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/3/ - 3DCG


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703920 No.703920 [Reply] [Original]

Studio Khara Edition
Previous thread: >>700590

>> No.703921

reminder to try 2.81.
sculpting was painfully slow for me on 2.80 but I just tested to sculpt on 3 million triangles and got butter smooth feedback and about 15fps when I made the brush half as big as the whole object. massive improvement and hopefully soon the edit mode will get some speedups too

>> No.703932

>>703921
but I want to stay on 2.79 where I know where (some) things work. The ui of 2.8 confuses the hell out of me.

>> No.703933

reminder that 2.79 is superior in everything that matters (including UI)

>> No.703938

How do I make beautiful skies, lads?

>> No.703944

>>703938
lots of hand painted happy little clouds

>> No.703947

Was OP's gif actually made in Blender?

>> No.703950

>>703920
How they do this? Magical.

>> No.703957

>>703947
Studio Khara is using Blender for quite a while now, so probably

>> No.703958

Are there any good examples or tutorials on how to properly rig thighs and hips? I'm trying do get the best deformations I can only using helper joints but I'm not really happy with the results when I push the leg poses. I would use correctives, but only if I think I have a good foundation with the armature weights.

>> No.703959

>>703932
Same.
tried all the old keymappings, almost nothing works anymore. I hate having to hunt for shit in the new UI too.

>> No.703965
File: 191 KB, 874x763, 1567105172058.jpg [View same] [iqdb] [saucenao] [google]
703965

>>703959

Poor brainlet, unable to adapt to a new UI. Imagine if you had to learn new software from scratch for a job.

>> No.703968

>>703965
less a matter of 'can't' and more 'why even bother'

>> No.703971

>>703968
Why even bother, indeed
Blender is pointless, gets you nowhere
Let's end our suffering already

>> No.703974

>>703920
What's this from

>> No.703984

>>703968
>'why even bother'
Never gonna make it.
A good artist looks at new techniques and workflows as a challenge to improve and gain a new understanding in their art, and how to incorporate those new ideas into their art to create something new.
I'm not saying 2.8 will drastically change how your work will come out, but being a sourpuss because you can't be bothered to learn a new thing that'd take all of 10 mins to get used to just means you're gonna stagnate.

>> No.703985

>>703984
why are you getting emotional and calling me names? you care about this a lot more than I do

>> No.703986

>>703950
https://m.youtube.com/watch?v=bghK6gwsFvk

>> No.703989
File: 1.27 MB, 1920x1080, eevee.jpg [View same] [iqdb] [saucenao] [google]
703989

eevee procedural

>> No.703990

Any pitfalls/caveats to be aware of migrating from 2.78 to 2.8/2.81?

>> No.703991

>>703920
Imagine being good at drawing anime and using 3d software.
Basically god-tier wizard at that point.

>> No.703996

>>703986
So it's not even actual geometry?

Was hoping there'd be a way to do it in real-time. I do remember seeing a blog post detailing how Guilty Gear did it, though it's filled with weird geometry tricks that you can't actually do in real-time outside of a controlled environment....like Guilty Gear's 2D viewpoint.

>> No.703997

>>703971
based

>> No.703998
File: 815 KB, 1080x1080, sketch-1570534854738.png [View same] [iqdb] [saucenao] [google]
703998

>>703985
He's right, I know people with this mindset and pic related is what they can do after 10 years of 3D modeling.

>> No.704000

>>703990
Subdivision is broken in 2.80. Anything you model with the intention of being subdivided will look different in any other 3d program/render engine, so you can only use those models safely in Blender.

>> No.704016 [DELETED] 

>>704000
>safely
then export proxies you absolute luddite
you can paste your finished models to 2.79 and apply it there

>> No.704047

>>704000
Damn. Haven't heard about this before, thanks for the warning anon

>> No.704065
File: 137 KB, 1588x867, Capture.jpg [View same] [iqdb] [saucenao] [google]
704065

Is it not possible to have the screen on the right update in real time as I'm sculpting the mesh on the left screen?

>> No.704069

>>704065
it should be already

>> No.704078
File: 58 KB, 1021x679, 1559724292593.jpg [View same] [iqdb] [saucenao] [google]
704078

why does blender have safe space threads anyway? imagine if someone made /autodesk/ general and put a gif from Disney's Frozen in the OP

>> No.704082

There's an Autodesk general literally on page one. No (You) for you.

>> No.704084

>>703985
I wanna see you improve and make good art anon.
Sourpuss is hardly calling someone names.

>> No.704085

>>704078
More of a containment thread, like the Daz thread.
You don't want Daz shit spilling out into other threads do you?
Same applies here, kinda.

>> No.704125
File: 2.98 MB, 1920x1080, render.png [View same] [iqdb] [saucenao] [google]
704125

>>704085
This is high quality CG we're doing here, okay?

pic related.

>> No.704137

>>704000y models were broken
So that's why some of m

>> No.704143

>>704125
Nice, looks just like the "real" Moon landing.
This is proof that it was faked. Rocketlets btfo.

>> No.704147
File: 6 KB, 243x250, 1564988497983.jpg [View same] [iqdb] [saucenao] [google]
704147

>>703989
the thumbnail looks really nice, full size not as much

>> No.704154

>>704125
>>704143
That's no rocket. That's a space shark.

>> No.704170

>>704000
You can always copy and paste your model into 2.79 though.

>> No.704211

Been trying to get into designing and photo editing as a side-hobby for my music production. Found this pretty cool guy called Ducky 3D who does some amazing tutorials. If you’re into sci-fi shit and the works of Beeple, he’s the one for you.

>> No.704214

>>704211
thx!
curtis holt does some similar stuff, also cool.

>> No.704250

>>704170
Yes, but that's not the issue. If you model in Blender 2.80 using the subdiv modifier, and then you bring the mesh to another program or different version of Blender, the differences in the subdivision algorithm will make the model look noticeably different. This is unacceptable in any production pipeline. Even if you only use Blender 2.80, what you make now may look different in later versions of the software, binding your work to 2.80, or forcing you to fix the meshes if you want to use them elsewhere.

>> No.704273

>>704250
>will make the model look noticeably different.
that might be true, but can you show any examples?

>> No.704278

How can I prevent movement on an axis?
like I wanna freely move around and edit a mesh, but only along x and y

>> No.704287
File: 172 KB, 1639x1297, 1545546656164.jpg [View same] [iqdb] [saucenao] [google]
704287

>>704273
Purple is the mesh subdivided in 2.80.

>> No.704299

>>704250
>>704287
that's ridiculous
file a bug report

>> No.704309

So I use 3DS Max but since this is the most active help thread I figured I'd ask it here. How would I go about rigging my forearm/wrist so that it doesn't shrink and twist the wrist area? Anyone got any tutorials or references for it?

>> No.704333
File: 344 KB, 818x621, 1541981822033.png [View same] [iqdb] [saucenao] [google]
704333

How do I make beveling not do fucking this, I want the lower part to not suck in and down and just fucking stay even with the shit already there

>> No.704335

>>704333
Just use axis-restricted vertex snapping to realign them for manual cleanup. I just tried all the options in beveling and found nothing that fixes this.

>> No.704371

>>704278
shift + z my man

>> No.704373

Whats teh addon that makes dragging connectors node to node on the node editor easier?

i got a 4k big screen and its still a pain

i remember isaw a YT video that covered exactly the plugin im talking about, im sure its on already included but i cant find it

im not talking about node wrangler btw.. unless node wrangler has a hotkey for what i want and i didnt know about it

i mean like, dragging the connector to one to the next, i feel like it doesnt snap as easy as it should especially if im zoomed out

>> No.704387
File: 227 KB, 540x517, catdude.png [View same] [iqdb] [saucenao] [google]
704387

this japanese dude makes some clay-stopmotion like animations and while it seems a bit low effort it's still enjoyable and kinda efficient actually

https://twitter.com/gekidan_neko/status/1178950344144896002

>> No.704388

Is Retopoflow any good?

>> No.704389

>>703959
You realize you literally have the option to turn all the old keymappings on? Dumbass

>> No.704395

>>704387
You don't even know what low effort is then...

>> No.704400
File: 23 KB, 1125x172, 2019-10-10-1570711415_1125x172_.png [View same] [iqdb] [saucenao] [google]
704400

>>704388

>> No.704404

>>703921
is there a 'make hot girl' button already in 2.81?

>> No.704415

>>704299
it's a conscious change which makes the resulting mesh get projected to the limit surface of the catmull-clark algorithm

>> No.704425

>>704415
Source, please? I assume the devs would have made a warning note about this.

>> No.704429

Anyone use the Grove? Looks like a strong treegen but the branch and trunk geo looks bad in many examples. Can't tell if it's software limitation or bad artist?

>> No.704431
File: 403 KB, 1920x1080, Blender2.8_subsurf_limit_surface.png [View same] [iqdb] [saucenao] [google]
704431

>>704425
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Modeling
Scroll down to Limit Surface.
I'm using the very latest versions of Blender but I think it's possible to copy and paste the mesh from 2.8 to 2.79 and back, which is some kind of workaround.

>> No.704438
File: 259 KB, 1008x628, 1551782579019.png [View same] [iqdb] [saucenao] [google]
704438

>>704431
Oh, well. They should make it clear on the software itself that it's not doing subdivision anymore as usually understood. Otherwise, it's bound to confuse people.

>> No.704473

>>704400
Can't you just use it in 2.79 then?

>> No.704485

>>704309
Please help me

>> No.704490

>>704485
I don't think you'll find help for 3ds Max issues in a Blender thread, anon. Go ask on the /questions/ thread. Or, if you're feeling adventurous, you can go to Polycount forum and ask there.

>> No.704493

>>704485
forearm twist bones bro

>> No.704508

I can't figure out how armature animation works at all
I go into animation mode, select a bone, make a keyframe, go onto a different frame, move the bone, make a keyframe... And there's no animation, it doesn't return to the original position when I go back to the first frame.
And for some reason, nothing appears on the dope sheet unless I select a specific bone, no matter which bone I was trying to animate.

>> No.704513

>>703958
So, nothing? This is still kind of a problem area for me and I can't really find any references or resources that could help.

>> No.704517
File: 141 KB, 1262x883, Capture.jpg [View same] [iqdb] [saucenao] [google]
704517

So I made a character with MB-Lab and tried to load a bvh mocap animation. Blender locked up while it loaded, so I alt-tabbed out to do something else. When I went back, this is what I got.

>> No.704520
File: 461 KB, 850x791, AAAAAAAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google]
704520

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.704528

>>704508
Nevermind I just didn't understand how creating keyframes works in 2.8

>> No.704641

For some reason generated texture coordinates won't work on one of my meshes but it works on the others in the same file. How do I fix it?

>> No.704650
File: 217 KB, 1024x1024, bowling.jpg [View same] [iqdb] [saucenao] [google]
704650

>> No.704687
File: 1.01 MB, 1287x847, opacity.png [View same] [iqdb] [saucenao] [google]
704687

Noob here, using eevee. What is wrong with the lighting in eevee?
The shelves are all solid, no transparency in them, but still the light passes through the back.
How do I fix it?

>> No.704702

are there any decent text tutorials for learning this shit?
the sticky is hilariously out of date and most of those websites are defunct or don't contain what the sticky says any more, and all I can find with normal searching is youtube tutorial shit

>> No.704709

I just realized that if you rotate/flip an UV of a face then a tangent normal map will have way different and often times incorrect shading even if it's a completely flat purple normal map.

I have a scene with tons of flipped/rotated UVs because it uses a trim texture and I didn't know the face angle matters for the shading. Is there any way to fix it or do I just have to go and redo the entire scenes UVs?

>> No.704711

>>704687
Make them thicker

>> No.704728

>>704711
I did and it doesn't help a lot.

>> No.704730

>>704687
>>704728
Didn't use eevee a lot for rendering yet, so I'm not sure about all of it's workings.

But could it be that if you render a frame with f12 it's fixed - so that these simplified shadows only appear in the viewport?

>> No.704735

>>704687
Eevee isn't a raytracer, so shit like that happens a lot.
Use the Irradiance volumes in the add>light probes to bake lighting info.
Size it up to your room, give it a good amount of sample points (in the same tab you mess around with lights in), then hit bake in the light volumes section of the render tab. It'll take a bit to bake the lighting depending on how many points you have, but yeah.
You won't be able to change your lighting without re-baking it though, so only really bake it when you need a good preview, or you're done.

You can have multiple volumes as well. Generally it's good practice to have one cover the scene at lower sample points, then your focus covered in one with higher sample points for more detailed lighting there. Also, emissions don't actually give off light in eevee, but if you bake the lighting they will and interact with objects as well (same for indirect lighting bouncing off objects).

Also, it doesn't work all that well with animations. Like you can animate other objects and stuff just fine, but for obvious reasons you won't be able to animate your light volume. So it won't work all that well for moving scenes.

>> No.704743
File: 602 KB, 1920x1080, MJLFqQdzRuA.jpg [View same] [iqdb] [saucenao] [google]
704743

Hello. Anyone can help me with this "hollow" extra reflections, please. I tried to find answer in the internet, but there seems to be no solution to the problem. Don't wanna give up, but i don't know what to do.

>> No.704745

>pc crashes
>blender file got corrupted
>a 5h of work is gone
>realize blender makes backup files filename.1blend
>load that file
>it's all here
thanks you blender

>> No.704778
File: 57 KB, 564x581, EGsZqDSWoAIHKlu.png:large.png [View same] [iqdb] [saucenao] [google]
704778

Bros we need to make Blender more accessible to Maya users, this can't go on like this

>> No.704779

>>704728
Show me your render settings
Is this cap from rendered viewport or lookdev?

>> No.704782

>>704778
How do you make a cube with round corners?

>> No.704783
File: 24 KB, 466x464, sphreical cuboid.jpg [View same] [iqdb] [saucenao] [google]
704783

>>704782
blam

>> No.704784

>>704782
The bevel functionality was removed in 2.8 you have to sculpt your round corners and retopo them from now on.

>> No.704793

>>704687
Turn up the exponent value on your lights.

>> No.704796
File: 1.25 MB, 921x1536, comp.png [View same] [iqdb] [saucenao] [google]
704796

>>704730
>>704779

>> No.704798
File: 64 KB, 397x885, Annotation 2019-10-13 153734.png [View same] [iqdb] [saucenao] [google]
704798

>>704779
Film settings - filter size 1.50 px
transparent checked
overscan unchecked

>> No.704805
File: 112 KB, 702x510, 2463578247.jpg [View same] [iqdb] [saucenao] [google]
704805

Does anyone here know how to work with normal maps? I have a half of a corridor and the moment I put a mirror modifier on it the normal map just shits itself though for no reason? Do I have to model and UV map both halves of the corridor manually even though they are entirely symmetrical?

>> No.704808

>>704805
The answer is that normal maps are cancer. Flip the mirrored half of the model "inside out", it's technically wrong now and you should generally avoid this, but this way the normal maps look right and as long as you don't cull out backfaces it looks like it should.

>> No.704812

>>704784
stop spreading misinformation. It was not removed from 2.8.

>> No.704813

>>704782
https://youtu.be/DO1SiUMTRHc

>> No.704814

>>704778
To be fair, modeling in Blender requires pretty high iq.

>> No.704816

>>704814
If that is the case, why is it that most Blender users I come across are barely functioning retards?

>> No.704817

>>704782
Since they removed bevel with 2.8 the easiest way now is to just start with a sphere and sculpt/scale it into the rough shape, important to get corners the way you need them first try. Then place cubes on each side, so 6 sides like you are boxing out a square, then just use Boolean modifiers and squish in the cubes so they square out the sphere but leave rounded.corners.

Takes only about 5mins or even 3 if you know what your doing. I don't know what tutorials this guy was watching to have so much trouble though.

>> No.704818

>>704816
Based Mayabro, btw I'm still trying to figure out how to bevel the edges of a cube, can you mail me the solution if you figure it out before I do?

>> No.704820

>>704818
In which software? Blender?

>> No.704822

>>704817
>they removed bevel with 2.8
I feel like I'm missing some inside joke here.

>> No.704824

>>704822
the joke is retards are too retarded to bevel an edge but decide to complain they can't round a corner

>> No.704825 [DELETED] 
File: 563 KB, 978x728, 2019-10-13-1570986032_978x728_.png [View same] [iqdb] [saucenao] [google]
704825

>>704784
>>704817
>removed bevel

What the absolute shit are you talking about?

>> No.704826

>>704825
Don't spread misinformation please

>> No.704827
File: 563 KB, 978x728, 2019-10-13-1570986032_978x728_.png [View same] [iqdb] [saucenao] [google]
704827

Just realized you fucks were memeing but, posting broof anyways

>> No.704828
File: 1.40 MB, 600x338, animu.gif [View same] [iqdb] [saucenao] [google]
704828

https://twitter.com/Harbige12/status/1183376366533828609

>> No.704831

>>704827
Fake as fuck.

>> No.704838

>>704828
Why does everyone on twitter sound like a colossal faggot?!

>> No.704841

>>704838

What did he say that triggered you.

>> No.704842

>>703933
this the kinda guy to use the alpha add-on version of EEVEE just so he can stay on outdated old software

>> No.704856

>>704841
Typical millennial/zoomer insanity. They also sound mentally impaired.

>> No.704864

>>704805
I've gotten past this by making sure to apply the mirror modifier before exporting to xnormal, they have overlapping UVs but baking both sides lets it handle that seam. It's like if you take the mirror modifier off a subdivided circle, it flattens out at the middle because there's no interpolation towards the other side anymore.

>> No.704896
File: 2.19 MB, 1920x1080, desktop.png [View same] [iqdb] [saucenao] [google]
704896

>>704817
Thanks for this, I'm pretty pissed there is no more bevel but I will make do.

Here's what I got, I think its very cool actually, I can think of a few ways to implement this in some projects I'm working on.

>> No.704904

This website honestly breaks my brain. If people really are trolling about the bevel not existing, I need to admit to defeat here. I can't keep up with the trolling anymore. This is so stupid and ridiculous. I can't believe we are at a point in time where this is a thing. It's not even confusing. The people trolling literally sound retarded. Like I almost felt bad that you guys were legitimately that dumb. But then realizing this is all a ruse, make me even more sad because you guys really are that bored and dumb. My brain just cannot keep up with people pretending to be stupid as fuck. Ya'll win. Congrats.

>> No.704906

>>704745
Don't forget to try "recover> auto save" as well. Often I find that the ones there are more recent than the .blend1 files. The blend1's are just a backup whenever you save, but the autosaves are just that. I've got mine set up for every 5 mins. It's never caused me problems, and always came in handy when I had a crash.

>> No.704907

>>704796
>>704735

>> No.704912

>>703933
Reminder that you're a contrarian fool who is probably too dumb or lazy to learn new superior UI.

Pre 2.8's UI was objectively shit. Almost as bad as Zbrush's.

>> No.704913

>>703971

Currently using Maya 2019.2. I can't even create a separate inset of every face of a simple cube as it duplicates geometry and turns the cube black. I know this is a bug, but given how much time it takes for autodesk to publish an update, I'll actually have to use blender to get shit done.

Thanks to the blender foundation for making FREE software that works, and thanks to CG peers for allowing me to use overpriced, broken and sluggish software for free.

>> No.704914

>>704896
Good job. Beveling by hand is artistically superior to using whatever crappy bevel algorithms other apps come with. This is another reason to favor Blender. Only with Blender can you make a cube with SOUL.

>> No.704922

>>704914
Beveling by hand also encourages a soulful, minimalistic type of game design. By using thousands of triangles for every bevel, you need to use more simplistic shapes and less total objects in realtime rendering. This results in a game that fully utilizes the processing power of modern computers while also replicating the superior artstyle of the 90s.

>> No.704923

>>704735
I'm really longing for a good tutorial that covers Eevee lighting and when to bake not to bake kind of workflow. Especially with as you mentioned, using multiple volumes at separate samples. I hadn't thought of that.

Like, I find myself rebaking so often to try check things are okay as I'm developing my scene but at least for my PC, it gets pretty intensive and annoying.

Maybe I need to spend more time.blocking out and sticking to it.
I feel like especially archvis scenes I move stuff around at the end and probably that's why im constantly fidling and rebaking.

>> No.704926

Everyone keeps saying that in 2.8 the search menu opens by pressing F3, mine still opens by pressing space even though I haven't set the keybinds to classic 2.7 mode. Play animation is shift + A or something.

>> No.704928
File: 142 KB, 1830x1351, No Bevel Solution.jpg [View same] [iqdb] [saucenao] [google]
704928

>>704896
Cool, I do prefer my own solution though, I think its a bit simpler.
Start with cube > subdivide it about 10times > into sculpt mode , then turn on symmetry for x y and z, > then use the smooth brush, default settings but change the size to be as deep as you would want the bevel to be < smooth out all the corners, or not all! its up to you > back to normal edit mode > go to orthographic perspective for each axis (i use xray to do 2 sides at once) and select the center vert, then ctrl + + to grow the selection to the edge of the bevel > delete faces > go to edge select and select the loops left by the holes you just made to make it a single face to save on computing power.

>> No.704933

>>704928
This is how next-gen games are going to push graphics further, Crytek plans on switching to Blender and using ngons to make Crysis 4 look better than real life while getting 144 fps at 4k on integrated graphics. They'll also be using a revolutionary new texture optimization technique where they use 16777216 1x1 textures instead of a single 4k textures. A 1x1 texture is so small that they can use a practically infinite amount of them without straining the computer.

>> No.704936

>>704923
If your environment is static, bake it. That's pretty much it.
Bake after you're sure you're done lighting, or you just want a more solid preview.

You shouldn't need to bake your lighting while you're actually doing it. Just worry about the overall picture when you're lighting, and remember in the back of your mind things should come together when you bake it out.

>> No.704938
File: 235 KB, 2123x1412, Blacklight.jpg [View same] [iqdb] [saucenao] [google]
704938

Anyone know of a good way to emulate materials/colors under a blacklight? I've done quite a bit of searching around and have come up with next to nothing. Searching for ultraviolet or UV light comes up with the obvious results (UV mapping).

I figured it would be pretty simple (a mix of emission and diffuse probably), but it's not really right, even when using purple light. There's something missing, and just mainly looks like washed out diffuse.

If anyone has any tips, or even a solution I'd love to see it. Thanks.

>> No.704940
File: 1.12 MB, 1163x591, clean toplogy.png [View same] [iqdb] [saucenao] [google]
704940

FUCK BEVEL

>> No.704944
File: 153 KB, 444x274, 13567526242.png [View same] [iqdb] [saucenao] [google]
704944

>>704904
A little hint. It's been especially true since about 2014.

>> No.704945

>>704938
Think about it for a moment.
If you want a one-click solution for UV effects, first the software must know the physical properties of each item in the scene since things react differently to UV light.

I don't see why you don't just eyeball the effects for the stuff you have in mind and tweak the shaders until you get a similar look.

>> No.704946

>>704945
mmm yes just ponder for a mere moment and realize you must simply emulate the effects of uv reactive materials, such foolish anons are about they don't even pontificate such things

>> No.704948

>>704946
Then excogitate a bit moar and come up with a solution like paying someone to program you such nodes.

>> No.704953
File: 82 KB, 431x434, bitch-what-the-fuck.jpg [View same] [iqdb] [saucenao] [google]
704953

>>704828
Imagine having all that amazing technology at your fingertips and then you use it to shit out anime garbage

>> No.704971

>>704953
bitch, it's free of charge so what's the problem.
thousands even use blender to just wash their files from metadata inside their projects because they can't stop using industry standard software loaded from some shady places like some idiot lol

>> No.704986

>>704944
Descartes didn't say that, you fool. It was Hegel.

>> No.704987

>>704828
>https://twitter.com/Harbige12/status/1183376366533828609

Is this grease pencil?

>> No.704988

>>704971
Now, now. There are plenty of people who just use Blender to play with videogame assets like a glorified Daz3D.

>> No.704995

>>704933
Hey, you are joking, right? Sorry, autism. If the subdivision stage of your renderer can't handle n-gons and tris then it's probably time to throw away that shit and reconsider your choices as a software engineer.

t. BSc Computer Graphics, Imaging and Multimedia

>> No.704996

>>704987
I think it is 3d, #bnpr

>> No.705008

Anyone here with experience in importing CAD data into Blender? I want to bring in a reduced version of my homebuilt aircraft model for visualization purposes.

>> No.705011

https://www.youtube.com/watch?v=AtmudCfC01c

>> No.705012

>>705011
When will it go final? Another 3 years?!

>> No.705013

>>705012
dont be silly, just 3.5

>> No.705016

>>703921
>sculpting was painfully slow for me on 2.80 but I just tested to sculpt on 3 million triangles and got butter smooth feedback and about 15fps
Lolwut, what kind of potato are you using?
I get 60 fps at 50 mill, with some hickups when it's updating. Never really have any reason to go beyond 16 million tris though, and that's completely smooth on my end (2.80).

>> No.705026

>>705012
See https://developer.blender.org/project/view/88/
and https://wiki.blender.org/wiki/Process/Release_Cycle

>> No.705029

>>705016
You must get mad pussy I bet.

>> No.705031

>>705029
My wife's pussy is pretty normal, I think.

>> No.705032
File: 2.95 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
705032

How do I move from beginner to intermediate?
Is there some smooth curve of objects of increasing complexity I can follow?

>> No.705035

>>705032
Learn about edge flow, topology, and how you can use edge loops to sharpen details without fucking up the areas that don't need to be sharpened. For your first lone project, pick something fairly boxy with only hard surface features. Don't pick something that has a combination of organic and hard shapes like a plane or car.

>> No.705040
File: 1.64 MB, 1026x769, bl wall.png [View same] [iqdb] [saucenao] [google]
705040

>>704945
>a good way to emulate materials/colors under a blacklight?
>emulate materials/colors
>emulate
Reading comprehension man. It's like you read every other word. If you don't know anything about it, why even answer?

>I don't see why you don't just eyeball the effects for the stuff you have in mind and tweak the shaders until you get a similar look.
I already tried that.
>I figured it would be pretty simple (a mix of emission and diffuse probably), but it's not really right, even when using purple light. There's something missing, and just mainly looks like washed out diffuse.

There's something with blacklight lit materials that is just weird. Like they interact with the light or something. It all retains its physical properties like roughness, but it glows at the same time. Any time you mix emission into a shader though it pretty much overpowers all of that.
Nowhere did I mention a one and done solution either. I'm quite fine doing it myself, I just wanted to be pointed in the right direction, or if anyone had any tips. Which is the whole point of me asking.

I appreciate the response, and I'm not trying to be a dick, but damn man, read and think fully before responding. Thanks I guess, you didn't really help, but I'll keep at it.

>> No.705042

>>705032
Start with a very hard project and keep failing until you make it.

>> No.705047
File: 44 KB, 728x490, 1546117842053.jpg [View same] [iqdb] [saucenao] [google]
705047

I have this object half that I want to mirror / duplicate and merge together along its middle edge. I tried RMB and setting the 3d cursor to one of the verts at the middle edge, and then mirror.

I tried the mirror modifier but it didn't work.

I tried duplicating and scaling across my axis by -1 but it didn't work (Y axis). I pressed period and set my PIVOT CENTER for rotation / scaling to be 3d cursor.

The object is not located at the origin. across my axis but it mirrors along the _orange dot_.

What do?

>> No.705048

>>705047
Set the cursor to that middle point you want to mirror at, then right click the object, "set origin", origin to 3D cursor. That orange dot is the origin of your object, setting the pivot center only works for edit and object mode manipulation, not modifiers.

>> No.705049

>>705048
based

>> No.705050

>>704987
>>704828
>Is this grease pencil?
yes
>>704996
>I think it is 3d, #bnpr
no, it's clearly 2d and tagged #2danimation I don't think he knows that #bnpr means blender non-photorealistic render, he's a ESL.

>> No.705057
File: 754 KB, 1920x1080, Blacklight Test.jpg [View same] [iqdb] [saucenao] [google]
705057

>>704938
Getting somewhere at least doing it on my own.
Still missing that X-factor though. Taking the color and dividing it with the light color (purple), ended up bringing it closer to how it's supposed to look. Though predictably it doesn't work with every color, white turns pink instead of blue-ish.
If there was a way to selectively mix colors based on what's coming in I think I would be pretty good. So I'd be able to mix purple in for the colors it works with, but another color instead for things like white and yellow. I could probably do something with math nodes, or separating rgb, but that's kind of advanced for me.
Another thing is trying to get a purple hue into the shadows. I thought I could just mix it in, but none of the blending modes really do it.

It does have a nice purple rim lighting effect when viewing it just from the shadow side. You can't see it in the picture though.

>> No.705082

>>704817
>>704896
>>704928
Amazing posts, bravo.

>> No.705083

BRAP
https://twitter.com/min48364187/status/1183656432358416386

>> No.705116

>>703920
>>704828
are these 3d?

>> No.705123

>>705116
yes

>> No.705127

>>705032
cgcookie.com

>> No.705129

>>705116
OP is a mix between base 3D human rig with 2D on top but the other one is completely 2D

>> No.705137

Is there anything you need to know when exporting normal /height maps from substance painter? I already got tripped up by directx normal maps and fixed that, but the height maps still look different in blender compared to SP.

>> No.705138

How many of you actually sculpt in Blender 2.8 as opposed to Zbrush?

I used proportional editing a fuckton in 2.79, but it looks like everything I used it for, a sculptor would do better and quicker.

>> No.705161
File: 43 KB, 590x834, 1451866566776.jpg [View same] [iqdb] [saucenao] [google]
705161

>>705138
I still sculpt inside Sculptris and then export it over to Blender for details and everything else.
In Sculptris, sculpting is butter smooth and I love how the mesh stays smooth while you're at it, even when you just roughly pull out shapes.
In Blender, it just looks disgusting all the time until you manually smooth out shit and feels clunky as fuck.
Yesterday, Blender got a patch that does mesh relaxation on click of a button but a tiny fucking decade old freeware program does it automatically, in a really subtle way but it is enough to make sculpting so much more pleasing. The standard brushes are also perfect compared to what you have out of the box in Blender.

>> No.705162

>>705161
Oh also inb4
>just activate dynotopo and smooth shading
It's not the same, it's how Blender does not relax the mesh a tiny bit while you're working on it and how it pulls the mesh apart and how it does this that makes it feel kinda disgusting.

>> No.705170
File: 49 KB, 583x315, Pablomon_angery_about_tutorfags.png [View same] [iqdb] [saucenao] [google]
705170

shots fired

>> No.705171

>>705170
Blender tutorials seem to become the next letsplays. I saw so many stupid ass people make tutorials while they obviously don't have any clue. Even their channel history is proof of that. Fucking ad money greed.

>> No.705172

>>705170
Hey Pablo is the IK chain pose tool in 2.82 alpha? I can't see it anywhere

>> No.705194

>>704400

This is why I don't bother using Blender anymore. All of this stuff (Retopo, actually good UV tools) are included by default in pro packages. With blender, if the add on dev decides it's over, well it's over, and you're left with the default empty shell that blender is.

>> No.705196

>>705194
No, it highly depends on what you want to do with it.
In "normal" workflows, you can do pretty much anything 3D with Blender and even do freelance work just fine but if you want to emulate certain workflows you know from other software or you fell in love with a ton of addons you NEED, shit gets ugly quick.
Years ago I enjoyed adding tons of addons to my Blender but after many devs just fucked off and stopped updating, I just got used to get shit done without the help of dozens of addons. Luckily, Blender's development is going on a nice pace, especially since this year so there's less and less that I still miss but I understand fully when some people walk away from it again when shit doesn't work the way they expect it to do (a bit like coming from PS and trying GIMP but then again Gimp is an actual turd)

>> No.705202

>>705196
Try Krita instead of GIMP and move to Manjaro while you're at it. It's a free boost anyway. https://www.youtube.com/watch?v=cpE2B2QSsa0

>> No.705212

Pressing Alt+Z no longer toggles x-ray mode for me even though it is bound in the preferences / input. It was working yesterday but today nothing. All i was doing was modelling. I'm this noob >>705047

Now my workflow is all messed up. I tried in 2.8 and 2.81 and its the same thing. What do?

>> No.705214

>>705212
are you sure your not in lookdev?
x-ray only works with solid or wireframe

theres the xray button at the top right, is that working?

>> No.705215

>>705171

The money is supposedly shit now and unless you upload every day is barely minimum wage.

>> No.705219

>>705215
Does it matter for an extra source of income, though? It's not like being a professional youtube tutor is a legit occupation or some shit.

>> No.705255

Is there a non-retarded way importing models from Honey Select / Honey Select Unlimited into blender with their UVs and textures intact?

>> No.705260

>>705137
Check your displacement settings but also post a pic of your shader setup. There's a lot of ways plugging in height and normal can go wrong.

>> No.705265

>>705129
so does blender's grease pencil offers anything more or something special than traditional 2d animating software?

do people actually use it for 2d animation?

>> No.705266

>>705265
You can draw in 3D space
>do people actually use it for 2d animation?
Yes

>> No.705271

A general question from a CGI noob, what generates the noise in renders?

>> No.705273
File: 2.85 MB, 640x360, Sculpt Face Map - - A new system to manage visibility in sculpt mode. You can modify the face map and hide parts of the mesh while sculpting without.webm [View same] [iqdb] [saucenao] [google]
705273

Dobarro did Polygroups
Sculpt Face Map

A new system to manage visibility in sculpt mode. You can modify the face map and hide parts of the mesh while sculpting without using masks or box selections.

The face map can also be used in new features in the sculpt tools, automasking and remeshers. #b3d

>> No.705275

>>705273
You can paint and tweak the Sculpt Face Map directly with a brush. New face maps are added automatically.
You will also be able to generate the face map using the sculpt mask, mesh visibility, mesh connectivity, normals, UV islands, material slots and vertex groups. #b3d
https://twitter.com/pablodp606/status/1184433058063245318

>> No.705294

>>705271
Lack of enough sampling to "fill in the gaps". In a sense, noisy areas are regions where the camera couldn't gather enough information to fully depict the scene, because not enough light samples were taken.

>> No.705307
File: 51 KB, 346x232, 2019-10-16-1571245768_346x232_.png [View same] [iqdb] [saucenao] [google]
705307

cheekie breekie

>> No.705311
File: 5 KB, 225x225, images.jpg [View same] [iqdb] [saucenao] [google]
705311

>>703920
Is there a way to get the base models from Honey Select and Koikatsu Party? (they use base models, do they?)

Souces? Links? Suggestions?

Thanks

>> No.705312

>>705311
This is a blender thread, you need to ask that degenerate shit in questions. Also, don't make another HS based porn game, all of them are extremely bland and worthless. There's no money in that.

>> No.705314

>>705307
Cheap advertising, right there in the face of your beloved open-source software.

>> No.705320

>>705314
>they don't usually create 3d prototypes of new shoes before going into highly expensive physical production.
I'm sure It's not just for advertising.

>> No.705321

>>704995
>a bachelor's
>in multimedia
not only is the major you're taking fucking useless, you stopped at a bachelor's?
how sad can one get?

>> No.705322

How do I get rid of normal map seams?

>> No.705323

>>705171
Yeah, it pretty funny how channels like FlippedNormals regularly dismissed blender before they realized how many viewers it brought to their channel. Now the majority of their stuff is about blender.

>> No.705324

>>705171
>>705323
Maybe.. that's because blender before 2.8 was irrelevant and clunky? :thinking:

>> No.705325

>>705321
I immediately found work after that, so fine with me.

>> No.705327

>>705320
They most certainly use CAD software for that. Product visualization, on the other hand, is a more plausible use of Blender. Although with the lack of third-party renderers, or features typically used for product viz in Cycles, it's difficult to imagine what kind of use they may be making of Blender.

>> No.705331

Nice physic's in this anime

>> No.705335

>>705314
I'm pretty sure just most shoe companies just use 3d renders to sell shoes. Like Ikea does with furniture.

>> No.705345

>>705327

No they don't. A shitload of shoe companies use MODO.

>> No.705355

>>705345
Yeah, I said plausible, not probable. If Adidas is really using Blender I would love to know what for.

>> No.705367

I have a robot done on one side with about 20 individual Right side objects. I now need to duplicate and scale by -1 them around the origin to get the Left side objects. How do I do this quickly, all at once?

The equivalent in maya would be creating a group, putting the objects in that group, then scaling by negative one, then unparenting from the group.

>> No.705369

>>705367
You could add (and apply) a mirror modifier to every individual object with an empty positioned at coordinate 0 on your X axis as your mirror object.

Alternatively you could do:
Select all of your objects
Press Shift + D, right click
Press s then x then -1
Press ctrl+a and select apply scale
Drag your objects with snapping enabled on the X axis until they're where you want

>> No.705370

>>705369
>>705367
Oh and if adding a mirror modifier to every object is too tedious you could alternatively select everything and join them as a single mesh (ctrl+j), do the mirror and then separate them again (enter edit mode, select everything, press p to separate and select the "by loose parts" option)

>> No.705371
File: 121 KB, 512x406, 1541179439450.png [View same] [iqdb] [saucenao] [google]
705371

>>705369
>>705367
OR do the second method but use the 3D cursor as your pivot point before doing the
>Press s then x then -1
part

Make sure your 3D cursor is positioned at the origin by pressing shift+c

>> No.705373

>>705370
but i lose all my naming. Maya makes this so easy, done in 1 minute

isn't there some add on for this? This is an extremely common operation in the modeling process -_-

>> No.705374

>>705373
Why didn't you model with a mirror modifier in the first place?
Anyway it takes less than 5 seconds to do it with the second method.

>> No.705376
File: 1.61 MB, 1280x720, Blender 2019-10-17 02-26-56.webm [View same] [iqdb] [saucenao] [google]
705376

>>705373
is this what you are looking for?

>> No.705378

>>705376
i guess so. How do you get the "make links" screen to pop up at 0:20?

>> No.705379

>>705378
crt L

>> No.705380

>>705376
That seems way more convenient than moving origin in the edit mode. Thanks.

>> No.705382
File: 584 KB, 1181x997, MakeLinks.png [View same] [iqdb] [saucenao] [google]
705382

>>705378
it is also here

>> No.705384
File: 227 KB, 503x322, SYizC.gif [View same] [iqdb] [saucenao] [google]
705384

>>705380
to apply all at once

>> No.705386

>>705384
Alt C doesn't work in 2.8, the "convert to" is in this >>705382 menu too, just scroll down

>> No.705387

What if I want each object to have it's own origin instead of using the 3D cursor for everything? Coming from Maya this thing is a pain in the ass.

>> No.705388

>>705387
You can use any object as mirror, here I use an empty >>705376

>> No.705389

>>705376
i still have to APPLY the Mirror mod on each object individually and then split each object in edit mode individually. This is a real pain, i have so many objects. This makes me want to send to maya with alembic or something, mirror there and then send back an alembic for further modelling

It makes me feel bad though because this is Blender General and my maya is pirated and im too poor to afford the real version

>> No.705390

>>705387
There's also an option to add the objects on the mouse cursor

>> No.705391

>>705388
>>705390
I mean I want the default origin for object transformations to be the center of the object, not the position of the 3D cursor. If I want to transform around another origin then the 3D cursor is fine but having to adjust the 3D cursor to the center of the object for every transform is annoying.

>> No.705392

How do I add new objects to my scene that are sized according to the units I set?

Like I need to make a mock-up of a fence and I set units to inches but the measuring tool is saying a new cube is 80" across.

>> No.705393

>>705389
>i still have to APPLY the Mirror mod on each object individually
no >>705384 but you have one object instead of 2
to get 2 you have to select the 3d cursor as pivot duplicate all the objects and scale x( or the axis you want to mirror) -1

>> No.705394

>>705391
Looks like I have to get used to Shift-S 2 every time I want to move/rotate/scale a selection from it's own center point?

>> No.705395

There's no edit history for operations like bevel, extrude, etc? Once you complete the operation it's lost and you can't modify it?

>> No.705396

>>705395
Once you complete the operation there's a popup in the bottom left corner, there you can edit the last operation, it doesn't work with undo or redo

>> No.705397

>>705393
what the heck does that mean?

>> No.705405

>>705331
what anime

>> No.705409

https://www.youtube.com/watch?v=sBR2bEGKT-Q

adidas joins bendlet devlet

everyone BTFO

>> No.705426

>>703920
In the past month I’ve been asked to teach Blender classes to a police force for forensics, a major mobile game developer in Europe, and a prison for inmate skills. There’s a huge demand for Blender educators right now, so put yourself on Blender Network if you want work. #b3d

from the donut guy

>> No.705445

>>705409
the cheekiest breeky

>> No.705455
File: 662 KB, 900x600, 180fHGPkO6Fli3BLpxcQO6g.png [View same] [iqdb] [saucenao] [google]
705455

>>705409
>adidas joins bendlet devlet

>> No.705459

>>705307
>>705409
>>705445
>>705455
time to celebrate
https://www.youtube.com/watch?v=BnTW6fZz-1E

>> No.705477
File: 173 KB, 931x943, fuck texturing.jpg [View same] [iqdb] [saucenao] [google]
705477

>>705260
Pic related, it wasn't this blocky in SP and the height map looks nothing like this either. I have a feeling blender just renders it at too low res, but I can't seem to find any settings related to that. Google isn't helping much either.

>> No.705480

>>705409
What a strange time to be alive...

>> No.705481

>>703920
What are some ways to destabilize or outright crash Blender?

>> No.705482

>>705481
Mess with nodes in eevee without isolating the object that you're changing. RIP my old gpu.

>> No.705483

>>705481
Just use Quadriflow in an average sculpt 2-6M
Object data properties>Remesh>quad

>> No.705486

>>705481
high res textures in eevee pretty much make the program unusable

>> No.705487

>>705040
You should use Add for emission.

Mix tries to ensure conservation of energy, so the amount of light bouncing around doesn't increase. Emission, though, does physically add light to the scene, so you should use Add, not Mix to incorporate it into materials.

>> No.705492
File: 125 KB, 1280x720, maxresdefault (5).jpg [View same] [iqdb] [saucenao] [google]
705492

>>704938
The general term for that is fluorescence. If you're really committed to it being physically accurate then you'll probably have to learn the actual math behind it irl.
If you're just looking to fake it I think the Arkham games make extensive use of something designed to look like it.
I believe it might actually be easier in eevee because you can manipulate the shaders output more easily.

>> No.705494
File: 116 KB, 800x889, Difference-Between-Fluorescence-and-Phosphorescence-fig-1.jpg [View same] [iqdb] [saucenao] [google]
705494

>>704938
>>705492
I think there's also some degree of subsurface scattering.

>> No.705523

>euler filter doesn't work
>hasn't worked for 6 years
please tell me I don't have to write my own just to fix simple 180 bone flips

>> No.705527

>>705523
[*quaternion masterrace looks smugly at you*]

>> No.705549

>>703920
Alright, alright. I'll have a look at your 3D meme maker software. As long as I can make big Animu tiddies with it.

>> No.705555

>>705549
BUT YOU CAN MAKE ANIUME IN PAINT SO USE 3DMAYA LIKE AN UINDUSTRY MASTER WHO TOTALLY DWELLS ON 4CHIN IN 2019

>> No.705556

>>705555
checked for posterity

>> No.705558

>>705555
Well that was a waste.

>> No.705568

>>705409
/3/'s gonna FREAK

>> No.705589
File: 109 KB, 900x1090, assfaggots thot.jpg [View same] [iqdb] [saucenao] [google]
705589

>>704938
>>705040
>>705057
>>705492
>>705494
dear neon anon
the arkham post reminded me of the kpop neon akali yan did
i havent watched the video in a while, but im pretty sure he goes into how to do the affect, that might put you on the right path

https://www.youtube.com/watch?v=xsKdN0it2nM

good luck trying to do it without being able to bevel in 2.8 anymore though

>> No.705591
File: 1.47 MB, 4096x2160, 564754374545745.png [View same] [iqdb] [saucenao] [google]
705591

>> No.705592
File: 400 KB, 1920x1080, 634567489665423556.png [View same] [iqdb] [saucenao] [google]
705592

>> No.705593
File: 316 KB, 1920x1080, 6457876856585858.png [View same] [iqdb] [saucenao] [google]
705593

>> No.705594
File: 1.23 MB, 1920x1080, 243554654365436735.png [View same] [iqdb] [saucenao] [google]
705594

>> No.705600
File: 508 KB, 814x950, MBD.png [View same] [iqdb] [saucenao] [google]
705600

>>703920
It seems like you can't get rid of overlapping mesh even after merging by distance

>> No.705602

Thank god someone made a video on a new Bevel, but can someone confirm if this is only for 2.81? https://youtu.be/BwRbQZ-flzk?t=60

>> No.705606
File: 570 KB, 1500x1500, Blacklight Shader.webm [View same] [iqdb] [saucenao] [google]
705606

>>705487
>>705492
>>705494
>>705589

Thanks for the help guys.
I think I've finally got something that's looking near what I want, and also simple enough to just plug and play (webm related, some of the colors got sqashed and compression sucks). It's able to glow under the light, but still keep roughness intact. It even has support for things like when an object looks one color in regular light, but looks different under a blacklight. The vampire poster in the middle is a good example (skin is yellow in regular light, but in the blacklight it turns a pale green), I'm assuming that's what it's supposed to look like under a blacklight. Mainly it's just parts of the yellow spectrum automatically will turn that color with the shader. That's all customizable too though.
You can even do things that probably aren't really realistic too, like having something change to a color at the other end of the spectrum under the BL.
In any case, I think the whole "color change" thing would cover the gamut of different materials and how they'd react differently under UV light, as well as hiding things under the UV light with textures. So you'd be able to do things like have a nice clean rag in normal light, but then be super disappointed in anon when you find out it's actually his cumrag when it's under UV. You know, the simple things.

For obvious reasons it's not perfect as far as the physics goes and only really emulates some of the effects, but I'm happy with how it turned out. It's way more than what I really needed for the little project I'm doing, but it's robust enough to use for other things too. Dunno if anyone would want it for anything, but I can post it somewhere if you guys want. Don't know where would be a good place.

>> No.705608

>>705606
Amazing job. Start selling that shit after doing all the tweaking.

>> No.705609

>>705608
>Start selling that shit after doing all the tweaking.
It wasn't the plan at first, but I've seriously been considering it. Don't know if people would really buy it though, and odds are it'd probably be bought by 1 or 2 people, then probably shared online. That's not too big a deal though, I wasn't setting out to make any money from it.
I'd definitely share it out to you guys here though once it's all finished.

>> No.705611

>>705609
Judging by sea g peers, people don't share every single plugin and even if they do, they only share the popular ones. No updates too, so if it breaks, it's gone. I wouldn't worry about that. And who knows, maybe it'll be popular, fuck it, you lose nothing. Best of luck.

>> No.705617

>>705600
your distance setting is your problem.

>> No.705620

>>705589
What a waste of good technology

>> No.705622

>>705611
Yeah no worries.
I'll probably put it up on Gumroad or something once I feel it's ready.

>> No.705632

I'm about to write my own script. Is it a good idea? Blender has no tools I need. Thoughts? How to do it? Just a script inside blender and run it every time?

>> No.705634

>>705632
>How to do it? Just a script inside blender and run it every time?
Well if you do not have figured that out by now you won't have an easy time creating the tools Blender lacks

>> No.705659

>>705606
Sell it. Just make a few more presets to go with it and put it up with a nicer video than the related webm for like $5 and it will sell I'm sure

>> No.705661
File: 2.05 MB, 1920x1080, lighthouse.png [View same] [iqdb] [saucenao] [google]
705661

Newfag here, having trouble texturing this piece since i have zero experience with this stuff.
I have tried Texture Painting both internally in blender and with gimp, but my lack of ability to actually paint resulted in something low quality and trash
I have tried shading but, while definitely better, it looked way too off and disproportionate
I'm not looking to be spoonfed but i would like to ask what method do you personally use and which do you believe one should prioritize learning?

>> No.705669
File: 67 KB, 900x900, 1477348041120.jpg [View same] [iqdb] [saucenao] [google]
705669

>was finally getting somewhere semi-competent with blender 2.79
>mfw 2.8
yeah yeah I know just git gud relearn ui brainlet lmao but fuck it feels like I know so little all over again. Feels like what I imagine starting to get good at drawing then having your hand lopped off feels like.

>> No.705671

>>705669
transfer over the keyboard shortcuts from 2.79 and stop whining

>> No.705674

>>705669
Stop trying to make it sound as if 2.80 was a big change over 2.79. You're just embarrassing yourself.

>> No.705680

>>705661
Get Substance Painter. See if you can't get the educational license for free (try even if you don't have an .edu email).
I've had the educational license for years and I've been out of school for years. There's not separate versions for the main version and edu version, they're just licenses as said before. Plus it gives you the whole suite.

Don't know how long you'll be able to do it since Adobe bought them, but get it while you can.

>> No.705681

>>705659
Yeah I'll do it once it's all finished up. The vid was just something to show here with different effects.

Is there anything more to it that you guys would want to see?

>> No.705684
File: 1.93 MB, 245x246, 1570029414756.gif [View same] [iqdb] [saucenao] [google]
705684

>>705671
>transfer over the keyboard shortcuts from 2.79 and stop whining
That's like postponing paying bills.
At the end it will get you but even fucking massively worse.

>> No.705685

>>705684
What the fuck are you talking about? 2.8 literally asks you if you want to transfer over shortcuts. It has full support for it, dumbshit.

>> No.705699

>>705685
lol good luck in the future, you will need it

>> No.705702

>>705680
Yeah i might give that a try
Might have ta use the good ol reliable tho
https://www.youtube.com/watch?v=pMhfbLRoGEw

>> No.705743

>>704828

Man, some people can do all kinds of magic with this program
>https://twitter.com/HeroZeroArt/status/1184660494793109505

>> No.705746

Is there anything in Vanilla or a mod that preserves UV stacks during stuff like 'Pack Islands'? Probably should just do this stuff by hand but it would save some bother.

>> No.705747

>>705746
Magic UV should have something like that. Just enable it in the addons.

>> No.705753

>>705747
Did have a look at that but didn't see anything like it. I'll have to look more.

>> No.705755
File: 203 KB, 2986x1482, Compare.jpg [View same] [iqdb] [saucenao] [google]
705755

>>705606
Plot twist, the shader doesn't work in Cycles. Pic related, left is Eevee, right is Cycles.
I'm relying on a "Shader to RGB" node to blend between emissive and dielectric materials (just using a diffuse shader to catch the light, then turn it into a black and white mask), but unfortunately, Shader to RGB doesn't actually work in Cycles. It's not supported.

So unless I can figure out a way to mix materials based on incoming light in Cycles (without using drivers), I'm a bit stuck. I mean I don't have to make it work in Cycles, but I feel like it would be half finished if it doesn't at least have some support with it. Especially if it would be something that could be sold.

So yeah, if anyone has any tips on how I can use the light in cycles as a mix factor, you'll be forever based as far as I'm concerned.

>> No.705762

>>705755
That sucks. What about 2.81? Think there was something about full compatibility between the two.

>> No.705765

>>705762
Hadn't tried 2.81 yet, figured it wasn't quite up to snuff just yet. Not to mention it'd probably be a dick move to sell a shader that doesn't work for the current, stable, version.
I'll take a look at 2.81 though and see if it does. I've read a lot of stuff saying that Shader to RGB just won't work in a path tracer for various reasons, but who knows.

>> No.705780

>>705765
Well it's rolling out in november which is just around the corner so I'd at least give it a try.

>> No.705866

Anyone know about animation? I have two animations I want to combine. One moves the arms and the other moves the face but both have the same animation on the rest of the body. Is there an easy way to combine these two in the NLA without the frames that are in both actions doubling up? None of the blending modes seem to do the job.

>> No.705869

>>705866
so manually muting f-curves on the face for one of the actions works but that seems dumb. The software really can't figure this out itself?

>> No.705893

>>705129
>OP is a mix between base 3D human rig with 2D on top
citation needed

>> No.705895
File: 102 KB, 2186x1361, cccc231213.jpg [View same] [iqdb] [saucenao] [google]
705895

Whats the best way to combine these?
I was just mucking around wanted to make somre shoulderplates but iv kinda hit a wall, right now each plates around 400 faces with no subd, but thats including undersides. I was wondering the best way forward to simplify this mesh.

Simply combining leads to heaps of issues with underside verts in the middle of the mesh i dunno how to clear

i tried booleans but unions end result is pretty much the same

any suggestions?
is it actually better to keep them seperate for rigging? i was considering that, it would mean more work in weighting them but could look cooler in the end but they were gonna be leather, not plate, so i wasnt too worried about a bit of conforming on them.

>> No.705961
File: 839 KB, 1600x900, Screenshot (9).png [View same] [iqdb] [saucenao] [google]
705961

HELP!

Displacement node does not work in 2.80 or 2.81
It used to work just fine in 2.79, I just realized that It does not work for me.

I googled that it needs the new "displacement node" fine, but it doesn't work.

Am I missing something?

>> No.705973

>>705477
EEVEE does not have proper support bump you have to use normals for eevee

>> No.705975

>>705961
nevermind,
it was an option in material settings to enable displacement

>> No.706020

>>705961
Why do you need 13k tris for that

>> No.706041
File: 264 KB, 568x440, file.png [View same] [iqdb] [saucenao] [google]
706041

it's me again
i've gotten as far as making proper skin and eye textures
now i'm stuck on the hair mats/textures
got any tips on making good ones?
btw the hair isn't made with any bevels

>> No.706046

>>706041
>btw the hair isn't made with any bevels
well that goes without saying, anon.

>> No.706050

>>705780
Yeah, 2.81 is a no-go. Same results as last time. I've had a solution to the problem as far as cycles goes for a while, but I didn't want to do it because it relies on drivers from the lamp to influence it. Which means 1, it's not super user friendly, and 2, it only would support 1 light. So no indirect lighting or anything like that.

>> No.706051

How would one go about making a bismuth-like crystalline pattern? Iss there a nice and simple way to do it with arrays or something? Or should I grit my teeth and just go and make a pattern manually?

>> No.706074

>>706020
it's an example, not actual project, subdivided it a few times just to make sure it has geometry to displace.

>> No.706088

>>705323
They're also the exact same retards Pablo is complaining about. Did you see their video on how you should NEVER EVER model with sub-d?
What a bunch of dunning-kruger cases.

>> No.706089

>>706088
>Did you see their video on how you should NEVER EVER model with sub-d?
What's their justification for that hot take?

>> No.706090

>>706089
Because hurr durr the cage won't match the resulting highpoly if you're making a character from scrratch using a subdivision modifier.
Of course it fucking won't - It's still useful for making shit you're going to retopo anyway, or just need to be highpoly, or if you're making hardsurface stuff.

>> No.706091

>>706090
Wew lad.
So if I'm trying to be precise when using a background image as a reference I should magically know how the mesh is going to shrink or use primitives with an absurd amount of polys? That's how you train beginners to start a character's leg with a 128 faced cylinder.

>> No.706092

>>706091
Yup. We're professionals(tm), by the way :^)

>> No.706095

>>706091
>start a character's leg with a 128 faced cylinder
God, just reading this gives me a panic attack.

>> No.706156

I have particle emitter, particles change color over time. Can I link somehow visual color to other mesh?

>> No.706212
File: 1.25 MB, 1221x1640, pants.png [View same] [iqdb] [saucenao] [google]
706212

Symmetry question.

I modeled a basemesh for my pants and then applied the mirror. And afterwards I set the origin to the center of the object.

When I go into sculpt mode I turn on the symmetry but it comes out offset. Anybody encounter this before and know a fix?

>> No.706236

Is there a way to use distance metric with the voronoi texture node within cycles in 2.79?

>> No.706252

>>706212
Your mesh is slightly rotated. Either set it to default or just apply transformations.

>> No.706282
File: 2.60 MB, 846x474, transplant.webm [View same] [iqdb] [saucenao] [google]
706282

>he was in my face, man
>I'm in your face.

>> No.706287

>>706282
RIP Zwrap

>> No.706321
File: 1009 KB, 500x229, Not from a Jedi.gif [View same] [iqdb] [saucenao] [google]
706321

>>706282

>> No.706340

>>706252
How do i set it to default and what do you mean by applying transformations?

>> No.706344

>>706340
nvm just tried it now and figured it out. Thank you, friend!!

>> No.706405 [DELETED] 
File: 328 KB, 774x749, riglet.png [View same] [iqdb] [saucenao] [google]
706405

Is it possible to make the bone names bigger?

>> No.706459

>>706282
Thats some total recall surrealism. What am i looking at?

>> No.706519

>>706459
some addon

>> No.706524
File: 170 KB, 1280x720, 0001_watch?v=Jcl3--cbULk_00:05:43_.jpg [View same] [iqdb] [saucenao] [google]
706524

ITSH BLENDER CONFERENTSH TIME GUYSH

>> No.706525

>>706524
Watch out the commies are gathering

>> No.706526

>>706525
doubt.tif
there's lots of money involved, just a different way of running a company and making money. there are also actual commies who're upset about blender being a meritocracy (he even said it out loud in his keynote https://www.youtube.com/watch?v=LxQ-uqJq3dA&feature=youtu.be&t=334 )

>> No.706527

>>706526
That is highly problematic. I'm glad I'm using the welcoming industry standard instead of Bigoter.

>> No.706528

>>706526
Communism and meritocracy are not at odds, mate.

>> No.706535

>>706524
Is it? Okay, I'm thinking about switching my workflow to zbrush (everything) - blender (render). I feel like sculpting is just bad and hand painting is straight up retarded - gotta unwrap first and then deal with buggy brushes later, most of the time you'll paint somewhere and realize you missed some spots just because blender decided that if you don't see it, you won't paint it. Blender was fun and overall a wholesome experience for me but I've had it.

>> No.706541

How do I preserve my sanity while unwrapping shit
Texturing is... straight-forward enough, but getting the model ready for it is killing me inside a little every time

>> No.706543

beginner here. Ive never networked rendered but was curious if you are also able to network bake since that takes me a long time to do

>> No.706550

>>706541
Unwrapping is just figuring out a 3D puzzle. You just gotta try to visualize what the mesh will look like flattened out, and how you can place seams strategically to get the best possible 2D geometry. I see it as a little game.

>> No.706561

>>706550
>I see it as a little game.
That's Stockholm syndrome. I get what you mean though. Just wish Blender had better tools for it, I guess.

>> No.706567

>>706541
use Maya

>> No.706569

>>706524
>>706535
oh fuck I read it as "confession time"

>> No.706589

are you saying my evangelions are made in blender?????

>> No.706594

New thread: >>706591

>>706589
New movie will be done completely in Blender but they have been using it for a while so don't know which productions by them were done in it already.

>> No.706616

>>706561
>>706541
Why does everyone hate UV unwrapping so much? I find it relaxing, it's a change in pace from the taxing workload of modeling.

>> No.706639

>>706616
This desu. It's kind of fun and lets you know how good your topology is at the same time.

>> No.706695

>>704147
I'm still sore she isn't a trap

>> No.706745 [DELETED] 

>>706695
I wish I could fucking kill you, and every mentally ill trans faggot. God I hate how you degenerate fucking scum are everywhere these days, disgusting scummy fuckers.

>> No.706871

>>703920
what is this from?

>> No.707288
File: 237 KB, 1920x1440, 1570030323987.jpg [View same] [iqdb] [saucenao] [google]
707288

Are there any control(ctrl) groups for bones/multiple bones in Blender like in starcraft so i can select them on press?

>> No.707297

>>707288
yes

>> No.707306

>>703932
>>703959
just dedicate a day to relearn the UI, its really worth it because of all the quality of life changes it has, such as finally being able to edit multiple objects at once or an undo system that isnt a broken mess and doesnt make you loose work

>> No.707352

>>707297
share pls

>> No.707706

Is there a way to transfer topology from an underlying mesh to a shrinkwrap to speed up clothes modelling?

>> No.707780

>>707706
Copy/paste/separate the part of your underlying mesh that should be covered by the clothes and add a shrinkwrap to that?

>> No.708969

>>705031
you must have splurged a ton on the SRS surgeon

>> No.709517

>>705323
Isn't that the channel that barely explains how to do something before redirecting you to their pay-access site? Pretty sure I've downvoted their stuff and left spoilers to Episode9 in their comment section as punishment. Although, the latter is doing more of a service than harm.