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File: booper.png (633 KB, 800x400)
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Previous thread: >>846083
>>
welp, we all saw this coming miles away
>>
>>850793
RIP
>>
Will they ever make grease pencil work with panoramic cameras?
>>
>>850793

He will literally convert blendoits to Zfags when he starts using Zbrush again. Therefore Zfags will always win
>>
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>>850791
Hey, scripting retard here, I was wondering if someone can write up a quick script that opens up a folder of images and connects each of the nodes to this bad boy. Like pic related.

I use it to randomly select textures from an array of inputs, plugging in a object>random node or attribute node to choose between each of the textures.
It's super useful for things that are similarly shaped but have different images, like labels, or building windows.

But yeah, I'd just like to 1-click all the images into place. I'm perfectly capable of connecting them manually, but I figured there's be a less-tedious way.
Thanks
>>
>>850810
he has a copy of Substance Painter too, it was one of the things that he had planed to do after the sculpt vertex colors.
>>
>>850807
Do they not?
I thought grease pencil objects were 3d objects and rendered the same as anything else in the scene.
So as long as you're rendering in cycles it should work fine with panoramic cameras.
Or are you forced to use Eevee with GP? Since Eevee doesn't support pano cameras for some reason.
>>
>>850813
couldn't you just use udims and manipulate the texture coordinates lmao
>>
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First from-scratch model and first character, anybody have any good rigging tutorials to spoonfeed me with?
I've used Pose and Edit mode a little before with preexisting armatures from game models, but never rigged anything myself.
>>
>>850898
https://youtu.be/w0w4UxgzBcY
>>
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Blender render with SFM style anon here.
from the last thread:
>>850196
>>850220
>>850223

I think I found some media that is pretty close to the SFM rendering style.
Link:https://www.youtube.com/watch?v=ijg-4YBK_qs
If I am right the director behind the animation project did a 40k book adaptation in the SFM. Its the closest the Source Filmmaker community ever got to a feature length "film."
The second closest was a canceled animation project by the director of the movie "9" called "Deep"

If any of you have advice on getting SFM looking renders in Blender I would love to hear it.
Is EEVEE essentially the "realtime" renderer for Blender? It makes things look like a 2018 AAA video game on max settings, right? That's kind of what SFM can do with a bit more "refinement" if that even helps to get me closer to the SFM render style.

>pic related
Arguably one of the best "scenebuild" renditions in the Source Filmmaker
A great example of the kind of Source Filmmaker look I want to mimic in Blender.

So a buddy of mine says he has a spare 1080 graphics card he has to look for. Hopefully soon I can replace my 1060 that died.
>>
>>850898

fuck you gonna rig he aint got no knees or elbows
>>
>>850902
To clarify my only experience with Blender is mostly from watching tutorials and reading PDFs.
Might as well say that I'm a complete Blender noob.
My old laptop I'm posting from right now can't handle Blender.
>>
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>>850903
He's got secret elbows, silly.
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>>850870
GP works in either renderer but it seems to be a separate rendering process to 3D objects. It treats panoramic cameras as regular ones.
>>
>>850955
Also a sucky thing: Eevee can't do proper panoramic cameras either.
>>
>>850791
why did C4D copy blender's layout?
>>
>>850975
They keep losing marketshare and now try to position themselves as THE next step up for people who started out with Blender a while ago and are now looking for "professional" tools to upgrade to
>>
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how do i deform it like the reference's bottom?
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>>851009
>>
so i made my characters clothing and armour with the subdivision modifier on. am i supposed to apply it before i unwrap and texture? and would that be too high poly for animation?
also if i wanted to make normal map with more detail i could subdivide a copy even further and sculpt detail on?
>>
>>850992
>THE next step up for people who started out with Blender a while ago and are now looking for "professional" tools to upgrade to
Lets just assume they are right in their implication that C4d is a step up, why would people choose C4d rather than Maya, Max or Houdini (which are measurable steps above Blender) ?
Why make one step, if you can jump ahead all the way?
It seems like they weren't thinking clearly when formulating this "strategy".
>>
>>851012
thanks anon
>>
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>>850791
What's the solution to mirroring walk animations and ensuring the f-curves are the same? (this is for a game, so I'll only be using 120 frames)
The areas circled in orange in picrel would ideally be identical. Is it just a case of copying the keyframes multiple times and just taking a cross section of the animation into the game?
Seems inelegant to do it that way. Surely there's a way to mirror keyframes so that the curves are also mirrored the same even if the copied keyframe is planted mid animation.
>>
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>>851035
To clarify, this seems to be my issue.
These selected keyframes in the curves should have the same bezier handles, but they don't. (one of the keyframes is just a mirrored version of the other, offset by 60 frames).
(In this image I've made the curves cyclic to illustrate the problem)
>>
>>851035
Also, I'm wondering if there's a solution that doesn't involve modifying each bone individually.
>>
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>>851039
Also, I'm aware that I can do this (picrel) since I'm only using frames 0 - 120 and can discard the rest, just wondering if there's a better solution.
>>
>>851027
C4d is quite a big name in motion graphics still so the name is still in heavy rotation in the professional field which works well for baiting people who're looking to step up from their noob level.
There's a huge crowd of people who started out with Blender in the last couple years and it seems like they're really focusing on that crowd. Many of those people still think that Blender is just a starting point and you have to switch to some big brand to get anywhere.
>>
>>850872
That wouldn't be random then.
And if it would, it would be based on the material, so every object would share the same texture.
Not to mention UDIMS would be more work than this.
>>
>>850950
That still looks like it aint' gonna deform too good. Throw your character into Mixamo (look it up on Jewgle) and do a quick rig test to see if the model will deform properly.
In my noobish knowledge, at least 2 things affect proper deformation:
1) amount of polygons (too few and stretching will become noticeable, too many and the program will struggle to process it all, a middle ground seems ideal)
2) topology
As a beginner it might be advisable to focus on poly amount first, and proper topology second
Lastly your character's feet appear to be merged together. That can't be good
>>
>>851022
>would that be too high poly
Depends on the animation: if it's for a game, the average standard is about 15000 faces (quads, I believe, so 30k triangles, other anons please correct me if I'm wrong) for a model; if it's for a cinematic short, you can go higher but I don't know exactly by how much
>>
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rigging amateur question:
how do you reconcile the root bone of an armature with the foot IK controllers?
if the foot IK controllers are children of the root bone, and you make an animation with root motion, the foot IKs are bound to slide around and you can't get them to stay in one place on the ground.
the easiest solution is to just unparent the root bone from the foot IK controllers, but doesn't that defeat the purpose of having a root bone in the first place?
>>
>>850793
>1 day later
>sculpting semen demons on twitch
>>
>>851075
This is but the first step of his journey.
>>
>>851075

HE keeps all his coom-stained 3d sculpts in his C:\ drive.
>>
>>851075
that's all he's been doing the last few months anyway
>>
>>851075
He can't keep getting away with this!
>>
>>851075
Can anyone make that grid preview work with nvidia on windows? only work with amd to me, I have tested that with a 980 and a 660 ........
>>
Guys, give advice to a retard. I wanted to model a chess set like another anon did here, but what I cannot quite get right is how to light up a chess board so that it looks good from a high angle, in the sense that the board looks like it's on a well lit table, but also the fine details on the pieces are visible. All tutorials for retards are talking about how to set up lighting to showcase one model, which does not seem the case here. Or maybe I should do other things first, like texture the table, put more work into pieces and their materials and think about lights last?
>>
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>>851118
Get some normal maps or other surface imperfections on the board that catch the light. Look at existing chess boards (or other game boardss) IRL to see that they're not just a flat, perfectly smooth plane.
Use your normal lights, but also set up an accompanying HDRI for reflections of the environment and some more ambient/secondary lighting.
If you want to continue the studio look, look into HDRIs that replicate a studio setup.
>>
>>851124
Thanks anon. It's a fair point that I need to put more work into the surface of the board. For now I just tried to warp the edges a bit (and they are a bit less flat than what it seems), but in fact the whole surface needs to be imperfect.
>>
>>851124
DOSCH DESIGN had some amazing studio HDRI collection years ago, specifically crated for product presentation. No idea if they are still around, but I still have most of the physical media.
>>
>>851124
>>851195
So I am supposed to have actual lights, but also keep an hdri? I guess the issue that I faced is that by trying to have the board well lit (I don't quite like dim environments) I made the lighting too flat so the hdri I used when shading individual objects didn't really have any effect. But I guess I should make the scene more detailed and revisit lighting after that.
>>
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>>850791
Hey I am trying to learn blender for moddelling. I have this very simple character, and in the simple view it looks fine to me but when I add sub divisons it completely falls apart.
I have seen other people in tutorials do this to a similar figure and it works fine.
Can you help me find out why it is so bad for me?
>>
>>851239
it's because those verts aren't connected
select all and merge by distance
>>
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fixed thanks to a kind anon
"Select al vertices in edit mode > press f3 > merge vertices"
>>851247
thanks anon for replying, I am not sure how I caused the issue but I will try and understand why
>>
>>851248
Another anon. Could be that you pressed 'extrude' or 'inset' or somerhing like that and then forgot to move the created geometry or undo. Happens to me all the time.
>>
>>851239
>>851248
Actually no, in your case these look like unmerged vertices along the seam of a mirrored object. Can happen if in the order of modifiers mirror comes after subdiv. Then Blender will subdivide half the model and then mirror the result which can look like your pic.
>>
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I tried using Blender once when I was in high school and I gave up after 3 minutes. I'm basically an expert.
>>
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am i gonna make it
>>
Thoughts on combining stylized characters with realistic landscapes?
>>
>>851283
yeah I have some
>>
>>851230
>So I am supposed to have actual lights, but also keep an hdri?
Yeah generally you want the HDRI for reflections, not so much lighting (though in some instances you can use it for that). Things will look even more flat if you don't have an environment for your objects to reflect. So if you just used lights, and a solid color background, you're losing a lot of detail from your model since each part reflects the environment differently. With a solid color, everything looks homogeneous since the environment is the same all around.

If things are too flat, you might want to re-think your lighting setup, and either tone them down and adjust the exposure, or move them around.
Just come back to it later like you said. Lighting is an entire field on its own.
>>
What are some essential Blender addons?

How do you guys feel about:

Hard Ops
Ice Tools Pro
Autorig Pro
MeshMachine
Speedflow
Retopoflow
UV Squares
BPainter
>>
>>851292
mmd importer
sfm importer

thank me later
>>
>>851292
https://www.youtube.com/watch?v=CzlefBEB3ko
https://www.youtube.com/watch?v=OV0gcfXQgAQ
https://www.youtube.com/watch?v=PpkxGzuuuPg
https://www.youtube.com/watch?v=QfbXeP8LgEg
https://www.youtube.com/watch?v=lRVnk1PMDTs
>>
>>851299
>>851300
Retard
>>
How do you make rigs with the armatures imported from games/sfm?
>>
>>851303
if there is an armature, then why do you want to re rig it
>>
>>851305
I want the rig controls to actually animate the model instead of bone by bone, sorry if I explained it wrong.
>>
>>851308
rotate the bones, dont translate
>>
>>851305
>>851310

based retard

>>851303
https://youtu.be/Ts9LModAFp4
>>
>>850791
So I just learn UV mapping and unwrapping from Guru and want to confirm something
Is this how people make HD textures?
>Place seams and unwrap the model, see if it's pretty spaced out and undisorted
>Save it
>Open UV Mesh in a art or photo editing program
>Draw, paint, color whatever the fuck you want
>Save it/Export
>Reopen it in Blender/3D program
>Make sure it fits good on your model.
Am I understanding how professionals do this, right?
>>
>>851333
Professionals don't use Blender, bro.
>>
>>851333
>Open UV Mesh in a art or photo editing program
>Draw, paint, color whatever the fuck you want
No, this is just one workflow, and it's only really viable with clean, not overly complicated objects like wooden planks. Most artists will actually paint directly on the model.

Here's the true redpill:

1. Place your seams
2. UV unwrap. Make sure you organize it cleanly, overlap the parts that are meant to look the same, make sure you have the bleed configured properly, etc.
3. Set up your materials in the shader editor and bake whatever you want (AO, metallic, normalmap, etc)
4. Start Texture Painting.

If you want to go for the hand-painted look and work primarily with your graphics tablet, consider 3D Coat or using the Blender texture painting tools.

If you want PBR texturing that utilizes smart materials, check out Quixel Mixer, Substance Painter, Mari and Marmoset Toolbag 4. It's more technical than a pure artistic workflow.
>>
>>851333
if you're gonna learn proper UVing you'll have to look outside the spectre of blender tutorials, the guru especially is not gonna be able to teach you shit get off that scammer ASAP.

https://youtu.be/L3654VGZObg - blender UV tips

UV info no blender tutorial ever gives you:

https://www.youtube.com/watch?v=5e6zvJqVqlA
https://www.youtube.com/watch?v=MVsIIkJNkjM
https://www.youtube.com/watch?v=YyQ9RMeU0s0 (Uv smoothing)
>>
>>851338
>>851336
Wow. UV stuff has more going on than I initially thought. Lot to learn in the future though. 3D has a lot going on than you think.
>>
>>851341
3D Coat is pretty comfy, and Blender natively supports it so you can export and import in between with ease now too.
>>
am i going crazy, or didn't blender's transform tool used to only display unlocked channels? like if you had Z and Y rotation locked, it'd only display the red X circle when you hit R to rotate. now it shows all three axes even if they're locked
is there a setting somewhere for this?
>>
>>851292
None of these.
Blender already comes packed with the essentials.
Anything else is pretty frivolous.

Though I will put in a suggestion of the Wiggle Armature addon. It's one that I use in just about everything. It's great for more than just boobs.
>>
>>851362
>Blender already comes packed with the essentials.
>Anything else is pretty frivolous.

wanna know how I know you suck at UVs
>>
Is it just me or has blender's shaders compilation become unbearably slow in 2.93?
>>
>>851283
look up scott mcloud masking effect
>>
>>851334
why are you here? lol
>>
>>851368
UVs are simple as fuck.
The fact that you NEED an addon to cut fucking shapes is how I know you suck at UVs.
>>
>>851431
>The fact that you NEED an addon to cut fucking shapes is how I know you suck at UVs.
Blender packing algorithm is old and slow as fuck, you need at least TexTools and UVPackmaster
https://www.youtube.com/watch?v=7XVy_BC_unI
>>
>>851431
How am I evaluating Texel density or UV utilisation without add-ons, why are you manually straightening every loop of an island?
>>
>>850793
>Broke edit mode performance
>Broke pinch brush behavior
>Broke texture paint brush
>Added a bunch of unfinished cloth sculpting brushes with shitty convoluted behaviors
>Still hasn't fixed vertex paint performance
>Pose brush is still jank as fuck
>Remesher is still nowhere near what he proposed when he first showed it off
>"Alright later guys I'm off to take a break :)"
Is Pablo secretly based?
>>
>>851447
>Broke edit mode performance
??? it works better than ever before in 3.0 alpha
>Broke texture paint brush
what exactly?
>Pose brush is still jank as fuck
elaborate
>Still hasn't fixed vertex paint performance
vertex paint mode is trash. have you even tried his sculpt mode vertex paint? night and day difference and actually works
>>
>>851447
>Still hasn't fixed vertex paint performance
Sculpt Vertex Colors
>Pose brush is still jank as fuck
You have to use face sets and automasking
>>
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>>851068
If I'm subdividing it like this how many segments would you recommend for the arms?
>>
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>spend the better part of two days building a skirt rig using spline ik
>it's more of a pain to animate with than just using chains of fk bones like the japs do
>>
>>851455
for something this simple put in about 16 spans and set your model up for subdivision, that'll give you enough topology to work with bendy bones and form a smooth curve when subdivided.

>>851447
think of how many people he prevented from swapping to zbrush for sculpting sooner with his false hope, truly incredible time wasting.
>>
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Fucking hell you guys I'm stuck in this weird limbo. I know rigify super well-; I like the control rig it produces and have used it for many hours. I built rigs from scratch before I learned rigify and although they weren't as advanced, I liked them well enough. But why, why is it so hard for me to transition out of rigify, into my own advanced custom rigs ? My main snag right now is with the duplicated deform skeleton, producing the Control and Mechanism skeletons directly on top. Like it begins to get stupid hard to even select the bones in the viewport once you reach that stage. It just makes me angry that the "correct" advancement is filled with pitfalls and workarounds- More grief than I've run into learning or overcoming any challenges thus far in 3d after 2 years. Makes me want to scream in frustration. Don't even get me started on the weight painting either. FUCK
>>
>>851475
>My main snag right now is with the duplicated deform skeleton, producing the Control and Mechanism skeletons directly on top. Like it begins to get stupid hard to even select the bones in the viewport once you reach that stage.
Yeah using rig layers is a major pain in the ass and feels super limted, hopefully they'll fix that with the planned animations updates but it will probably take a couple of years.
>Don't even get me started on the weight painting either. FUCK
Just use more bones and let the automatic weights do its work :^)
AI weight painting for the masses can't come soon enough
>>
>>851436
>needing an algorithm to put jigsaw pieces together
>thinking an algorithm knows what parts of your mesh are important

>>851443
>How am I evaluating Texel density
Use your fuckin eyes lmao.
>why are you manually straightening every loop of an island
Select a squared-off face, select all or linked, follow active quads. Literally 2 keystrokes. Hardly what I'd consider "manually straightening every loop"
>>
>>850793
>>851447
Lol rip blender sculpting forever.
>>
>>851447
Well, since he was never a coder to begin with, it's no wonder he just messed everything up.

Finally with him gone, Blender Institute can hire someone who can actually code to work on Sculpting.
>>
>>851488
>Use your fuckin eyes lmao.

yeah your work is getting rejected lmao

you will find out when you get an actual 3d job
>>
>>851455
You should typically have three or more loops around joints for them to deform nicely.
>>
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Hey anon could you answer either of these questions regarding UV editing please? If yes, here they are:
1) see pic related, how do I "duplicate" UV faces? For instance how do I make face B be both the same shape AND have the same location as face A?
2) the image tex looks really flat, is there a way with nodes in which I can make the image texture magically have more depth?
3) sometimes when I UV unwrap the faces come out distorted in the UV editor, for instance in Edit mode a face looks normal and then in the UV editor it's longer than it should be or sometimes full-on distorted and fucky. What gives?
>>
>>851538
1. For something this simple just enable snapping to vertex and snap the points of island A onto island B.

2. You could generate a normal with photoshop, crazybump or the like. It won't be great, use mats with normal and/or height and metalness/roughness ready.

3. Apply all transforms to the model before unwrapping.
>>
>>851539
Roger, thanks for the intel m80
>>
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>>851508
they could
but they won't
>>
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>>851575
>>851508
>Blender Institute can hire someone who can actually code to work on Sculpting.
Rumored Thomas Dinges to work as community manager, no more sculpt/vertex paint/texturing/retopo/cad shit lmao.
>>
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I guess that's what you turn into when you surround yourself with the default cube guy and other questionable individuals
>>
I'm doing vertex painting set to multiply, and when I paint with white over something I already painted with a darker color, it doesn't seem to be doing anything. To my understanding it should work as an eraser since it's white on multiply? Selecting "set vertex colors" works, but I'd rather use the paint feature.
>>
>>851511
I have an actual 3d job, but nice try.
If you can't manage to UV by yourself, then you have no business being hired by anyone.
There's nothing that needs an addon that you can't do yourself with minimal effort.
>>
>>851303
>>851308
>>851326
It's impossible because game rigs aren't control rigs.
>>
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Thoughts on this Water?
I think the Shader for it came out looking well, and the Ocean Sim wasn't that hard too use.

Any idea on how I could make the water splashes when the objects go in and out of the water though? I tried faking it with a particle systems but it doesn't seem to work that well. And the fluid sim just doesn't work properly for whatever reason, maybe I just don't know how to use it.
>>
>>851647
Movement is nice, the foam looks a bit like spiderweb though
>>
>>851647
Looks cool but it sure isn't water.
>>
>>851647
looks like mycelium
>>
>>851636
uv mapping in blender is objectively pure tedium without addons, suffering pointlessly doesnt make you more 'legit' lmao
>>
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>>851649
>>851650
>>851655
Okay, maybe I overdid it a bit with the foam.
This looking any better?
>>
>>851665
Yeah, still moves a bit sluggish though, as if there was an oil spill or something.

The feeling of depth and the reflections are great.
>>
>>851665
Looks way better but the water material seems a bit strange. Try some sky box with sharp clouds so the water has something interesting to reflect instead of a grey room. Maybe it's just because of the grey nothing around the water
>>851667
>still moves a bit sluggish though
That is usually because of scale.
The scene is most likely really big and if that's the default cube then it is 2 m3 big.
>>
>>851665
Water, no matter if resting, whitewater or deep water, needs a few things to pass as such;
double-sided reflections with correct refraction, absorption and Fresnel values.
You also want to NEVER place your water surface alone in a scene when tweaking settings; no matter if its the ground in a puddle or the 3000 m distant ocean floor.
>>
>>851676
>You also want to NEVER place your water surface alone in a scene when tweaking settings; no matter if its the ground in a puddle or the 3000 m distant ocean floor.
not him, but if I understand you right, you're saying that we should work on water always in the context of the intended environment, right?
>>
>>851684
Yes. Otherwise you are in for some ugly surprises when swapping your assets between scenes.

That unfortunately goes for a lot of surface types. PBR materials might get you 80% there in most cases, but the remaining 20% is still time consuming tweaking and massaging settings in my experience. Something I hoped we were finally free from when the switch to PBR was done ages ago, but practically it wasn't.
>>
>>851690
P.S. bit convoluted and muddled but what I'm trying to say is that generating standardized materials that look good in absolutely every scene and condition is still pretty much impossible. Your "standard" materials will likely not look like total shit, but not good either.
>>
Here are your nodes, bro
>>
>>851692
larger screenshot, maybe?
>>
>>851695
not mine, saw it in the devtalk
>>
I've been using blender to make a character model and switched to Marvelous Designer to make her outfit, now I have to make her shoes, specifically sneakers

What's the best software to do that? Seems a bit too detailed for MD
>>
Anybody here setup their own render farm? I have a problem with rendering on the nodes any kind of partical or fluid sim. I was wondering what else besides packing and making paths relative that I need to be doing.
>>
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>>851676
>double-sided reflections with correct refraction, absorption and Fresnel values.
I'm using the water in Eevee so getting that to work is kind of retarded because some of the things I tried were:
>using a Glossy Shader since it gives you
proper reflections on top with good refraction
>Good refraction when looking at the things at the top from under the water
>But the Water now looks like cancer and you can't actually see the things that are being submerged
>If I try to slap in a Transparent BSDF, the refractions no longer work and what you can see underwater now is static without all the deformations you'd get from the waves

The alternative which seems to be better is using a Principled BSDF, Specular, as well as Transmission maxed out, but the problem... If I have the Water Material's Screen Space Reflections disabled, I get proper reflection on top of the water with good refractions, but I can't see anything that's submerged. If I enable the SSR for the Water material, I get proper Refractions of any submerged model, as well as being able to see what's above the water if I'm under it. But the reflections on top of the water now stop working properly.

>Left: SSR disable
>Right: SSR enabled
>>
What are some GOOD updated rigging tutorial for 2.9?
Last time I used blender was 2 years ago so I'm a bit behind the loop, and everyone seems to be using the rigify thing so there's nothing much to learn from them.
>>
>>851656
There's no suffering to be had,
you literally just mark seams, unwrap, and put the UVs in the right spot.
I'm sorry but if you can't do that, you're fucking retarded.
>>
>>851723
>Eevee
Here's the problem.
>>
is there a way to put armature animations into one master blender file, and make a bunch variants like "clothings" into other blender files, while inheriting the master blender file.
And can I render the master blender all the sub blender files get rendered too, in a way where I can add in a new animation for the rig and it would apply to all animations?
trying to make a pre-rendered 3D game, and would like it if people could collaborate, but it would be a pain if it was all in one monolithic blender file.
>>
>>851732
And you keep revealing how noob you are at UVs if you think that's all you need to do
>>
>tfw you can't shape key your multires sculpts
>>
>>851761
zbrush.

now.
>>
>>851764
probably going to but Zbrush Core soon, but how would I be able to use that for shape keying?
>>
>>851766
don't go zbrush core, pirate full zbrush (core has no UVs), if you want to buy it use the pirated version until you can get the full version for real.

Shape keying is a bit harder with blender compared to maya but I get around it by just GoZing it with layers turned up and down and making a shape key from mesh with the duplicates.

the advantage here is more for making wrinkle maps and working on things while you're actually sculpting (like being able to open/close eyelids for bakes), if you're just making shape keys for your base rigged mesh then bake out the displacement from your multires and do them without multires.
>>
>>851753
apparently I can do this by "linking", and I could probably automate it with a bat file that just renders every .blend file manually.
>>
>>851769
>core has no UVs
can't you import a model that already has UV maps?

Also, just to make sure I'm understanding it right:
>make my model and shape keys
>bring neutral pose into Zbrush for normal map
>bring shape keys into Zbrush for wrinle maps
>bring normal map and wrinkle map into blender. don't use multires at all

I think I've got something wrong
>>
>>851755
>if you think that's all you need to do
If you know what the fuck you're doing when unwrapping and laying down seams, it really is.
>>
How do I get a specific selection of a mesh to use a separate UV image?
>>
>>851926
>UV image?
Explain what you mean with that.
You want to have specific parts of the mesh have its own UV-Map?
>>
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how can i bake normals from the high res onto the combined uv map of all of the objects above it? i need them to be separate
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>>851930
copy all your individual objects, merge them into one, then bake the normal map on that one unified object.
Now you can delete the unified object (you don't need it anymore), apply normal map to shader and apply shader to all your individual objects.
Also train your brain to be able to come up with solutions like this yourself...
>>
>>851930
Why not just make a merged duplicate and then bake the normal map? If the UVs are all done right, you should be able to just use that one normal map on each part.

You did unwrap these separate bodyparts for a single texture map, right...?
>>
>>851725
I saw this playlist being recommended by a bunch of people
https://www.youtube.com/watch?v=kkX50pkZT1s&list=PLL3OEv6vd5VA8_FBkeitaeqC0kbcrhMTC&index=1
Otherwise this paid course has a lot of great reviews
https://www.youtube.com/watch?v=4kNLgpc2mlA

Rigify is awesome and you can learn a lot about rigging by using it. Best reference about it is https://www.youtube.com/c/CGDive/videos

Rigging hasn't changed much over the past few years so even old tutorials are probably still useful.
>>
>>851928
>You want to have specific parts of the mesh have its own UV-Map?
That is exactly what I mean.

I want part of my mesh to have it's own UV image, separate from the rest of the mesh's UVs.
>>
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I'm using the XPS addon to import XPS files, and they look like pic related. Why is this?

The only way to prevent those blocky transparent squares from appearing is to render in Cycles (including the viewport). Eevee and Material View both render a broken subject.
>>
>>851941
Just create a new (second) UV and unwrap your specific mesh pieces on that second UV. You then have 2 UVs, and you need to tell the Shader which UVmap to use for the specific part of the mesh (you should be even able to mix several UV's in one shader or you separate them into 2 shaders).
Its pretty straightforward.
>>
>>851947
>and unwrap your specific mesh pieces on that second UV
I very specifically want to copy my current unwrapped UV selection to the new image.
>>
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>>850791
Noob here, been using blender maybe a half a year? Kinda interested in environments, been looking at old game interiors as inspirations. just curious if heading in right direction or some youtube channels to peruse...
>I also use pinterest, thus the voxel design
>>
>>851949
then just copy the first UVmap.
>>
>>851963
It's edited and aligned in a specific way that's difficult to copy/redo. I'd like to be able to just directly copy a UV selection onto a different UV image.
>>
>>851946
Recalculate the normals
>>
>>851946
change your materials from alpha blend to alpha hashed or opaque
>>
>>851964
then you need an addon for that. I don't remember the name, but there is one and it should be free (there are severals probably).
>>
>>851946
I'm using that shit often to animate character from other video games. You need to click each part of the model in Object View that is transparent, then in the material tab change them from Alpha Blend to either Alpha Hashed or Opaque.
>>
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I'm seriously gonna blow my fucking head off. Why are the strokes of Texture Paint brushes so jagged? What am I doing wrong? I upped the resolution of my Basic Color texture to 4k (that in the picture is 2k) and it still is jagged as fuck, just how high do I have to amp it up if I wanna have the strokes be smooth? Tried fiddling with the falloff too, but I can't seem to make that work either. Should I look for alternative brushes instead? I used Blender's default one, the one and only
>>
>>852139
if you're doing it real time, textures are dependent on the resolution of your model

If I were to do it in zbrush I would just bake the textures from the high poly onto the low poly so that it would look clean.
>>
>>852139
finish the mouth area first
>>
Is there a way to have instance models in blender carry over to an Unity project?
>>
>>852154
Instance models? like LOD meshes? dun get it
>>
>>852139
>What am I doing wrong?
Serious question?
Furry shit, you're doing furry shit.
It's not only wrong, but a sure sign of mental illness and degeneration.
Do the world a favour and suck on a shotgun, do hara-kiri with a rusty chainsaw or dive under a train/bus/18 wheeler.
>>
>>852143
>resolution of your model
You mean the polycount? My model has about 10k-11k faces. I did make this from a sculpt but I'm trying a bakeless hand made workflow, see if I can get away with it.
You did mention real time too. So are you saying that if I open my PNG file in any photo manipulation program that I can work on them freely, with a higher accuracy without that compromising the overall model/textures in a way or the other further down the line? Is that safe?
>>
>>852163
kill yourself, i bet you masturbate to your shitty soulless japshit cartoons. you're not any better
>>
>>850793
'Become a better artist' is code for 'start my transitioning'
>>
>>852159
Instanced copies of an object. Like pillars or furniture. It would be nice if there's an automated way to make those prefabs in Unity without having to manually replace them all.
>>
>>851755
he wont listen, just let him waste hours of his life in peace
>>
>>852238
>hours
Takes literal minutes if you're not a fag.
>>
>>852170
you're better off in substance painter
>>
>>852245
I hope you step on a landmine one day.
>>
>>852349
>I hope you step on a landmine one day.
Doubt that'll ever happen. Unlike you, I don't live in a 3rd world country where landmines are strewn about like dog turds.
>>
>>852192
[disclaimer: unity noob here]
so far, i unfortunately see no methods to extract already instanced assets from blender to unity, you have to export the individual mesh and re-instance it in unity
>>
>>852353
Well then i hope you step on a dog turd.





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