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A general dedicated to the best free & open source 3D modeling suite.

Download it here:
https://www.blender.org/

Learn it here:
https://cgcookie.com/
https://studio.blender.org/
https://academy.cgboost.com/
https://www.cgpeers.to/

Create your boob jiggle with this:
https://github.com/artellblender/springbones

Previous thread: >>891464
>>
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How do I export a model from Blender > Zbrush > Blender without losing the textures? I have a figure from Daz imported with diffeomorphic, tried to import a base mesh as obj into Zbrush while keeping vertex order, made sculpting edits on Zbrush and can't get the model back without breaking the materials. I'm a good sculptor but I don't understand the 3d pipeline, can someone shed some light and explain to me like I was a retarded child?
>>
>>896018
GoB add-on will suck in any textures too

Also doubt on the good at sculpting part Mr Daz editor lol
>>
>>896019
I'm a Zbrush sculptor not a Daz pedo
>>
>>896009
Is there a modifier I can use to smooth out the poly edges inside the dress? It's supposed to be a cloth material which I finally weight painted somewhat correctly, but increasing the amount of subdivisions makes the edges stand out more. The dress is already shaded smooth.
>>
>>896038
That's weird. What does the wireframe look like? What's your modifier stack? Also did you try smoothing your weights?
>>
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>>896039
Wireframe is pic related in rest position.
Modifier Stack is:
>Solidify
>Subdivision
>Armature

The weights are smoothed out as far as I can tell.
>>
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Which is the better way for exporting a character animation from Blender to Unreal?
Rigged or Baked?
What are the pros and cons for each?
>>
>>896043
Rigged if you're using animation blueprints and blend spaces.
Baked for one-shot animations.
>>
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just started a fresh Instagram account for art shit, how can I gain an audience ? is it just hashtags? is making a Twitter account better?
>>
>>896075
you gain an audience by producing smut
>>
>>896076
guess i will be a nobody
>>
>>896079
>>896076
>>896075
People get this wrong all the time. It's not the smut, it's pandering in any form, porn is just one way about it.
Do some easily shareable relatable content or fanart for more popular artists and you'll get the same effect.
>>
>>896081
could i get an example? i mean how can i get the reach to pander to popular artists?
>>
>>896083
>how can i get the reach
@
>>
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The baking plugin I use auto set-ups normal maps like that and I don't understand why.
What does adding a bump map node after a normal map do? Muting it doesn't seem to change anything.
>>
are there any good videos that show off the workflow for sketching in 3d like in these vids:
https://www.youtube.com/watch?v=i0u3gV_cm_8

https://www.youtube.com/watch?v=8R3dkyGRKNw

I’ve seen a lot of people creating things like this with the grease pencil but can never find a video properly outlining how they do it.
>>
>>896094
I think you're going to be disappointed, they probably have a model already or roughly blockout the model and then sketch over it with the origin point set to surface.
>>
>>896087
its blank
>>
>>896096
I figured something like that might be the case, but some videos I’ll catch the person just doodling freely in the 3d space. Either way I’d like to see the work flow. Been using Blender for 2d animation to work on a show for kiddos and it’s surprisingly powerful, but I really would like to make some assets that mimic that sort of 3 dimensional sketch art style.

The end goal would be something like this guys demo reel:
https://www.youtube.com/watch?v=h0r7GdC5Bu0
>>
>>896102
Also, another small thing I’m having an issue with is when I use the lineart modifier and bake the lineart I get a bunch of useless frames that you see here. I didn’t know if there was a way to more specifically just back for the keyframes of my models animation or if I’ll just have to apply the modifier each time to the individual frames. It wouldn’t be that big of a deal if it was the latter option, but it’ll slow down my own workflow a bit.
>>
Any hard surface tutorials that's not about low poly shit or donuts? I have all the basics in Blender, I know what most of the operations and modifiers too but my polymodeling skills are shit so I'm searching for something that's a little bit more advanced and make you do shit.
>>
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I am learning how to texture stuff. Before this I would just unwrap my models and hand paint textures. Then I would export them in OBJ format and upload them on sketchfab.

So I started learning material nodes like pic related eyes are entirely made out of a node and well I can't properly upload it in sketchfab.
Am I missing a step? Am I supposed to bake the stuff or something?


>>896106
>Any hard surface tutorials that's not about low poly shit or donuts? I have all the basics in Blender, I know what most of the operations and modifiers too but my polymodeling skills are shit so I'm searching for something that's a little bit more advanced and make you do shit.

https://www.youtube.com/watch?v=Z-AOYkDIgWc&ab_channel=Guu%E3%83%BB%E3%82%B0%E3%82%A5
>>
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>>896018
Can someone help me? How can I quickly transfer the materials to the new mesh? I don't make any new topology I just use Zbrush to fix some errors and sculpt better muscles for drawing reference.
>>
What's erm um the best way to model breasts? Some kind of physics simulation?
>>
>>896199
Checked and read da sticky.
>>
>>896201
I know about the boob jiggle bones but I mean actually modeling the booba.
Do people really just sculpt them?
>>
>>896203
Yes
>>
>>896204
Darn I guess I'll just try my hardest doing it the hard way...
>>
blendlets will never compete with autodesk
>t. former blendlet
>>
Any tips on how to improve exterior lighting on a character during daytime? I use HDRI, rotate it to have sun on the side. It looks okay but a little flat. Shadowy areas don't pop. Is it done by playing with exposure and photoshop?
>>
This was my first attempt at sculpting. I think I have natural talent, but if you REALLY think there's any pointers you could give me, I GUESS I could hear you out.
>>
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Training hard surface but I'm depressed thinking about cleaning this mesh later
>>
>>896220
if you want photoshoot-esque results you don't have to limit yourself to just a single hdri.
additional lights, reflectors, bounce cards, blockers get used all the time irl. but yes, also photoshop and/or luts.
>>
>>896220
You should learn how to use compositing in blender, you can include additional passes in your render.
>>
Are Light Groups in 3.2 a gamechanger?
>>
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>doing a tutorial on modeling characters
>23 minutes into the tutorial he tells us we need to keep our shapes square and that triangles are bad
He's already forced me to restart once when he didn't properly explain the reference sketch he told us to make.

Is there an easy way of untriangling my thing? it's all connected in a weird way. Is it that bad if I just leave it triangly?
>>
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so im making good progress on my mask thing, is there a way to smooth out these random bumps without having to fumble around with the mesh
I mean the shit around the side of the mask, I want it to be nice and smooth so I dont have to sand the thing too much
>>
Does Cycles have an AMD GPU denoiser yet?
>>
I'm trying to do a fluid sim but it's not working, as in the domain isn't wrapping a mesh around my inflow, and instead ist just a block in my scene.

Are there hidden parameters for it to work? Like size, scale, clipping etc?
I'm working with a scene where my domain is 200m wide

I've gotten fluid to work sometimes and on smaller scales so I do know what to click to set up domain, inflow etc
>>
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I'm working on my first project and I have a few questions
Why is my water texture not applying its boolean modifier to intersect with the sphere?
How can I make it so that when a boolean cuts an object in half, it displays a face there? Do I just do that manually?
>>
>>896243
anyone?
>>
>>896009
I used Blender a bit for some game mesh mods and for making desktop background s. So I know basics.

I got around zero knowledge about bones, rigs and animations.

Must I learn all of that there is about bones and rigs and animating or is there a quick and fast way to animate models from vidya? Rigify or whatnot?

Most of the models have original bones.
What do?
>>
>>896414
nobody uses blender for animation
>>
>>896415
not funny
>>
>>896425
its not supposed to be a joke.
>>
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Haha boing boing
>>
>>896429
doesnt look realistic, like rubber and not sand
>>
>>896430
Realism is boring
>>
>>896431
you're being lazy and also being sexist
>>
>>896432
Enjoy your soulless, lifeless BORING not bouncy breasts. Do these look like happy tiddies to you?
>>
Anyone have a list of useful hotkeys? I remember all the navigation and camera keys well enough, but object and edit keys I’ve almost completely forgotten.
>>
>>896432
>stylized boob jiggle is sexist
Rethink your life.
>>
>>896437
A (& AA), G (& GG), R, S, X, E, I, F, M, H and ctrl+R are probably the only ones you need to remember. Maybe O, K, alt+Z, ctrl++, ctrl+- and ctrl+i too.
For the rest there's F3 and quick favorites.
>>
>>896440
Gotcha, thank you. trying them out now. Remembering some of them already. Feels like blender is kinda like a bike where with a little refresher you can get right back into it which is nice.
>>
How do I turn a material I copied from another object into a seperate one so that messign with the new materials nodes doesn't affect the first one?
>>
Which is better, Autorig Pro or Rigify?
>>
>>896458
Mixamo
>>
>>896460
Idiot.
>>
>>896458
Rigify is free
>>
>>896473
He asked which one is better, retard.
>>
>>896477
He asked a retarded question and got a retarded answer.
>>
>>896446
>create new material
>link material you want to modify(icon before material name)
>click on the number icon after the material name - this will make the material uniqe
>done
>>
>>896009
Why do my cycles animations keep flickering even at a resolution of 1920x1080 and high sample count like 256? They're not smooth like eevee animations.
>>
Does it really matter whether you use the denoiser in the compositer with nodes or directly from the render properties tab? Aren't they both the same?
>>
>>896489
thats not high use 1k samples. you can also blur in compositor and use clamping to fight flicker and ai denoise but basically it always flickers. in sprite fright they used geometry nodes to fight flicker with zdepth geometry and projected 4k textures. luxcore is a viable alternative, especially for interiors i like it
>>
>>896403
I don't know how to fix your problems, but I like your render
>>
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First time poster on /3/. I spent all of yesterday working on this.

https://www.youtube.com/watch?v=wD8AKEfO8oo
>>
good examples of geometry nodes?
>>
>>896504
1k? Man... I need a new computer haha. Thanks for the help though
>>
>>896478
No, you're a complete moron.
>>
I'm trying to get some wetmaps using dynamic paint and a fluid simulation, but whenever I connect the image sequence into a material it turns pink, like the texture is missing (when it clearly isn't)?
>>
>>896426
you will never be a comedian
>>
I started using displacement maps, that I make in photoshop, to get consistent details in my sculpt.
It also give me a non-destructive layer effect for the details.
The only downside if that I can only make it work well with a multires modifier, since I have to UV unwrap.
>>
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>>896018
I still need help
>>
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With 3D models, why are eyes typically modeled with a cylindrical hole in them? Shouldn't eyes be spheres? Why is the iris area flat, and the pupil is a hole?
>>
>>896594
Watch a tutorial on GoB(it's the Blener <--> Zbrush addon); whatever problem you're having is so utterly basic, so utterly trivial and simplistic, that you can neither describe it to us sufficiently nor are we able to guess at what you mean.
Therefore there's probably a check box you have turned off, or a drag 'n drop you didn't know you could do, or some simple hotkey combo you weren't aware of.

If you REALLY can't figure it out even after watching a video, then record yourself importing/exporting and make a webm
>>
>>896041
Armature needs to be first
>>
>>896075
>>896079
>>896083
>>896097
Your work has to stand out, be engaging, be interesting, and without the viewer needing to know anything about what they're looking at in order to be engaged.

>that's really vague and broad
It is but things like Composition and Color Theory and the Golden Ratio and on and on and on are all available to be studied.
I mean it's basically just like Photography and trying to create a stand out photo. If your work doesn't grab people, no one will ever notice or care.

Smut succeeds because it's inherently interesting, inherently has a built in audience, has a barrier to entry (lots of talented people are afraid of backlash).
Very few people actively go out of their way to go view "poorly lit archviz scene of badly made glasses sitting on a book next to a coffee cup with an incorrectly placed handle while an HDRI meant for lighting is made to begrudgingly do the work of an actual background image all while the same dull glossy finish coats everything like a thin veneer of mediocrity"

>wow those are some mean words you just said
Git gud or fade into eternity. The world needs more porn, it doesn't need more "fine art"
>>
>>896094
>>896102
There aren't any good all encompassing tutorials, it's spread out over many different videos.
It's pretty fiddly in that you do need a little bit of geometry as a starting point, and you need to do weird counter intuitive things at times to get shapes to go where you want them.

This covers the basics/fundamentals, cheats a bit by making a box out of a box:
https://www.youtube.com/watch?v=nZyB30-xZFs

A little more advanced but also a lot harder to understand by virtue of the poor presentation:
https://www.youtube.com/watch?v=c57qq2nE3B0

This person's videos are pretty rough but informative if you can plow through:
https://www.youtube.com/watch?v=V_4-0wJ-JXQ&t=0s

You'll never find a high quality single tutorial series on grease pencil. Somebody like the guy whose reel you posted
1) probably isn't a good teacher,
2) has no incentive to help other people skip over all the pain and suffering he had to go through to learn
>>
>>896106
Start stealing long form multi-part tutorial series off of cgpersia.
There's no skipping around and no "but I only want to make TRAINS, I hate GUNS!", you've just got to grind away at all the gun tutorials and the tank tutorials and the grenades and the generic scifi soldiers until you can finally make your trains or whatever
>>
>>896211
If you mean box modeling, go look at some subdiv booba models and also look at the anatomy of the booba.
It's not a sphere that projects from the chest, it's a weird ziplock bag of flesh that hangs off the top of the chest.
Seriously, look at a naked elevated booba (elevated as in like when a woman gets a mamogram); if it's an A cup or smaller it looks like a nice little spheroid but if it's larger it's like god took that A cup and used the Scale tool and just inflated it without changing where the bottom edge of the breast is.
>>
>>896220
Just like with real photography you cheat the fuck out of it. Whether that's in post with levels, full on paint over, etc or whether it's in scene with artificial lighting and exposure time, just fucking cheat.
"More real than real" is the key. But of course you need a solid grounding in reality so that you don't get carried away and end up with some nightmarish Willy Wonka shit
>>
>>896236
1) Fix that disgusting ngon right now
2) Make a library of procedurally generated components you can kitbash together
3) Static meshes don't need to have good toplogy unless they're going to deform but obviously if you have literal ngons, stars, poles, non-manifold geometry, weird ass edge case shit where the viewport recomputes it ten thousand times a second with a different result every time you rotate, then you need to fix that.
>>
>>896600
>is but things like Composition and Color Theory and the Golden Ratio and on and on and on are all available to be studied.
>I mean it's basically just like Photography and trying to create a stand out photo. If your work doesn't grab people, no one will ever notice or care.
>
>Smut succeeds because it's inherently interesting, inherently has a built in audience, has a barrier to entry (lots of talented people are afraid of backlash).
>Very few people actively go out of their way to go view "poorly lit archviz scene of badly made glasses sitting on a book next to a coffee cup with an incorrectly placed handle while an HDRI meant for lighting is made to begrudgingly do the work of an actual background image all while the same dull glossy finish coats everything like a thin veneer of mediocrity"
holy fucking shit, I didn't expect you to conclude with this
>Git gud or fade into eternity. The world needs more porn, it doesn't need more "fine art"
after roasting the fuck out of my render but i get your points, gonna strive for more uniqueness
>>
>>896252
"Squares" are called quads, triangley are called "triangles".
Quads matter for several reasons:
1) they subdivide nicely (however there are tricks with triangles and subdividing too but that's master class shit)
2) you get nice edge flow that allows you to add in loops
3) quads are an illusion, all of reality is composed of triangles, triangles all the way down, which is why when you export your mesh to a game engine it has to be "triangulated" (turned into triangles); by having it in quads the engine can only solve that triangulation problem one way. If there are ngons or the like, the engine can generate a different result (possibly continuously, creating that weird flickering artifact).

Secondarily it looks like you have a lot of geometric fuckery going on with a number of edges that are missing verts (they're just floating lines intersecting other parts of the mesh).
That's called non-manifold geometry; that's like 3d mesh object thingies that can't exist in reality but can exist mathematically so the 3D program is willing to approximate it for you but in fact you're seeing garbage that will be lit very strangely, textures will look weird, etc etc because the math starts to break down as it goes beyond "dots in space" and into "non-blackbody dielectric object"

Anyway don't get frustrated. Tutorials are rarely uniformly perfect, there will often be gaps in knowledge or technique where the presenter has assumed you already know something or forgot to include something because it's just second nature to them or this is attempt number 25 at recording this part of the video or whatever.
The solution is to go as far as you can, then if you become stuck or too frustrated, go do someone else's tutorial and then come back to this one.

>if I do someone else's tutorial on [SUBJECT], why would I come back to another tutorial on the same [SUBJECT]?
Because you'll learn something that was left out of the other tutorial because that tutorial is imperfect too.
>>
>>896467
>>896537
Mixamo is the best paid autorigging solution.
Auto rig pro can be easily stolen, like all paid blender addons, because the authors have to redistribute the full source (which is kind of automatic since it's a .py file) and are barred from doing anything to take down other people.

>yes but which one is THE VERY VERY VERY STRONGEST
https://www.youtube.com/watch?v=Ve3C9Xj6b38
>>
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I rigged a flying animal and behold parts of the wings are coming lose during posing. Is there a non-retarded way to fix this? Someome modifier(weld?)?

cheers lads
>>
>>896615
I know it's taboo to admit this but I already deleted the mesh anon... (I don't have much space left on my HDD with all the tuts and shit).
Are you talking about this ngon or do you see another one?
> if you have literal ngons, stars, poles
I may be wrong but these aren't completely evil, right? I made a lot of other meshes that had no shading issues but had a lot of ngons, stars and poles and I didn't see any problem. I'm modeling for video games so no sub-d at all.
>>
>>896636
Nevermind, cant delete this post but I solved it by remeshing
>>
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>>896640
>>
What's your go-to addon for UV unwrapping?
I tried a couple to straughten UVs and didn't get good results.
>>
>>896668
Why do you need uv unwrapping addon? I keep hearing that people dont like UV unwrap tools in blender but I dont see a problem with it. I like to think I'm not a blind blendet as blender does have its problems but UV unwrapping has never been one for me.
>>
>>896671
A man who has lived in a cave his whole life doesn't yearn for sunlight, once you've UV'd somewhere else you'll understand.

The packing is garbage, the weird way the editor can be connected and unconnected to the viewport and some stuff doesn't work in both modes is garbage, lots of basic stuff like scaling an island to fill the entire 0 to 1 area is annoying af requiring futzing with the 3d cursor. I didn't think it was so bad until I started having to UV in Maya for work
>>
>>896671
I like to have my hair strands in a straight grid so they deform the texture.
Anytime I try to do something more complicated than unwrapping and packing I start a movie on the side because it's long and tedious.
I think you'll understand when you try to managed the level of details, the amount of space they take up on the texture, for the different parts of your model.
>>
>>896009
Can you guys teach me how to make wireframe renders like this in blender
>>
>>896048
And how about facial expressions?
Do you really need to import all these facial bones or can we make transitions between 2 expressions?
>>
>>896724
Follow this guide and make sure you watch absolutely every video:

https://www.youtube.com/playlist?list=PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
>>
What's the best way to animate the Unreal Skeleton? Mr Mannequin is outdated and not optimized for Blender 3 or Unreal 5.
>>
>>896703
Like what? Try the wireframe modifier?
>>
Which is the best Blender hard surface modeling addon, Hard Ops, MESHMachine or Fluent?
>>
>>896252
what tutorial are you following?
I was searching for anime tutorials but at this point any good introduction to modeling characters will do.
>>
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So im finally far with the mesh editing on my thing that I'd consider it good enough. Before I apply the mirror, subdivision and solidify is there a way later on to remove those if I need to edit it again.
also I intend to print this thing to wear it, can I split it in two parts inside blender or is meshmixer the only way?
>>
>>896822
how are you going to breathe with no mouth or nose holes you moron
>>
>>896823
im built different fool
>>
>>896823
also how would I put in holes in the existing mesh. if I were using solidworks I can just extrude cut, this is my first blender project so im working it out as it goes. will put the holes under the cheekbone curve and have some ''tunnels'' running to the nose and mouth
>>
>>896822
Once you apply modifiers they're applied and there's no going back.
So before you apply, Shift D to duplicate, suffix BACKUP and move it to another collection or something.

>>896825
If you're printing then topology doesn't matter as much and you can punch holes with a boolean modifier (that's considered bad practice because it really messes up the topology).
>>
>>896840
>If you're printing then topology doesn't matter as much
just because im trying to learn blender properly I did manage to keep every face rectengular and definetly didnt leave one single triangle around the eyes, so dont look for it.
is it possible to split it into two parts though, I want the back to come off so I sculpt connection points for magnets that will keep the two parts on when worn. or did I fuck up by just making it once piece from the getgo
>>
>>896776
I can't speak to the others but my criticism of HardOps is that it's almost like an entire thing unto itself in terms of all the hotkeys and stuff.

Maybe that's just an unavoidable problem or maybe that's changed
>>
>>896849
Not him, not super certain what you're saying but if you have a super dense mesh (like from a sculpt) such that you can't do things in edit mode very reasonably, then you can Alt B (I think? Ctrl B? one of those) to draw a box around the model and hide everything outside the box (but this does nothing to modify the geometry).
If you want to specifically break out a piece because you're going to then do something to it, like the workflow that is sometimes used to make clothing, then in this case you're probably going to need to do some shit with booleans to chop out just the part you want to modify.
If you're going to modify that part via sculpting, I'd mask the edges so they can't be sculpted that way you can still seamlessly plug the piece back into the original sculpt

If that's not the answer you're looking for, maybe record a gif or webm and/or do a doodle of what you're trying to achieve
>>
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>>896703
>>896772 sorry guys i meant do you know how to make this in blender
https://sketchfab.com/3d-models/v3-reilly-201c917375c143309e650fd6562a50e1
>>
>>896840
>they're applied and there's no going back.
what if you press "undo" ?
>>
>>896009
is blender better than stock c4d?
everything I try to do in c4d requires redshift or octane, is cycles at least comparable?
>>
>>896604
Dang, those are most of the videos I’ve found before as well. This one wasn’t too bad:https://www.youtube.com/watch?v=Xu0KMOdkXgk

But it also pretty much is just what others have shared which is making a basic 3d model and drawing on top of it. I just figured it was a neat style and wanted to fool around with it, though it’s not really what I’m using blender for at the moment.

I appreciate the help all the same though. Guess I’ll just have to keep fumbling around it until I find a smoothish work flow using the various videos provided.
>>
Will I run into much trouble if I just rig a sculpted model if all I care about is the figures silhouette? It’s a bit faster to get the general shapes I want via sculpting over editing, and I don’t need any sort of details on my models. Still, I heard that improper topology can cause issues when rigging them for movement.
>>
>>896909
You undo history can run out
>>
>>896873
>maybe record a gif or webm and/or do a doodle of what you're trying to achieve
basically this, it allows dissasembly to actually put on the thing. I have to split the helmet in two and then sculpt in the small bumps that I can put the magnets in.
>>
is there an equivalent to Illustrator's alignment guides in blender?
>>
>>896937
>>896873
>>
>>896924
it is simply always better to have a subdivision version when sculpting, even if it's just a zremesh style automated topology, it means you can make bigger changes to the silhouette of the model without disturbing details by moving it on subdivision 1 and allows you to UV and yes, even rig your sculpt for posing easily.

I often send subdiv 1 out of zbrush, autorig it in blender for posing then send it back in for example.
>>
>>896913
cycles is very much comparable but will maybe lack speed and certain nodes suck (no good curvature node for example)

isn't octane free though?
>>
>>896895
make it using bezier curves/ paths then just add thickness to them in the curve options.
>>
>>896942
>cycles is very much comparable but will maybe lack speed and certain nodes suck (no good curvature node for example)
interesting, thanks for the response

>isn't octane free though?
no, I think it's like $700 - $900
but it looks like an older version is free for blender but not for c4d, might make it worth the switch though
>>
>>896937
>>896939
>and then sculpt in the small bumps that I can put the magnets in.
Don't bother, just use a soldering iron to melt your holes after you print it.
>>
>>896968
I later want to produce these things to sell and im i'll automate the process as much as I can. the holes have to be done when its printing and I have to split it in half regardless. The shell wont be thick enough to allow for the magnets to be put in place as is as well
>>
>>896944
octane is subscription.
The free (and paid) version for Blender lags slightly behind since it isn't an addon for Blender but a compiled Blender version with Octane implemented.
You don't have to switch completely to Blender, but you could outsource your shading/lighting and rendering to Blender and use Octane for free.
Only limitation is that it only allows the usage of 1 GPU.
>>
Why am I running out of ram when I have 32gb?
>>
>>897041
What GPU do you have?
I can't fit more that 3.5 + (((0.5))) GB in mine
>>
>>897043
RTX 2060
>>
>>897044
then you should have 8GB VRam to work with - no idea what could be taking up that much space
>>
>>897041
Blender loves a good memory leak
>>
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>>896009
Hello people, I am working on a commission which required cel shading, I made this based on a tutorial and it works quite well, I added a bit around the end to allow for transparency when needed and I also found the bit I would need to add if I wanted to add normal maps (not pictured), however now I need to add highlights which I did a few days back but lost the file where I was experimenting with it, can someone help me with the node setup?
>>
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How do you feel about the Amaranth Toolset?
>>
I am going to snap. There are dozens of tutorials on how to shade stuff in EVEE, metal, burger meat, hair etc etc

But no one show how to bake it which uses CYCLES and so everything that I make is crap that I can't put in game engine or any art website because the material nodes don't work outside of blender.

How am I suppose to figure out baking on my own? Why doesn't evee even offer a baking option.
>>
>>897356
give up on blender baking and pirate substance painter, trust me.
>>
>>897356
?
https://www.youtube.com/watch?v=mdcodiuIwXM
>>
Hello, retard here.

Is there a way to export texture from Blender in order to convert to pointcloud? It didn't work with STL
>>
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> "20 Minute Tutorial"

> ,Took me 2+ hours

I'm pretty bad at Blender.
>>
Is there a better way to use displacement than adaptive subdiv? Shit is killing my RAM.
>>
Can I transfer rigify rig into the model with same proportions but different topology (I am doing a retopo)?
>>
>>897356
>https://www.youtube.com/playlist?list=PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
>>
>>897356
https://www.youtube.com/watch?v=gG7ZoP3fd1w
>>
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I don't understand why there are literally MILLIONS of models being added on deviantart every day in xps format, but it's some obscure program from the 2000s and you can't import them into blender without breaking the materials. What's up with that? it's not like the program does some cool thing like MMD which makes it worthy of being a file format right?
>>
>>897547
Kinda comfy, anon. Would the tutorial you followed be suitable for a complete beginner?
>>
I spend thousand of hours trying to understand how blender works and I finally did it
>>
>>896009
How to make porn
>>
What's the use case of angle-based unwrap method, opposed to conformal? It always ends up looking like shit, so I always use conformal.
>>
>>897818
use camera
film fucki fucki
>>
>>897716
i guessing because xna was used to rip models from games. It takes more knowledge and skill to set up a model for use after ripping and just as much to convert to mmd and setup as a working pmx. Some people are quick and dirty rippers, who just want to get there first. even if the output is shit. there is a xps to mmd converter but it's output is dependent on the state of the input. some might be rigged before so come out semi decent afterwards but some might not have a rig or might just have errors due to ripping and either will be unusable or wont convert. mmd/pmx is just as old btw. and has it's own problems, but it probably wont change for a long time, because no one is gonna make something better opensource, and even so it be take time for people to shift to a new platform. saying that i''ve noticed a few people use cycles or eevee in blender for mmd videos.
>>
>>896009
Anybody got any free Glados model from portal ? i want to play around and do some animations in blender.
>>
What is the best tutorial for 2D facial expression textures in Blender? Like instead of having a face rig, you set up a series of 2D tiles for the eyes and mouth.
>>
>>898054
https://youtu.be/YGjwOEMgDGw
>>
>be me
>already tried 3Ds max, C4D, zbrush, maya
>you liked it and continued to study 3d
>heard about blender
>it's free and hype
>decided to download it
>downloaded
>you like the interface + how everything is compact and easy in general
>you decide to try to render the object
>created a regular cube
>no textures or any changes or any other objects
>first render took over 10 minutes
>disappointment
fucking meme
that's why I pirate paid software
>>
>>898259
You're supposed to enable CUDA and OptiX in the system preferences and the render settings. You should also enable the "experimental" feature set in the render settings.

You could also just download the plugin for Redshift, Octane or V-Ray.
>>
>>896009
hey anons, i've made a large factorio mod and i want to make new textures for the machine, and everyone says to use blender. my question is, do i need a good PC to render stuff or can i run this shit on my wank old laptop
>>
>>897570
Turns out cycles is a hot pile of garbage that can't handle displacement.
>>898259
And no matter how long you let it render, shit always comes out full of noise.
>>
>>898298
I don't think that performance will be a problem. The sprites are quite small (even in hd) and even on cpu rendering this should be doable.
Animations however will be a problem as the render time almost multiplies by the amount of frames you need.
>>
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blocking out the scene is most likely my favourite part, what about you guys
>>
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>>898479
le reference, anyone knows how to get foggy river texture? i am thinking of maybe messing around with color ramps and white noise texture
>>
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How do you configure this to be able to move into typical female hips poses?
The simplest way looks like it'd be to deselect inherits-rotation but then I lose the ability to turn the whole model with the root bone, and it doesn't work that well anyway.

I've been trying to look around at blender tutorial but for some reason now everyone fucking uses the metarig and calls it a tutorial, this is fucking annoying and completely useless when you want to actually learn how it works or do it yourself.
>>
>>898399
>Turns out cycles is a hot pile of garbage that can't handle displacement.
it can even bake it.
>>
>>898399
you can use geonodes too
>>
>>898500
>do it yourself

well, there's your answer bud
>>
>>896436
this honestly looks better than the first. I liked the first version too (I'm not being like >>896430
) but something about this version is just better looking idk why
>>
>>898259
you couldve spent 5 minutes to learn the basics, it aint hard
>>
so what's with the blender hate?
>>
>>898602
Historical reasons and people who don't create anything thinking that software choice matters more than it actually does. Also annoying fanboys.
>>
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what’s going on with the shading here? doesn’t it look odd?
>>
>>898732
nvm. i fixed it
>>
>>896009
Does Blender not work with Ipad? I see conflicting info when searching.
>>
>>898801
Natively no, you can emulate linux and run blender
>>
Any good youtube tutorials?
>>
How would you approach making a realistic or at least good looking grass/forest? I see quite a few tutorials that are all low poly, which is fine and all, but what if I want something more realistic?
And how to approach something like, bamboo? Should I model each segment? Would it be possible to introduce variation with geometry nodes or something?
>>
I'm getting exception_access_violation crashes while rendering in eevee. My first thought was that the model I'm using is blowing up my ram (vram?), but it seems reasonably optimized to me. Any other obvious culprits?
>>
Why is Ian Hubert so famous in the Blender community? Doesn't he just project photos on cubes?
>>
>>898923
>How would you approach making a realistic or at least good looking grass/forest?
Speedtree
>>
>>898602
It's mostly just a response to annoying Blender evangelists.
>>
>>898916
CGDive
>>
How do I append a control rig? Like, I want to import every control bone with their custom shapes. What should I be selecting to append?
>>
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Now that GPUs are cheaper again, which one is the better value, an AMD RX 6900 XT or an Nvidia RTX 3090?
>>
>>898988
never ever purchase AMD for 3d work

It is not used by anybody and gets no attention from either software vendors nor AMD itself.
>>
>>898598
cuz i don't retarded
>>
>>898602
Retards who use other software wanting to argue with the retards who use this software we use. Ignore them all and keep on working and improving, lad
>>
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How do I get downloaded animations on my rig?
>>
So long story short I think I fucked up
I made a mesh object the thickness of 10mm, applied a bunch of modifiers and realized that 10mm is too thick for what I need it to be, is it possible to reduce the thickness of a ''shell'' or do I need to bring back one of my backups
>>
Does anyone know of an automated way to merge a ton of basic materials into one? I've looked into baking an image, but the process needs to go through each material and add an empty image texture. I'm working on a model imported from a game.
>>
Is it possible now to bake things with opacity to a new texture? Things like alpha cutout foliage to a texture? I think I've seen they added it in a new version but can't find anything on the internet. Or was it substance painter lol?

Basically I want to assemble plants from separate leaves masked by an alpha, and then rebake a fully built plant to a texture.
>>
>>899151
What do you mean merge? Some python scripting can probably do something similar. Does each material have a different shader setup that you need to "flatten" together for an end result or do you just have a bunch of images you need layered?
>>
>>899165
It seems like each face of the model has its own material. This makes it unnecessarily expensive in a game setting.

I'm currently trying to install material-combiner-addon, but have some package conflict. I'm quite familiar with pyhon, but have not used it for blender. Do you know any good tutorials to start making my own?
>>
>>899165
>>899170
It's just a regular game-ready foliage, planes with an alpha mask. Currently when you try to bake it to texture, blender doesn't recognize black parts of the mask on individual leaves so I can't get a clean alpha.
>>
>>899175
Ok, is there an easy way to make it blender friendly? I cant use the models if they have a large number of materials
>>
>>899175
>>899176
lmao ignore my reply, I thought you guys were responding to my question here >>899157

Not sure how to deal with your issue, that asset is messed up.
>>
>>899177
Kek, no worries.
>>
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You think that Blender along with Cycles have gotten to the point that if you need to produce a photorealistic render of an object, is more than a capable tool to do it? I did a quick exercise of rendering a soda can on 3 different rendering engines: Cycles on Blender, Arnold on 3ds Max and Redshift on Cinema 4D. Rendered the same scene with the same variables (3D model, texture and HDRI), and I think the result are good on every platform.
>>
Should I use a renderfarm service or install blender on a powerful Linode instance? Which will be faster/cheaper?

Recommended renderfarm service?
>>
>>899206
I should note that what I'm rendering isn't intensive. No raytracing, like 40k verts, armatures and textures are a little intense maybe.

The frames take like 20-30 seconds on my old ass 2012 thinkpad, and I hate tying it up in renders.
>>
>>899189
render times?
>>
>pepeland
>>
>>899189
out of all of those I honestly think the blender one looks most realistic
>>
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Does Blender do something with sharp edges that I'm not aware of? I have a simple vertex displacement material for cloth items that jitters them around based on wind speed. It looks great in-engine, but any seam marked with a sharp edge seems to be split. In the image you can see small gaps in the hood mesh where you can see the back on the character's head. Removing the sharp edges removes the seams.
>>
>>899221
Thats not blender, , when you mark something sharp in any software it duplicates the vertex there, it depends what the engine does with it on import or how your shader is written.
>>
>>899189
Cycles has awful reflections and no contact shadows. I was actually hopeful they would fix cycles with all of that cycles X fuss, but in the end they did fuck all.
Would be nice if you could use a good render engine like Arnold in Blender.
>>
>>899189
That's a meaningless comparison if you don't show the details on render settings and material setups for each engine.
>>
>>899247
>Cycles has awful reflections and no contact shadows.
One, contact shadows are a rasterization screen space shading method, not ray traced one. No ray tracing renderer has them, it has to perform an extra rasterization pass to do contact shadows, and that defeats the whole point of ray tracing light information.
Two, blender supporst contact shadows in evee mode.
>>
>>899238
>when you mark something sharp in any software it duplicates the vertex there

Ah, that explains it. Are there any techniques for achieving similar shading without having sharp edges?
>>
>>899257
normal maps? beveling the edge and weighting normals? or changing the shader
a vertex with sharp cant point in 2 directions at once, so its always treated as 2 points in the same space
>>
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>>896009
I need some advice on rendering this room in Cycles. Those tight grills and the doors in front end up trapping the light rays. I've put in a portal, but I am not sure it is helping much, and I have no idea what else to do apart from jacking up the light rays.

In Eevee I have the problem of ambient occlusion making areas unnaturally brighter. Also I don't think it is projecting light between the smaller gaps correctly. I've tried maxing out the cube and cascade size.

What should I do here?
>>
>>896009
What do you think about Malt?

https://malt3d.com/
>>
>>899248
agreed that picture is completely pointless
>>
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Is meshmachine a must have when making hard surface game assets ? I already have Hardops&BoxCutter but every tutorial about these, the guy also uses meshmachine
>>
What is the optimal way to rig and drive fingers?
>>
>>899285
disable AO and use light porbes to bake a GI pass for evee?
for cycles this scene might be much for any engine without 20 bounces and a million samples, might wanna try putting in a fake light inside the room, or if you going for a moody look, just bump up bouce count and use denoising to not make the render take 10 days on million samples
>>
>>899335
>work in a studio
>use blender since getting max requires me to dick around with our tech dep for a month
>have no plugins
>been working like this for 2 years
i would say no?
still i dont like doing hard edge stuff in blender, rather use modo, cad or what ever, i only use it since im a lazy retard
>>
Are bones supposed to change size when you rotate them on X axis? Or did i fuck up somewhere? This shit like flattens characters hand and the hand grows twice as long.
>>
Are there any addons to make blender's UV tools usable?
>>
>>899410
Alright, question off. Setting up "Limit Scale" constrained fixed it. Don't get why rotation scaled it in the first place but whatever.
>>
>>899335
Hard surface add-ons are memes, except decal machine maybe, you can perfectly do cool stuff in vanilla.

>t.sore Jew that won't spend money on a free program.
>>
>>899397
>>899491
Yeah but of all the 3D stuff, polymodeling is the thing I hate the most so I'm really after making my life easier. HardOps & BoxCutter did make the whole thing feel better to me so I feel I'd be stupid to not try to make it even easier.
>>
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I've been banging my head against the rock trying to solve this issue. Im still making this damn mask and I'm almost done and ready to print.
thing is the part where the mask breaks in two doesnt align right
I tried using one half as the boolean reference to remove the edges that cross over from the other one but it doesnt work, the material still stays where it was even after applying
the process of making the mask was
>make mesh mask
>split it into two parts
>apply the modifiers for each part seperatly
>MIRROR > SUBDIVISION > SOLIDIFY (7mm)
it aligned perfectly before the solidification, after appyling it both halves starts crossing into one another. is there a way where I can orient the surfaces in the same direction so it aligns correctly
>>
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>>899507
>>
>>899507
If you need to split an object in two, can you not first apply the mods on the original object and then boolean slice it?
>>
>>899519
I dont entirely understand what you mean
>>
Is it possible to link different faces of an object to different uv images and be able to edit them separately in texture paint?
I tried to google it but the only straight forward answers I got were to make the face a different material in material properties but then I can't seem to paint it.
>>
>>899538
there are two ways, you can assign different materials which will not overlap the UVs or you can move the second island off to another UDIM tile (effectively moving it by 1 whole unit to the right or up in the UV editor).

UDIMs will use one material but reference several images.

also don't paint in blender you'll have a much better time with pirated substance painter or 3d coat
>>
>>899411
I use UV toolkit, texel density checker and UV packmaster.

It's still not as good as maya but it's workable.
>>
I feel like heads are a lot easier to sculpt than box model, but legs are like impossible to sculpt.
Box modeling makes them way more manageable.
idk if there's some trick to sculpting them effectively from scratch or if everyone uses cylinders/curves and then adds details later.
>>
I created hair particles from curves with an addon NetHair. But after generating it it seems to constantly show on top.
In the image it looks like the hair is covering the face, however the hair is actually behind and the head mesh has become transparent in a way.

Does anyone know what is causing this so i can fix it?
>>
>>899614
this is how it actually looks
>>
So when Cycles on GPU rendering (3080) runs out of VRAM it starts using RAM, how much slower is this? I know it depends on RAM itself but I just want to know what should be a reasonable expectation.
>>
>>899635
A lot slower.
>>
What is the correct way to animate a blink?
Are there any good guides and resources on this?
>>
>>899614
Do you have "show in front" ticked on in viewport display
>>
>>899522
https://youtu.be/IRJCChNu_pQ

You can use another object to boolean slice it. This is a combination of boolean difference and boolean intersection. Hops has it built-in, but you can also do it manually. Assuming you have an original and a cutter, you diff the original with the cutter and take the intersection between the cutter and a copy of the original.
>>
How hard is it to make models for people to use, whether it'd be in Blender or anything else, if you've never drawn anything substantial in your life besides stick figures?
>>
Just returned to using blender after a few years. am I a complete dumbass, or did blender get rid of its game logic engine? can't figure out where to access simple things like assigning movement keys to a character and stuff. I know in the past you could do this stuff. I can't for the life of me find it in the manual, tutorials, etc. Where, if still at all, can you find the god damn game programming stuff?
>>
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the grooves really fuck up the inside of the mesh after I solidify this cunt
does the mesh inside the thing matter if Im going to export as STL anyways? I added the grooves before applying any modifiers, should I have kept it smooth and added the grooves after applying? every single face gets solidified so I get shit protruding outside of the model

>>899507
>>896272
>>896822
>>
>>899693
Yeah, they removed the game engine.
Good move imo, the thing seemed janky af and must have been quite a lot of work to maintain.
>>
>>899697

good to know. what do people use nowadays for programming? I'm guessing you do all your art, rigging, animation and shit in blender then import it into something else to program. sounds like a pain, wish it had stayed all in one place... at least if it had worked properly.
>>
>>899706
and while I'm on that question: is it at all useful to make assets like backgrounds or isometric buildings in inkscape and bring them into blender? is that something people do with success?
>>
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newcutie here, how do you make the hair have grids like in pic? everytime I do hair it doesnt show up and I cant put a UV wrap
>>
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hey /blend/, completely new never animated a thing in my life friend here. Say I want to make a web series and I am open to monetizing it in the future if it goes anywhere (even if it's just 5 bucks a month from patreon). Are free blender models online free to monetize? Do I need to purchase a model, and then do I get the rights to it? How does that work? I realize this might be wishful thinking but I don't want to shoot myself in the foot before I even begin.
>>
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Anyone with talent with blender able to explain how to fix my mesh/weights so that I can treat the particles as fucking normal and paint my pretty feathers on my bord?

I think it has to do with the mirror modifier being used at the beginning when making the mesh but I've already merged and deleted it so I don't understand why it would still be affecting the model. It's dumb because when I created groups and painted for the bones they worked absolutely with no issues at all, but particle systems are going fucking crazy. The first image is what it looks like when I first add the particles with density to the wing (second image) and the third is what happens if I try to comb them.
>>
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>>898480

I made fog using this
>>
>>899762
isnt this essentially the same as volume scatter? i am looking to make something like water fog
>>
>>899189
nigga the most important thing would be render time and settings, post those
>>
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>>896009
character modelling is really filtering me
>>899761
not a talented blender user but try duplicating the mesh, then apply modifier, apply transforms then take weight painting, paint the wings. go to the particle property go down to vertex groups and put the "group" in density then apply the particle in the render tab.
>>
>>899770

There is no modifier anymore, once I got mesh the way I wanted I got rid of the mirror. The density is already applied in the particle setting tab as I mentioned. All the armatures are working with the weight groups I made just fine, only the particles have a mind of their own and I'm not sure why.
>>
>>899772
did you apply scale/rotation transforms? i usually find that to fix almost everything
>>
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h2tdv
>>
>>899782
captcha moment
>>
you know what really grinds my gears? Shirt buttons for a collared shirt. The easy mode solution is to use Vertex Parenting. that is the perfect way to deal with them, but that only works if you're staying in Blender. If you want to export out of Blender, you're pretty much fucked. You can set the top and bottom buttons to the Chest bone and Hip/Root bones respectively no problem, but the middle section of bones are dicey. When the character leans forward, there is no way to get it to bend with the character optimally.
>>
>>899773

Not sure what you mean on that
>>
>>899745
https://www.youtube.com/watch?v=Nn7mISvVzJk
>>
What is the difference between nurbs and bezier curves? What are their use cases?
>>
>>899773
>>899807

I think I figured out what you were saying

Object > Apply > All Transforms
>>
>>899849
yup thats it, did it work now?
>>
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>>899980

Yeah that seemed to be the key thanks! Really hard question to get good google results from.
>>
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I tried hand-painting texturing for the first time on this placeholder LADA. I'm actually pretty proud of the result, looks like a shittier version of a Driver: Parallel Lines car.
>>
>>900060
Based and Ladapilled.
t. slav
>>
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>>900062
Thanks, slav
>>
Blender beginner here.
Is there a way to load an .obj made of a couple of meshes, collect them somehow and then duplicate them but programatically?





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