.
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>>850254
Noted bro, btw, are there ways to speed up rendering? A 3sec 720p test animation took almost 30min to render.
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>>850255
render on gpu, use eevee, optimize your render settings (max subdivisions, volumetric quality etc.)
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>>850196
>>850209
>>850212
>>850219
>>850220
>>850223
>>850224
>>850225
>posting from my laptop
Not the SFM anon but I just really need to chime in.
I found the SFM test map "recreated in Blender" here: https://open3dlab.com/project/568/

Unfortunately I can't do any Eevee testing because my main PC's 1060 graphics card finally died.
Is anybody able to at least give it a try to get SFM looking pictures from the advice of some of the highlighted answers to the anon wanting SFM looking Blender renders?

Unironically this render style may have the benefits of being most optimized for faster renders while still hanging onto an "acceptable" amount of quality.
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I feel like I'm just about to punch the fucking monitor in. What the fuck is wrong with the smoke simulation in Blender?
I'm trying to make some smoke impact from a bullet hitting the wall and everything is fucked. I can't even render the smoke because if I apply the Principled Volume Shader to it to make it work, the entire fucking domain becomes filled with Volumetric Smog. There's no smoke simulation, it just instantly fills the whole domain.
>>
https://twitter.com/dedouze_/status/1437084361405444098

How does this guy seem to do perfect depth on the fly like that?
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>>850308
Damn, that looks pretty cool. How do?
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How would you go about making a single value control which material is currently assigned to a mesh? Like an integer that can be adjusted to only show a specified material if the value is 1, a different one if its 2, another for 3, etc. I tried to figure it out with geometry nodes and switches with value comparisons but couldn't get my head around geometry nodes.
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>>849718
nah i was just trying to make a 3d version of a picture but i am curious about modeling for games especially hard surface shit, what should i be doing different?
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>>850381
Not sure how you'd do it in geometry nodes, but this works in just a material. No idea whether theres a performance penalty for having one gigantic monolithic material.
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>>850438
>what should i be doing different?
I'm on the same boat, I'm still learning myself so I can't really help you there, but it seems to me that ideally you wanna use as few polygons as possible and let the textures do all the heavy lifting. It's why Fallout 3/NV and Skyrim were so popular, even low end machines could run them and honestly they didn't even look that bad if you ask me (except for NV, visually it was a downgrade from 3). Looking at your model >>847278 I'd probably dissolve a few edges, see pic rel (the X marks on the right apply to the left as well I just couldn't be arsed to draw them there too), I also marked a line between what I suppose are doors, right?

Anyway ask for confirmation for this by someone who actually makes game assets, 'cause I don't, I only know the supposed "theory" which is to optimize your polycount to shit and rely on the texturework
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>>850460
Wait a minute, those little crevices on the right and left are actually "slit windows", right? Damn I got so caught up with optimization that I didn't realize, I thought they were the crevices of some garage doors. Ignore the Xs on right and left
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>>850052
rightfully so that asset creation pipeline was the dumbest fucking shit I've ever read
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>>850460
>>850438
use trim sheets + lowpoly models, use the materials on those models, boom now you have AAA environments without breaking your ass hours modelling each fucking detail

you can create trimsheets with material designed or sculpting, or using materials from hdri images, whatever you can use for the task
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>>850473
tutorial if you're lazy faggots that can't use goggle
https://www.youtube.com/watch?v=nWnU0Yafz24
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>>850474
also for clarify, even if the video they use zbrush + maya, the process is the same, you bake the geometry/texture any shit that you want to use and UV project that on the lowpoly models for create the environment 3D model that you want to use
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Whats the worst thing you've paid a dollar for on blendermarket?
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>>850473
>>850474
>>850475
Trimsheets huh? Good shit anon, thanks!
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>animation renders just fine in the viewport and when pressing F12 to preview it
>doesn't work at all when I actually click on "Render Animation"
It just doesn't do anything, the camera still moves, everything is animated but the model itself doesn't render with any animation at all. What the fuck?
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>>850503
Okay so, for whatever fucking reason, Blender is unable to render the animation of my model if it's done through the "Render Animation" action. I found a script that allows you to render each individual frame as images instead, basically the same shit but it's as if you used the "Render Image" action first then saved it, and it worked. Just gonna paste the code over hear in case anyone might need that.

//

import bpy
import os

scene = bpy.context.scene
render = scene.render
directory = render.filepath

for i in range(scene.frame_start, scene.frame_end):
scene.frame_set(i)
render.filepath = f"{directory}{i:05d}"
bpy.ops.render.render(write_still = True)

render.filepath = directory

//

It'll import the settings for all the shit you had enabled such as Ambient Occlusion, Freestyle, Filepath, so you don't have to manually add anything else to it.
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>>850503
Which version of blender and do you have persistent data enabled?
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>>850515
2.93
I think persistent data was only for Cycles?
Couldn't be the problem since I was using Eevee.
Maybe something got fucked up in the NLA editor since I had 12 different animation Strips for stuff like Jiggle Bone physics on different parts of the model.
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>>850518
Weird then. I had issues with animations and persistent data but that was with the cycles X builds.
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>>848213
Based
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>>850461
>I thought they were the crevices of some garage doors.
in the reference they were garage doors
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>>850653
Oh well in that case then dissolving all those edges (the crevices) in favor of a good ol' garage texture seems like a good idea, especially if you wanna make the asset game ready.
As an optional suggestion, you could Extrude the doors inwards too for a bit more visual interest, I think it'd look weird if walls and garage doors were on the same continuous surface, imho
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>>850373
That's what I want to know. I know the grease pencil can project on objects or start from the 3D cursor but this guy seems to just draw anywhere and it's the perfect depth.
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>>850264
>Unironically this render style may have the benefits of being most optimized for faster renders while still hanging onto an "acceptable" amount of quality.
I take it that if one wants to try and replicate the Source Filmmaker look it will most likely be a trial and error slodge?
Doesn't Blender have a render preview option so that one can save a load of time instead of just rendering every picture with different settings until a similar SFM looking result gets pumped out?
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I'm struggling to get this .fbx icon fixed in rotation when I export from Blender to Unity.

I tried to change the Transform rotation, the export Transform "Forward" and "Up" in different ways and the model is still looking to the floor in the icon (when I drag the model to the scene there's no problem but I want the icons to be displayed correctly).

How do I fix this?
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fresh bread

>>850791
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>>850513
thanks for the share
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>>849931
Same comment I left on the other thread:

He'll probably end up like most autistic incels who are obsessed with anime girls: become a tranny.

This fucker couldn't handle a bit of criticism and it shows, just weeks after he posted a huge rant about people complaining that he only developed things to cater to his own style he decides to stop developing. Good riddance.





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