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File: FoxChristmasSmallJpg.jpg (203 KB, 700x600)
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Festive edition
Previous: >>865717
>>
lol perfect picture
thanks op
>>
>>871828
Got that hat model somewhere or you just made it yourself?
>>
I'm wondering if there's a way to do the pinning method this plugin uses. It's free but seems to only use it's own head model.
https://www.youtube.com/watch?v=MGILKtOvSII [Embed]
>>
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le snoot! :3

Also, made this yesterday. I think it came out well for 2.5 hours plus some time post-processing.
>>
>>871852
It's the demo file from the 2.90 splash screen:
https://www.blender.org/download/demo-files/

I just put a hat on it
>>
>>871883

Nice but you are obviously lacking art fundamentals. What the fuck am I looking at? Why the fuck are my eyes pointing in the middle when there is nothing interesting there? Hope you get my point blendlet.
>>
>>871892
Yeah, I think my technical understanding of Blender is good enough, but I agree that my art fundamentals just aren't there (yet). I was in a semi-sleep deprived state when I made this, so that probably doesn't help either. Next one I make, I really want to focus on composition above all else.
>>
I seriously wonder what 2022 has in store for Blender.
For me it probably will be underwhelming because my main focus is on sculpting and those times of great sculptmode updates are most likely over for now.
>>
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I recently projected myself a local grain elevator
>>
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... from this image.
Am i going to use it for something? Does it look interesting? Eh.
But it was fun to make.
>>
>>872120
NEAT!
>>
>>872120
looks good homie
>>
>>872120
now fill it with some interior/furniture and turn it into some badass madlad loft
>>
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Is there a way to apply Crease to points/vertexes?

In this case I can give the teeth an edge but I can't make the pointy without messing with a third edge.
>>
>>872210
Nope
That feature is supported by OpenSubdiv, but has never been implemented in Blender - which kinda sucks
>>
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How do I fix this breakage shit when im sclupting
>>
Can someone give me some pointers on what the different trackers in motion tracking are good for? I've done a couple of scenes and yeah they turned out alright but i'd like to know what i'm doing.
>>
>>872383
By not over-stretching your mesh into retarded shapes with not enough mesh density for the job
>>
>>872120
>>872121
The greatest model in the world is ruined by shitty lighting.
>>
>>872120
>>872121
Really good looking. Nice job anon.
>>
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>>872210
>>872267
just tried to find more info on this and people were asking for vertex creasing like 2 years ago
>>
Retard here. My pose keeps resetting when i go to edit mode and switching back to pose mode. Also reloading save will reset the pose too.

Any solutions ?
>>
>>872627
make sure to apply your rest pose
>>
I'm trying to bake smoke sim in Mantaflow, but while it is baking, smoke doesn't show up in a viewport at all. When it finishes, it is still empty.

I can only see smoke sim when my cache type is "Replay", but I can't bake in that mode. What do?
>>
>>872601
OpenSubdiv is being worked on right now and just got approved for master, vertex creasing needs the approval from a couple of code reviewers
>>
>>872704
i saw that as well, frickin shcweet
>>
>>872627
What's your intention, are you saving an animation or are you switching different rest poses (A or T)?
>>
>>872210
No vertex creasing, but you can do a bit hacky solution where you could just do an extra small edge loop right near the tip
>>
Real-time viewport compositing is coming
https://twitter.com/Nahuel_Belich/status/1476088682880933889
>>
>>872793
Yeah but that means you got a bunch of extra edges taking up polycount. Creasing is nice because you can just tell blender to make an edge sharp without adding loops to the mesh itself.

Not a big deal really since I have to apply the subdivision and tweak/merge stuff anyway.
>>
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Dumb blender question time again. I'm modifying a vroid body and using the bones as a start point. (I know how to apply the changes to the mesh and armature after)

Problem is I've done one side and need to mirror the changes over. Copy and pasting doesn't seem to do anything.
>>
>>872820
"symmetrize" for edit mode meshes or armature.
"paste pose flipped" for pose mode armature.
>>
>>872821
Edit mode is no good here since I need the mesh to move with it and paste pose doesn't seem to be working.
>>
>>872820
>>872823
Might have worked it out. The bone names have the R and L sides is in a different place on the vroid model, so it wasn't registering it as the opposite side.
>>
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>>872808
Well that's nice
I had almost accepted that it takes ages to make changes in the compositor nodes and that re-rendering for a preview is stupidly slow
It still feels weird to call it "compositor" if everything screams "post-processing"

Also i take this as a win for everything compositor-based NPR
>>
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How do I into cloth simulation? I'm trying to put some clothes on a mannequin and have figured out the basics, but the damn seam refuses to fully close when I run the sim.
>>
>>871828
why does trying to render the junkstore demo make my computer explode?
>>
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I forgot to hit dissolve orthogonal faces when extruding this part of the window frames, so now these coplanar faces are making the bevel look really weird. Is there an easy way to fix this or should I just be more careful in the future?
>>
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>>871828
is this fine?.if not, how do i improve it?
>>
>>872951
There's nothing even remotely okay about that. Draw seams. In an intelligent manner.
>>
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I need to make a high-res video render but I know that a significant portion of it will be covered afterwards, so is it possible to block out a certain portion of the render to save on resources?
Like in pic related rendering the stuff in the green space and not rendering anything behind the black rectangle.
>>
>>872939
Sounds like you have some shitty ass pre-built machine. They're not built to actually perform well with 100% load tasks.
>>
>>872951
looks like you just did automatic unwrapping with no user input at all.
you could still use the result in a shitty way but why not learn to do it properly?
>>
>>872951
you can use sphere projection for the main body - that gives you a clean rectangular unwrap
The lever doesn't need seams - maybe one on the the edge if you want to paint it on both sides
Unwrapping circular shapes like the ring and the upper/lower extrusions on the body can be done using "follow active quads"
The fuze housing is simple but needs a few seams - not being connected to the cylindrical adapter below makes this easier

In total there shouldn't be more than ~8 Islands. Look how much empy space you have.
>>
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>>872960
>>872957
>>872952
I think the lever i was too big non?
>>
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Another problem. Is it possible to apply pose-mode transforms to bones? I only see the rest pose option.
>>
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Does anyone have a copy of HardOps for blender 3.0 they can give me

I've looked online but I've been unable to find it anywhere )':
>>
So I decided to finally try out Blender and tried the 2.79 version after being told it was similar to Softimage but it keeps crashing on me so I'm planning to switch to a newer version. What do you guys recommend getting?
>>
>>873015
Uuh, I would recommend getting the version just before blender 3.0 because there are likely up to date add-ons for it.

Also, SoftImage, you must be pretty old. Tell us some cool stories about your early days doing 3D :0
>>
>>871828
Does Geo Nodes crash constantly for anyone else or is it just me?
>>
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Is there a way to create a netting with a mesh pattern like pic related without having to manually duplicate the pattern and joining the edges together? That's what I've been doing so far, and it's been extremely time consuming having to fix the glitches that boolean union creates when I do so.
>>
>>873054
sure. that's a classic array modifier thing
>>
>>872808
That's interesting. Does that branch fix how the compositor works, though? By that I mean that, when I tried, I got the impression that it works very differently from the shader nodes in that things doesn't seem to be processes on a by pixel way, but rather in a by image way (try adjust the levels varying based on the y-coordinate, for example, it doesn't work).

That seemed more limiting to me. I makes impossible to make some stuff I wanted.
>>
>>873054
Try arrays and weld modifier.

There are multiple ways to go about this. One of them is to make the Y-shaped junction the base of the array, but then you'll get some odd no-where-going branches on the edges. Another is to make the whole hexagon, but cut it the outer vertices so that they'll join together. You'll get some non-manifold edges. Another is just to duplicate the whole thing exactly and let the weld modifier take care of joining them.
>>
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>>873068
>>
>>872927
Try this modifier stack:
cloth->weld->subdiv
If the weld is closing things it isn't supposed to, try simulating with less geometry to increase the spacing.
>>
alright i bought meshmachine, boxcutter, and hard ops, anything else i absolutely need? dont have much money and pretty new
>>
>>872951
>>872957
why does properly unwrapping even matter and where can i find a guide to even do it. whenever i google "how to unwrap" it just tells you to literally put the fucking uvs in the box, with no tips on etiquette or even a vague representation of how to do it "correctly"
>>
>>873121
the reasons for proper uv unwrap are for example
>getting the most out of the uv space you have
>the less space wasted the higher the details later on your model without having to up your imagesize
>non distorted and clean uv isles also make it easy for you to later edit your texture file for example in photoshop where you can simply place stuff like decals on your texture. if the uv is distorted or the isles are randomly placed in the uv space your later added decals would either be partially and randomly visible on your model later and/or distorted

you do not have to care about clean uvs for example if you just want to make fun sculpts that you paint directly on the 3D model. it will look meh but technically works.
>>
>>873073
Shit man, that actually works. Thanks a lot. So I should never have the subdivision before the cloth modifier?
>>
Any easy headhacking tutorial ?
i want to attatch a head model to another body.
>>
>>872927
This might be a bit of a hack but I animate the sewing strength over time and crank it up at the very end. Although you might have to weld it anyway, but it's a good way to make the gaps smaller.

>>873143
You can add one if your base resolution isn't enough but as the other anon said it can cause problems with the weld modifier collapsing edges it shouldn't. But it's always a good idea to have one after the cloth modifier to make it look better.

>>873158
Bridge it with looptools
>>
om g bros
i updated to 3.0 and now theres this new flipping bug that causes me to select thru!

is it fixed in the experimental builds yet?
this is ruining my donat!
>>
to be honest this is kinda sad in a way at this point
>>
>>873508
It is. I wonder how it feels to be known as "the donut man" and choosing/ knowing that you'll never be anything else.
Also
>16 part "beginner" tutorial
>le smiling face in the thumbnail to appease the algorithm

At least he doesn't have any opportunities to shill his website
>>
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I've seen some sculpts/models where parts like the breasts are large enough to overlap or touch each other slightly, yet their vertices don't merge. How is this actually possible if the mesh is mirrored and the rest of the body's verts all merge at the center
>>
>>873563
the mesh is mirrored at creation... it doesnt stay mirrored
>>
>>873567
How can the sculptor keep it symmetrical unless the mirror's on until the sculpt's done? Even if that were possible, if you apply the mirror at some point before sculpting the breasts you'd still have to somehow keep each breast from merging together with the other...
>>
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Special delivery
>>
How I can lock Z axis in edit mode? I working with "layered" model so I was be glad to not tap shift-z constantly when moving tons of vertexes in fixed planes. Maybe there is addon for this?
>>
>>873563
I found the answer to my question coincidentally. Was looking up models to see how other people handle topology. it seems like for tight areas like where the breasts meet the ribs, or where the ass meets the leg, the artist makes the mesh "fold in" on itself, and that makes the nice pinching effect.
Though I was hoping this wasn't the case, cause I was banking on there being a more elegant way to keep the topology of clipping geometry separate
>>
How to reset a model to original position ? I mean not the alt + r s g method.
>>
>>873613
ALT+G
>>
>>873620
I still cant mirror pose even with that. What should i do ?
>>
>>873621
do what
>>
>>873621
Try describing what you're trying to do.
>>
>>873622
>>873625
I mean when i tried to move a right hand bone, i also want the left hand to move. But somehow the left hand cant move even X mirror is active
>>
>>873628
Your bones aren't named correctly
https://blender.stackexchange.com/questions/115184/symmetrize-bones-not-working-as-expected
>>
>>873629
Oh right. Now it works. Thanks anon
>>
>>873582

Why can't you just sculpt two tits facing east, - west and then retopo (optional) and then add bones and then bring tose tits into closer proximity with the bones and set it to the resting pose.
>>
Is there anywhere to get paid add-ons for free? I'm not wanting to shell out $$ for something i might not even want to use. https://abaga.gumroad.com/l/GcYmPC
>>
How do I select only these edges or any edges, faces, or vertices without them connecting? Im trying to make cat ears here btw
>>
>>873823
Don't come with shit like this to an image board every five minutes.
Watch beginner tutorials.
You are not ready to model anything.
>>
>>873823
I can't understand this question no matter how hard I try.
>>
Why is blender failing to export renders of volume-scatters against transparent backgrounds properly? I've tried 16bit RGBA png, targa, and exr and none of them work. Left is the render, right is the result when I save the image. It's like any pixel that has any amount of transparency is made completely transparent regardless of whether or not it's supposed to be.
>>
how many samples do you guys use for rendering?
>>
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Is there any way to sort of "project" a uv into 2d space? I want a uv to go from top to bottom based on the z axis of the mesh. So anything high on the z axis will be at the top of the uv while anything low will be at the bottom of the uv.
>>
>>873867
...why?
>>
>>873823
what the fuck
>>
>>873867
>[Numpad 1]
>select object
>edit mode
>[A]
>[U]
>[B]
Look at other options in the menu when you press [U], as there may be more things in there that you find to be helpful.
>>
>>873874
It's for a simple gradient.

>>873880
You're a true legend. That's literally exactly what I wanted.
>>
>>873863
Probably a bug, report it.

>>873865
It's 2022, we use noise thresholds now.
>>
>>871828
funni short animation i maed :DDD
https://www.youtube.com/watch?v=6spDuxz07pA
>>
>>873865
exactly 1337
>>
>>873865
APPROACHING INFINITY
>>
>>873889
>You're a true legend. That's literally exactly what I wanted.
Happy to help anon. You can also do it procedurally with shaders using a gradient texture.
>>873897
>Probably a bug, report it.
What's weird is if I make a plane, and combine an RGB node and a transparency node in a mix shader node (using whatever I want for the factor) the transparency works perfectly fine. I only have this problem with the volume scatter. Will definitely put in a report tomorrow. Even if it's functioning as intended, it seems like it would be useful to be able to export an 8bit RGBA png of exactly what is in the render window.
>>873914
Actually kind of funny. :D :D
>>
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hey, is there a way to force blender to use lower resolution shadows so they get the sort of banding effect you see in some older renders? i've tried monkeying around with a bunch of different settings with eevee but nothing seems to do what i'm looking for
>>
>>873778
Because I'm retarded apparently lol. Thanks, I wouldn't have thought of that myself
>>
>>873968
after posting this i realize it might have more to do with a limited color palette than anything relating to the shadows themselves. adds more factors to tweak and play with but that's part of the fun i guess
>>
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Dont know if I'm autistic about this but: trying to make ammonites with geometry nodes but the inner whorl annoys me, it's too thick and if I make it less thick the whorl isnt tight enough so you can see through it to the other side. Is there a way to tighten up a curve spiral/whorl?
>>
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Is there any way to quickly free up the memory in Blender?
>enable viewport render of model
>memory usage goes up
>disable viewport render of model
>memory usage doesn't go down and the model basically still remains logged into memory despite being disabled now
I'm trying to work on some animation with multiple models on screen and I sometimes disabled them for better performance, but the memory usage won't go down when they're disabled so Blender inevitably ends up crashing at some point because of it.
>>
Does anyone have some tutorials on how to create rain drops effect on surfaces? I remember making a material using the noise texture and the normal map but now I can't seem to replicate it. I know it would be easier to use icospheres.
>>
I have a modular character where the head, torso, and legs are separate meshes. I made my character a new shirt, but I think I messed up the weight paints.

There's a loop at the bottom of the shirt which is a 1:1 overlap with a loop at the top of the legs. This is because I cloned the fullbody mesh a few times then just deleted the parts they didn't need in order to make the modular parts.

Is there any way I could take the weights from the loop on the legs/fullbody and apply them to the loop on the shirt?
>>
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Is there a way to dissolve just these verticies?
>>
>>874128
limited dissolve
>>
>>873518
>become donutman
>able to put on your resume that you've trained hundreds of thousands of students with overwhelmingly successful results by just googling donut 3d
>have multiple longform interviews with industry professionals

I think he'll be alright
>>
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I've been making shit up as I go along and now I have a hobo clown shiva fighting Vibe Clerics in a park set to nightmail by aphex twin.
I don't even care if it looks like shit I'm enjoying myself
>>
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>>874147
protags
I'm probably redoing the textures for the environment sometime
>>
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retard here. how to add a mesh (verticles, faces ??) on existing mesh ?
>>
>>874147
schizo/10
But it looks interesting so go ahead
>>
>>874164
subdivide?
>>
>>874188
Thanks?
I have some shit out there if you wanna see.
It's all about this kind of quality lmao

https://www.youtube.com/watch?v=jCr_zRtAKwc
>>
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I want another nvme hard drive to keep blend files and assets. Is evo 860 fine or should I spend more and get 970? Does it make any difference for Blender?
>>
>>874164
Draw what you want.
>>
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what would be the easiest/most effective way of animating a tassel like this? Or would applying physics to it somehow be the best option?
>>
>>874036
What's wrong with this course?
>>
>>874224
>scamsung
>>
cheris
>>
What's the first tutorial a new blender user should watch?
>>
Why is blender still saving the image internally, instead of writing it to the file path. This is the piece of code I'm using.
bpy.ops.object.bake(type='COMBINED', save_mode='EXTERNAL', filepath='tmp/bake.png')

It's not writing the file to filepath that I specify. It's only saving it internally.
>>
>>874431
It's a bug that's been known for a couple of years.
https://developer.blender.org/T57143

They ended the discussion with
>this doesn't seem to be a bug report.
Whatever that means.
>>
>>874440
>Simple thing
>A couple of years
>still broken
Genuinely amazing. I have 60 alpha maps and 60 color images I need to combine into 60 RGBA images. Maybe I can find a way to do it with python3 using the PIL library. Thank you for your reply anon. You have saved me a lot of time.
>>
>>873865
for eevee usually 25, for cycles anywhere from 125 to 400
>>
>>874224
>Is evo 860 fine
yes
>should I spend more and get 970?
if you want to
>Does it make any difference for Blender?
no
>>
>>874413
doughnut
>>
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>Mesh done
>uv are perfect and could fold like an origami swain
>realize you have to do them again on a much more complicated mesh because you still have to apply the bevel modifier
>>
>>874441
Yes, you can do that in python with ease. You're on the right track. I've done it in the past.
>>
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Is there a way to bake a texture exactly as it appears in Solid view/ Material Preview? In particular I'm trying to bake an alpha clip threshold into it, because that's what was on the entire time I was painting the transparent textures.
Basically while I was painting it only rendered the colors on the transparent meshes as having either an alpha of 1 or 0, despite the UVs/texture itself showing a full range... I didn't realize that when I exported the fbx it would actually apply the texture normally instead of the way it appeared in the viewport, pic related (actual export looks even worse than the right img, just a bunch of translucent brushstrokes)
Tried getting around it by taking the existing texture png into an art program and duplicating/ merging it with itself a few dozen times to bump up its opacity, but that also had the problem of making previously unseen and undesired brushtrokes completely opaque (where they were hidden by the clip threshold prior), and it looked comparatively terrible even after cleanup
>>
>>874586
>bake an alpha clip threshold
>by taking the existing texture png into an art program and duplicating/ merging it with itself a few dozen times
the command is called "threshold"
in ps, do layer>layer mask>from transparency, then image>adjustments>threshold
or in gimp, right click layer>add layer mask>transfer alpha, then colors>threshold
or in blender shader nodes, feed image alpha through "color ramp" in "constant" mode
>>
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how do I go about making dio's hair? Should I just stop and go watch a tutorial before continuing?
>>
>>874006
I can't answer directly, but consider: looking at your example, it seems like the spiral doesn't keep going through to 0,0,0, but terminates in a circle after reaching a very small width. So maybe let it get less thick, and put a cylinder at the end to fill the space.
>>
>>874624
>Should I just stop
yes.
>>
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>>874624
>Using anime as a reference
You fucking retard NEVER use anime as a reference use what Araki himself uses as a reference!
>>
>>874006
make a python script
>>
>>874699
Are there any classical artist you recommend?
>>
>>874690
lmao
>>
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mega retard here
my daz imports have problems when its 2 meshes on top of each other
i get weird lines and shit like this
the tiddies are ontop of the body mesh
is there something i can do about it
>>
How interchangable are the skills between different 3D modelling softwares?
I've played around with Blender a little bit but will be starting a 3D + animation course that uses Maya soon, however in my own time will still mostly use Blender for teamwork reasons. Just wanna know how much practice in one carries over to the other
>>
>>874747
It's a surface normals thing with edges of geometry. You can correct it with some modifiers.

https://twitter.com/JanvandenHemel/status/1474356724534550533

https://twitter.com/JanvandenHemel/status/1446738389903024132
>>
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>>871828
Okay, this is my first day with Blender. I'm following a basic tutorial.

Can we be friends now?
>>
>>874747

That's what I HATE about Daz models past G2.
They reduced the base resolution mesh to 1999 levels and force everyone who wants to have some detail to slap on grafts that cause all sorts of problems.
>b-but muh HD MAPS!!
That shit doesn't help when you need actually geometry in body parts like for example sizes that make sideviews blocky as fuck or lacking definition because no real pinches or overlaps.

G2 was the last good Daz model that came with a high enough rez for cool morphs without the need for stupid ass grafts.
>>
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>>874779
Oh, boy. This was supposed to be easy...
>>
>>874779
>>874860
for your first day this is great
>>
>>874863
Thank you, fren. Detailing and "hollowing out" shapes out of solid blocks is what frustrates me the most, but I guess it is just a matter of understanding Blender.
>>
>>874863
>>874865
Kind of unrelated but, my main goal is to create a (video) scene that includes a very specific spacecraft (another guy already modelled the same ship: https://www.youtube.com/watch?v=gqdgPrEQsGQ ) in formation with others in the distance, while orbiting a planet (something like this: https://www.youtube.com/watch?v=iZ8m5gQO_2o ). A few simple animations and some particle work is all I think I need.

Is this a realistic goal?
>>
how 2 model an cute gril???
>>
>>874931
Depends on your criteria of cuteness. You provided none.
>>
Tried converting an older Samsung tablet (tab 4) into a drawing tablet today.

Web-based Weylu has too much of a delay and can't capture continous strokes with a decent precision
GfxTablet only works for Unix-based systems and i can't get Blender to run on WSL
VirtualTablet has ads in it; but with a direct usb connection getting rid of any delay (treating the tablet as an input device). Sadly, no video feed here.
Additionally i discovered that the tab 4 has no pressure sensitivity or any other pen features which made everything even less worthwhile.

All in all a terrible waste of time and effort. Do you guys use something else than a mouse for sculpting?
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>>874931
Lots of reference. Photos and anatomy study drawings are good but also watch how other people model in timelapse videos or looking through sketchfab with wireframe and matcap modes.
>>
>>874953
Yes a desktop digitiser tablet like everyone else
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>>874860
First time playing with pictures.
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>>874779
Pepe demands HDRI.
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Okay, I'm done with my first tutorial.

What should I expect from now on?
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>>875337
well with those skills my friend, oh boy
get ready because you are going to get hired
>>
>>875337
which render engine did you use for this, cycles? also how many samples if cycles?
>>
>>875364
Cycles, indeed. A max of 512.

Not sure if it's the best choice, but I've been lowering settings in order to make it faster. It took like 30 minutes with my RTX2060.
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Mah first Moon.
>>
what the fuck is wrong with the hair rigging here?
i'm not sure what i did wrong, maybe something that has to do with the weight painting but even so, why isn't the hair model sticking to the armature when moved?
>>
>>875468
check if multiple bones are affecting the same area of the mesh, you can auto normalize and paint to make sure only 1 bone affects a certain region
check out this vid for more info
https://www.youtube.com/watch?v=v6_m3xFSlIU
>>
>>875468
last time this happened to me it was because i had proportional editing turned on
>>
>>873508
didnt he have a donut playlist some years ago? Is 3.0 really that different?
>>
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Does anyone know where I should start to recreate the artwork of Nguyen Nhut?

Their animations are just so smooth.
>>
Please rate my latest work >>45479720
Thx.
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>>875796
>link no worky, posting here
>>
>>875798
Nice hard-surface modeling, desu.
>>
>>875798
i hate it because i can't hold bitcoin but I DO OWN IT
>>
>>875798
I want to hold that hors
>>
How do I make it so when I move my characters head with a bone the eyes (which are separate objects) move with it?
>>
>>875861
parent the eyes' bones to the head bone
>>
>>875863
https://www.youtube.com/watch?v=NzuivCjRhP0
They don't have bones. I'm using this tutorial if that helps anyone.
Thank you for the comment though.
>>
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Pepe anon here. This is my third day learning Blender, and I'm facing a problem.

I've tried some surface modeling (more specifically "cut and fill", using "Shrinkwrap" modifier) and I definitely feel that the area should not include triangles, but quads.

What's the right approach if you want quads only?
>>
>>875879
>you want quads only
why?
are you going to apply a subdiv?
>>
>>875885
Well, I noticed it is giving me problem with something as simple as bevels.
>>
How do I delete an animation strip in 3.0?
I don't even see my strip anymore.
>>
>>875887
not much of a hard surface modeler myself.
I would add a loop at the edge of the cylinders connecting to the plane (slide a loopcut to the edge) and scale them outwards then you can bevel that edge.
>>
>>875908
I'll try it, thanks.

Just in case, this is the tutorial I've been following:
https://www.youtube.com/watch?v=Ci1jBOm_5NY
>>
>>875533
it's using all the geometry node stuff. not much else is different except the ui
>>
>>874283
it really depends on your style. if your going for realistic, physics is a good idea
>>
Is there a way to flip my .L and .R names without the vertex groups going wonky?
>>
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>>875879
Having mostly quads allows you to select edge and face loops which makes modelling much easier, so the base shape should always be quads only

Aside from that, it mostly depends on your workflow.
In box/boolean/hardsurface modelling tris don't matter much unless they
>mess up shading
>break booleans
>don't deform properly when animated
>cut off bevels
which can be mostly resolved by just moving or connecting them somewhere else

In SubDiv modelling it's not only important to have quads, but also a good edge flow and sensible placement of pole vertices - which is not as hard as it sounds.
The issue with tris here is that they can't get smoothed by the algorithm, causing a visible bump nor be used to direct edge flow.
On flat surfaces however that doesn't matter as much. I could remove the triangles in the picture, but i'd rather keep the support edges at an even width.

So do you even want quads only?
If yes, go for subDiv but start with a lower-res Cylinder. I usually go for 8 on small details, 16 for bigger ones or something inbetween if i have to match the surrounding vertices.
If not, you dont even need to bother connecting vertices. As long as you have a decent base shape just slap the details on there using a boolean modifier for the shape, a generic angle-based bevel to make the edges pretty and the weighted normal modifier to fix the shading.

Thanks for reading my Blog
>>
>>874006
time to download zbrush and sculpt in the details yourself... or use blender tools if youre like hurting yourself
>>
>>876067
>>876067
Oh my, this is exactly the answer I was looking for. Thank you. I knew the shape was important, but this is beyond my expectations.

Just in case, here >>874888
I talked about my main goal, so yeah... as a noob, I'm experiencing a nightmare of redundant extrusion, missing vertices, bugged shading, etc.
>>
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How can I feather/lengthen out the area where one color transitions to another in a gradient and make it smoother?
>>
>>876269
it's already as smooth as it can be and as long as you've made it.
what you're probably looking for is the little + button on the left.
dividing Z can also work, depending on what your actual end-goal is
>>
>>876269
are you using the global or local z?
>>
Is there a way to make sure Blender mods the same addons every start up?
>>
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>>876276
Sorry but I'm confused by what you mean by dividing by z? I'm trying to make it to where the color more gradually changes from one to the next
>>876293
I've got it set to global
>>
How do I take a strip animation and return it to normal keyframes?
>>
>>876307
Have you made sure to save your preferences after modifying them?
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>>876360
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>>876360
yet more ways
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>>876360
that anon is right, a linear transition is already perfectly smooth.
Still, you can jsut throw math nodes at it

A map range node along with a colorRamp/curves is usually enough, it allows you to say from where to where the gradient will run and how its values are going to be interpolated.
>>
Man i should really refresh this page before posting
>>
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>>876360
figured I'd also point out that you may just have a terribly calibrated monitor if everything above the red mark blends into solid white.
>>
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Haven't used Blender in a while, getting back to it now. What's the best way to UV this pineapple? It's just a cylinder. I thought marking the seam on the top and bottom and then dividing into two halves would work, but the auto UV looks pretty shitty. Do I just need to manually adjust the points or is there a better method to add seams?
>>
>>876398
textools has "rectify", enough for this case.
>>
>>876398
"follow active quads" will give you a clean rectangle
just reset the selected uvs before you do that
>>
>>876364
I'll make sure to check next time. Could just be that I'm on the steam copy and any updates reset it.
>>
https://code.blender.org/2022/01/strategic-targets-2022/
>>
>>876510
>texturing

OOOOOOOOOOOOOooooooooooooooooooooooooooooooooooo
>>
Why does it feel like rigging and skinning in Blender (and Maya) is needlessly obtuse

is it just me?
>>
Guys I am actually loosing my mind and am looking for help.
I need a rigged low poly Model of a Wizard but i just can't seem to get the weight paint to work and since i wasted too much time the deadline is nearing and I'm loosing my mind. Can someone help me out?
>>
>>876604
what exactly do you need?
someone to weight paint it for you?
someone to rig it for you?
or courses on those topics?
also it's "losing" not "loosing"
>>
>>876510
reminder not to put any stock into these.

https://code.blender.org/2020/06/modules-roadmap-june-2020/

when it happens it happens.
>>
>>876604
it's for a game jam, right?
>>
Ummm... why is my model translucent all of a sudden? I must have flicked some setting by accident, but I've spend the last 2 hours trying to google an answer, and no luck.

3.0 by the way.
>>
>>876725
You're in X-Ray mode, press alt+z
>>
>>874062
i'd like to know as well
Is creating a new file of the scene where you delete the unneeded objects better than just hiding them for memory?
>>
>>876726
Lol I'm such a tard. Thank you anon.
>>
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Is there a NON DESTRUCTIVE way to symmetrize an object?

The thing is, I have an object that I want to be 100% symmetric but I can't just cut it in half, symmetrize it and weld it back together because the exported result will have its vertex order mangled and that means I can't import it anymore as morph in the other program.

I also already tried "snap to symmetry" but for some reason this also changes/effects the "good" side AND doesn't even mirror correctly (vertices all over the place in tight spots, wtf is the point of that function then).
>>
>>876756
*affects
>>
>>876756
Alright, now I tried
>have 2 of those objects
>symmetrize one
>take the other one and shrinkwrap it on the symmetrized one

Didn't work either because the mesh glitches out in too many parts. I guess it's simply not possible to symmetrize while keeping the original vertex order intact. I hate how I keep bumping into problems that no one else seems to have.
Time for some sleep
>>
>have texture on model
>multires modifier
>go to sculpt mode
>texture gone
how do I sculpt with the texture still on?
>>
why would my render finish at sample 1? it doesn't crash, it just thinks it's done after rendering sample 1/400
>>
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/3/ i have to submit this tomorrow, pls help how do i fix this wobly shit
>>
>>876756
get the addon mesh data transfer

make a mirrored UV for your og mesh (one half of the mesh on the texture the other moved one texture to the side
copy og mesh delete half mirror mod apply move the one half of the uvs to the same play as og map

both UVs should look exactly the same.

take og mesh activate mesh data transform select mirrored mesh as object, active UV mode
click transfer shape
>>
>>876848
It sucks that you can't use regular edit mode with it either.
>>
>>876928
there are at least 4 errors you have made way back around the time you've started at first glance
I'd restart but even better, i'd start with simpler shapes before advancing to cars and shit
>>
how do I blur/feather the result of a math node that returns 1 or 0? I wanted to create a procedural mask and control the blend of the edge but it seems like it's not possible to do in the blender material editor. It's so simple in photoshop.
>>
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>check /3/ threads while doing other shit
>scroll down this one
>anime stuff
>low poly garbage
>modeling newbies
>everyone seems to be using blender
>rage inside
>realize im in blender general

I'm sorry bois, I love you all and im sure you're gonna accomplish all your goals, including that dude over there with the porn thingy full of boobs. Back to max and zbrush now, enjoy your free software.
>>
>>876925
found the issue, somehow time limit 0 didn't disable the render time limit like it should but made it 0 seconds short, weird
>>
>>876991
>>everyone seems to be using blender
>>rage inside

>t. industrycuck
>>
>>876991
weak bait
have a (you) for your consolation
>>
>>876959
tis an assignment and can't really afford to restart. guess i will just roll with it
>>
>>876928
>>877004
id recommend you to block out rsch module separatedly instead of making it a single object.
>>
>>877009
>rsch module
whats that?
>>
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how do i make a plane go round round?
>>
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>>877017
i cant figure it out
>>
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>>877018
progress update, I just used a plane and extruded and just shitbanged the whole thing. need to work on my curves
>>
>>877017
enable extra curves addon, add a spiral, change height parameter, extrude, convert to mesh.
or the same with geometry nodes.
or add a circle, rip a vertex and drag it up with proportional edit
>>
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>>876365
>>876368
>>876381
>>876387
Damn anon thanks for the help, definitely screencapping this for my tutorial folder. Although for the last one what is the default square and how do you mix the RGB curves and everything else together for the output?





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