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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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712286 No.712286 [Reply] [Original]

Previous thread: >>708628

>> No.712288

no BlenderToday until January

>> No.712291
File: 114 KB, 960x892, 1567996659575.jpg [View same] [iqdb] [saucenao] [google]
712291

2.8 SUCK MAD DICK

>> No.712292

>>712291
Good thing there's already 2.81 then

>> No.712293

>>712291
2.81 is running perfectly fine here

>> No.712297

>>712291
2.79 is still the master race

>> No.712303

>>712297
2.49fags said the same for years. I wonder if they're still alive.

>> No.712307

>>712303
lol
https://www.youtube.com/watch?v=L5j_Ts09Tgc

>> No.712310

>>712307
https://www.youtube.com/watch?v=qeoBTRd1hhA

>> No.712311
File: 91 KB, 775x959, howtomirror.jpg [View same] [iqdb] [saucenao] [google]
712311

2.79, quick question--- how the heck do you mirror a weight-painted body onto a the opposite side and have it work with the mirrored bones?

All bones are named correctly with Left or Right on the end. I created the other set of arms/legs by doing the Symmetrize feature. Weight painting is done. Any idea what to do next? I've been searching through google and YouTube all day, but nobody seems to cover this.

>> No.712314

>>712311
I'm pretty sure that's because you can't.

>> No.712317

>>712311
If I recall correctly, the way to do it is with the mirror modifier, with option "vertex groups" checked- but the vertex groups to be mirrored into have to already exist. They can be empty; you don't have to mirror the weights by hand, but you probably have to mirror the names by hand (unless there's a script out there that I don't know about.)

>> No.712319

>>712057
Thanks man!

>> No.712322

>>712314
>>712317
I'll give that vertex groups a shot. This is a problem that plagued me all summer and haven't been able to figure it out until... a few minutes ago. Hear me out, this is probably not efficient, but somehow just worked for me:

Duplicate armature1 (arm2)
Duplicate body1 (body2)
Replace body2's armature modifer to point at arm2
Select body2 then arm2. Ctrl P -> Object
global mirror arm2 by X (body2 mirrors)
Arm2-> edit mode -> select all -> W -> Flip Names (doesn't affect middle bones)
Arm1 -> edit mode -> select all -> W -> Symmetrize (this adds the missing side)
Body2, change armature modifier to point to Arm1
Select Body2 then Arm1, ctrl + P -> "object (keep transform)"
check Arm1 in pose mode to make sure everything is moving properly
Select Body2 then shift_select Body1 -> Join
Select Body1, edit mode, select all, Object->Normals->Recalculate outside

If that vertex groups option works, I'll laugh, but definitely be appreciative.

>> No.712323

WHERE THE FUCK DID THE NODE EDITOR GO AAAAAAAAAAAAAAAAAAAA

>> No.712325

What is inset face thickness actually controlling? Because the number I input doesn't seem to actually match up wit the thickness when I measure it

>> No.712328

>>712317
Symmetrize creates mirrored bone names automatically.
I tried applying the mirror modifier with that Vertex groups selected. Didn't work. Hovered over the name with mouse, tooltip says "Mirror Vertex Groups (.L -> .R)", so what you're saying ~should~ be right. Iunno why its not working for me.

>> No.712329
File: 18 KB, 498x520, 1517513932930.png [View same] [iqdb] [saucenao] [google]
712329

>>712311
1 extra bone there bud.

>> No.712330

>>712329
Oh yeah, that was leftover from the skin modifier. Had to use it to get the belly to be more rounder and not affect the hips.

>> No.712480 [DELETED] 

>multires in 2.81 is locked to the highest subd level in sculpt mode
Cool thanks. I guess I'll go fuck myself. Great update.

>> No.712481

>2.81 forces you to the highest subdivision level in sculpt mode with 0 workarounds
WHY WOULD YOU FUCKING DO THIS?

>> No.712490

>>712481
Because Multi resolution is broken and destroys meshes without the ability to undo. And Pablo wont touch it (rightfully so). It's a fucked system and Blender needs a complete new one.

>> No.712512

>>712286
Is there a way to move in first person perspective like say in Unreal Engine? Just started using blender yesterday, I don't understand. Is everything down using middle mouse button? Can I switch to ASDW camera look?

>> No.712517

>>712512
Ok apparently its the CTRL + ` shortcut

>> No.712685

Since Cycles is terrible at its job, what's a renderer I should be using?

>> No.712687

>>712685
Arnold

>> No.712689

>>712286
https://www.youtube.com/watch?v=Rbx9DlyddF8&t=13s

any of you niggers have used this? looks so much better than the built in stuff

>> No.712698

>>712286
>blender
>archviz
Pick uno

>> No.712717
File: 67 KB, 351x233, 2019-11-30-1575074240_351x233_.png [View same] [iqdb] [saucenao] [google]
712717

uh oh...

>> No.712720

>>712685
>tfw excited for fluid physics
>try it out in real time
>it's fuzzy as hell
>try rendering it as an animation
>going to take over an hour for 250 frames
>each frame takes on average 40 seconds
Pathetic. Now I see why you need a Titan and not some weak baby GPU like 1080 Ti. This although makes me really appreciate real time water physics in games.

>> No.712735

>>712286
The shadow created from the wooden clock, the mug full of pens, newspaper, and binder are too long. The labtop however is in point.

>> No.712750
File: 5 KB, 251x205, 1299366077940.jpg [View same] [iqdb] [saucenao] [google]
712750

For some reason I can't render audio in 2.8. I have the render set to MPEG-4, set the video codec to H.264, and the audio codec to MP3 and there just isn't any sound in my video. I even tried AAC and still nothing

>> No.712758

>>712720
can Eevee render it?

>> No.712759

>>712286
How long would a piece like this take? It takes me days to do simple objects given that I am a noob.

>> No.712760

>>712758
Probably, but I'm not going to upgrade to 2.8 anytime soon.

>> No.712762

>>712759
>given that I am a noob.
Well there's your answer. Unless you're a complete potato, there's no reason why it shouldn't take you less time on your next attempt, no matter what it is you're doing.

>> No.712763

>>712762
That wasn't my question though. It was implicit that I was asking how long it would take an average modeler to make a scene like the OP?

>> No.712766

>>712763
Some people who are comfortable using Blender's tools would have no trouble modeling and texturing the chair, the plants and the cloth curtain in 1 or 2 days. The rest of the objects in the room such as the tables, the bookshelves and even the blinds appear to be made out of cubes/planes, so that's super easy and can all be done under 30 minutes. Then you just take everything and duplicate as much as needed until you get your needed scene. After that, the longest part would be to create appropriate lighting, fine-tune the details and materials to the artist's liking and then render the image, all of which could be an additional day's worth of work.

So I'd say not more than 4-5 days for someone who knows what he's doing.

>> No.712827

>>712766
>>712763
Or a few hours since most archviz renders use some pre-made models.

>> No.712836
File: 43 KB, 573x535, 147348472607.jpg [View same] [iqdb] [saucenao] [google]
712836

>armature won't show up in object or pose mode
>It's only showing up in edit mode
Why the fuck? What's even the point?

>> No.712837

>>712836
armature has it's own additional layers.

>> No.712840

does anyone know of any tutorials on making a character model for blender 2.8?

>> No.712844
File: 15 KB, 214x181, 1266751827365.jpg [View same] [iqdb] [saucenao] [google]
712844

>>712836
Why do people always come here complaining without looking up the very basics first?

>> No.712845

>>712844
this is basically Blender's very own /qa/

>> No.712846

>>712845
>DELETE /SUZANNE/

>> No.712889
File: 171 KB, 640x480, umaru-uses-chrome-himouto-humar-chan_o_5916877.jpg [View same] [iqdb] [saucenao] [google]
712889

>>712291
i agree. the thing i hate the most about 2.8 is performance while in edit mode. i finally got a gpu and its coming in soon. Will the gpu fix the performance issue? As an intel graphics person blender ran extremely well in 2.79. how do i get that performance back with 2.8? any settings i should check?

>> No.712929
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712929

Not sure if i this belongs to question thread or here, but, why is my model won't follow my skeleton? I already did the parent, weight paint thing and all that

..or do i have to retopo the sculpt first before it becomes poseable?

>> No.712936
File: 97 KB, 854x677, arm.jpg [View same] [iqdb] [saucenao] [google]
712936

>>712929
Did you check if you added the proper Armature modifier on the mesh? It's under the menu with the blue wrench after selecting the mesh object.

>> No.712952

Is anyone willing to help me install one or two addona for either 2.80 or 2.81?
It's pymeshio and mmd_tools.
I've been trying solutions through google, and do everything correctly, and get install success, but they still don't appear in addons.
Please I've been at this for hours.

>> No.712958
File: 20 KB, 310x441, options.jpg [View same] [iqdb] [saucenao] [google]
712958

>>712936
It doesn't seem to give me that option
Well, it sorta does before i parent it. But after that, the blue wrench icon is gone

>> No.712961

>>712720
Games don't have real time water physics.

>> No.712962
File: 2.15 MB, 2400x1594, 9_256.jpg [View same] [iqdb] [saucenao] [google]
712962

>>712952
What part is not working for you?

>https://pypi.org/project/pymeshio/#files
Download this zip for pymeshio, then open blender go to edit > preferences > add-ons > top right of that window you will see install addon. Click on that and navigate to the zip file you downloaded, then make sure the check box once inst installed to make sure it's activated.

>https://github.com/sugiany/blender_mmd_tools/releases

Here's the mmd_tools plugin. Download the latest version as a zip and repeat the process I said above.

I was unsure if I wanted to spoon-feed you so I'm gonna put an explicit pic with this post. If it gets deleted before you see it, tough titties.

Fuck jannies and fuck Houdini math nerds.

>> No.712963

>>712958
your mesh needs an armature mod linked to the armature.

>> No.712964

>>712962
After install, it's not in addon list. I've tried zip install, .py install, putting folders and files in appdata directory and program files directory. I've tried both 2.80 and 2.81. They both successfully install, but don't appear in add-on list.

>> No.712965

>>712962
post wireframe

>> No.713040

>>712961
I'm a skeptic.

>> No.713048

HOW TO LOCK VERTICLES IN PLACE???

>> No.713049
File: 128 KB, 237x218, 1572754315354.png [View same] [iqdb] [saucenao] [google]
713049

>>713048
Literally not possible in Blenderwithout stupid ass hoops.
To lock them into place you have to
>select the vertices you want to lock
>INVERT your selection
>add them to a vertex group
>create a shapekey
>pull slider of shapekey to 100%
>set shapekey to your vertex group
>enjoy having locked vertices ... IN SCULPT MODE ONLY AND ONLY IN THAT SHAPEKEY YOU HAVE CREATED.

This issue has been talked about for literal years in many forums.
They simply do not care about it for some reason.
There is a 2.79 plugin that has one-click locking of vertices but it only works for 2.79 and the Japanese def vanished ages ago.

>> No.713050

>>713049
OH and they always tell you, well then just HIDE the vertices you want to have locked.
This of course works too but apparently they love working blind. Others actually like to see the whole object they're working on and want to fucking LOCK the vertices and SEE them, not just fucking HIDING them.

>> No.713051
File: 90 KB, 320x320, 1517096710052.png [View same] [iqdb] [saucenao] [google]
713051

>>713049
>>713050
>>713049
this is absolutely ridiculous.
how can that shit have proportional editing but then doesn't have an actual, direct solution for vertices to be temporarily locked in place??

>> No.713052

>>713051
It's free software, either implement it yourself or pay someone to do it for you. Hell, if you ask nicely someone might even do it for free.

>> No.713053

>>713052
>Hell, if you ask nicely someone might even do it for free.
Do a quick search and you'll find literally dozens of similar requests going back to the early 00s even.
They don't want vertex locking implemented for some reason.

>> No.713064

>>713053
>for some reason
If they went and implemented everything that people asks for, especially if it's something really important like vertex locking, and they did it for free, no one would see the need to pay them in order to guide development efforts.

Every suggestion that because it's free software you should implement it yourself, OR PAY SOMEONE to do it, it's a badly disguised attempt at getting more money in the hands of the Foundation.

>> No.713067

>>713040
Name 5 games with actual water physics.
I'll wait.

>> No.713114

>>712964
Anyone able to help still? Still stuck because I get confirmation that it works, but it don't.

>> No.713122
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713122

think i nailed it desu

>> No.713141

>>713122
Actually looks tasty.

>> No.713145

Anyone here use Octane? How does it compare to Cycles? Is it generally faster? Does the Blender version have any problems?

>> No.713150

>>712689
bump

>> No.713152

Ok guys, I want to make a walking simulator in Blender (well technically a dating sim type thing, but that's just adding dialogue menus on top of the walking sim). What knowledge do I need?

>> No.713153

>>713152
You can probably build it entirely out of templates in UE4/Unity if it doesn't put any twist on the gameplay of dating/walking sims, no need for programming if so. Choose a game engine, figure out how it works, start building assets for it. Are you already skilled in 3D art? If not that's a bigger problem.

>> No.713157

>>713153
I'm learning 3d art with Blender, I just kinda wanna see how far I can push it. Programming I am actually ok with. I kinda wanna make weird little interactable objects and maybe make something like Yume Nikki to put them in.

>> No.713158

>>713157
The most important thing on the art side is going to be your textures. You can get away with making everything out of cubes if the textures make them look interesting enough. Blender is mediocre for texturing, but good enough for a personal project if you want to hand paint stylized stuff. If you want photorealism and procedural generation it'd be best to get Substance Painter.

>> No.713159

>>712689
No but I want it now.
Was willing to grab it and share it with you guys, but fuck that $38 price tag. If it was like $10 I would.

>> No.713160

>>713159
That being said. I get paid on the 15th, might grab it then if I remember.

>> No.713162

>>713158
>tfw feeling good getting down modelling, rigging and animation
>realize I never did a texture over my model
>look up how to do it
>UV unwrapping bullshit
>own skill in itself
>even more ass if your model is more complex than box
>just do the smart unwrap
>shit as fuck to texture over
And here I thought I could just paint over it. 3D truly is a nightmare and I have immense appreciation for those who do textures.

>> No.713164

>>713162
As far as I know, most modelers in the industry also do their own UV unwrapping and textures, just modeling or just textures is a bit too specialized. Never trust the auto unwrap, if it's simple enough for it to get a decent result you can do it in 2 minutes anyways, and it can't handle anything complex. Try to put your seams on edges and creases, those places naturally have some wear or dust accumulation that breaks up the edge seam and you often have to do it to bake normal maps properly anyways.

>> No.713169
File: 1003 KB, 1002x843, donuts2eclecticboogaloo.png [View same] [iqdb] [saucenao] [google]
713169

>> No.713172
File: 46 KB, 600x441, small-white-pomeranian-dog-on-600w-1071989069.jpg [View same] [iqdb] [saucenao] [google]
713172

I'm a 2d artist who is learning 3d to make my own reference with accurate light and perspective.

Is sculpted fur/hair ever used in conjuction with particle system based hair or are those things always kept mutually exclusive as two different approaches?

I find sculpting comes naturally to me from my background in 2d and I like to make very specific shapes when making clumps of hair on creatures with thick fur for instance. The problem comes when I have a situation where the hair is backlit and with a sculpt I can't get the fuzzy effect as pic related. Best I can do is to make the material translucent, but it's not the same thing. Do I have to bite the bullet and learn particle hair and grooming?

>> No.713182

>>713172
Look into hair cards.

>> No.713183
File: 20 KB, 940x626, ss+(2019-12-02+at+12.18.14).png [View same] [iqdb] [saucenao] [google]
713183

>>713162
>I have immense appreciation for those who do textures.
Oh, I've been drawing for over a decade now (I'm not the dog poster). It feels like the next logical step to learn to model but it's impossible to make anything organic. Pic related is me throwing in the towel with trying to model anime faces, and returning to a more primordial art form.

I'm going to keep making stick figures with increasingly complex topology until this shit makes sense, or I find a tutorial that isn't someone going
>just do everything bro

>>713169
For a second, it looked like Price had died and you were offering up a donut to his shrine.

>> No.713186

>>713183
Nah that's easy. Just make Lara Croft with the triangle tits. Then just subdivide until you get the curves you need. All the mean while making sure you've got flats and no n-gons or whatever they call it.

>> No.713198

>>713183
Sculpt organic forms don't model

>> No.713221
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713221

I installed blender on my work computer so I can practice modeling shit during down time but it cant really render anything because its so shitty. What are some good modeling exercises I could do so I learn to do things the right way? I just finished all the grant abbitt ones

>> No.713223

>>713158
I like hand painting. Thanks, I'll focus on that

>> No.713224

>>713169
strangely horrifying, but delectable

>> No.713226
File: 107 KB, 1280x720, IMG_20191128_011939.jpg [View same] [iqdb] [saucenao] [google]
713226

Did that one completely in blender.

>> No.713230

>>713226
>inb4 dozens of ridicule posts while most of them can't do it any better

>> No.713234

>>713230
It's my first sculpt and I know it's pretty good for that, so idc about haters

>> No.713237

Started blender five days ago, following an architecture course on udemy and I'm having too much fun. Hope I don't crash and burn lads.

>> No.713248

>>713226
Any tips for absolute zero in sculpting? Well, i do simple adjustments, but wanted to try some basic organic stuff.

>> No.713251

>>713226
The corner of the lips seems weird, maybe it is the expresion idk the sideburn looks weird too the forehead needs more work and the lower eyelid looks weird too, idk if you applied the bump maps in that render, but good job

>> No.713268
File: 1.61 MB, 1440x810, face.png [View same] [iqdb] [saucenao] [google]
713268

>>713251
the texture map is completely hand drawn too, and the bump maps are procedural, so there are definitely some aspects lacking. In my next model I'll definitely draw more maps (sss, bump).
The sideburns are definitely a problem in this model too, I already kinda fixed it, but didn't want to rerender.
lower eyelid and mouth corner both look weird because I made the expression mostly by dragging these places around with the grab tool, pic related is the prior version. I definitely learned a lot for my future sculpts.

>> No.713382

Blender general more like blunder general hahaha amirite bros

>> No.713383

>>713382
based

>> No.713425

>>713382
sick bro.
eat it ya fuckin nerds. Blunder general.

>> No.713428
File: 151 KB, 589x324, Tank.png [View same] [iqdb] [saucenao] [google]
713428

I might not the best modeller, but i do know a little bit about color theory

>> No.713435

Is there any real reason when you try to animate two rigs using the same animation, the second becomes smaller and change a diferent position when you do that?

on blender.

>> No.713436

>>713382
>>713425
Fuck off, retards.

>> No.713439

>>713428
That is cool. No idea how color theory comes up with that kind of effect.

>> No.713442

>>713439
when you try and implement it with lighting it gives out amazing miracles!

>> No.713456

>>712836
kek >>712929

>> No.713460

>>713439
>>713442
What are you talking about here? What technique?

>> No.713472

>>713436
u mad?

>> No.713474
File: 688 KB, 2000x2000, kitchen.jpg [View same] [iqdb] [saucenao] [google]
713474

Rustic bakery kitchen made on Blender + Cycles.

>> No.713475

>>713472
You still here, punk?

>> No.713484

>>713460
Color theory is just the science of choosing good color palettes. He's saying that knowing the fundamentals of art lets him make aesthetic stuff despite not being good at the technical aspects of modeling.

>> No.713527

>>713382
Holy fucking based

>> No.713528
File: 1.19 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
713528

my first time using blender and sculpting
what do you think? I learned from this guy https://www.youtube.com/watch?v=wCI8ZbTBP1w&t=481s
it's not done yet and shit is fucking hard

>> No.713529

>>713474
>kitchen without a sink
yikes

>> No.713531

>>713169
>No donut cloth in bowl
You're forgetting the basics.

>> No.713534

>>713529
The sink is in the other side of the kitchen.

>> No.713536
File: 31 KB, 750x533, 13231219651.jpg [View same] [iqdb] [saucenao] [google]
713536

>Yfw Luxcore 2.2
Is there even any reason to use Cycles anymore?

>> No.713543
File: 2.82 MB, 1088x1130, Cycles VS Luxcore.png [View same] [iqdb] [saucenao] [google]
713543

>>713536
Installed Luxcore 2.2 on Blender and was pleasantly surprised, especially with the viewport denoiser which Cycles doesn't have.

However, I noticed some issues. One with the lights and the other with the mapping of some textures. How can I fix it?

>> No.713544

>>713543
Did you up the scaling in the mapping node? Maybe it is bugged and/or you might have to scale it in the UV editor.

>> No.713545

>>713544
>Did you up the scaling in the mapping node?
It doesn't change when I put different values in the scale meter.

> Maybe it is bugged and/or you might have to scale it in the UV editor.
I'll try this later.

How about the lighting? Look how it's weird in Luxcore.

>> No.713547
File: 228 KB, 1366x727, what the FUCK.jpg [View same] [iqdb] [saucenao] [google]
713547

So i managed to get the armature thing going, except for the arms which bends like fucking noodles. Like, what the FUCK
The weird thing is, other bones on the neck and legs that are lined up similarly seems to work just fine

>> No.713552
File: 18 KB, 380x467, 1571422324100.png [View same] [iqdb] [saucenao] [google]
713552

>>713547

>> No.713560

>>713547
I've never rigged anything, but isn't it about weights you assign to vertices or something? If so, those weights are wrong. Hilarious though, so I'd leave it like that

>> No.713562

>>713543
Why use the cpu though? On my gpu that shit would render within a second

>> No.713563

>>713562
I'm currently using a laptop.

>> No.713564

Is it possible to "sculpt" existing vertices (without destroying any mapping) for shape keys in Blender 2.8?

>> No.713566

>>713547
there are vertex groups bound to a different bone.

>> No.713567

>>713564
I don't understand what you mean?

>> No.713568

>>713564
Not sure what you actually mean but if you ask if it's possible to using sculpt mode to make deformations for shapekeys without fucking up any UVs, then yes, that's possible as long as you don't have dyntopo activated (which generates topo on the fly) but by default it is off.

>> No.713569

>>713563
Why?

>> No.713570

>>713569
Why not?

>> No.713572

>>713568
Yeah, that's what i meant, i actually tried just jumping into doing that before asking but it didn't really do anything, it seemingly was working on something as i was drawing but the vertices stayed the same, gonna read up on it to see if i can figure out why.

>> No.713574

>>713562
Is this true? My CPU and GPU seem to make little to no difference. i7-8700K and 1080Ti for reference.

>> No.713575

>>713568
>>713572
I figured it out, i had to set the shape key to 1 for it to work.

>> No.713577

>>713575
the shapekey you have selected is the one you are working on (should not matter if it is on or off)

>> No.713578

>>713577
Yeah, normally that is the case, seems like sculpting is an exception, which is also why i got confused into thinking sculpting was only useful for generating high poly models.

Either way this is great, opened up so many doors, thanks for confirming it being a thing.

>> No.713579

>>713570
Because its slow and bad?

>> No.713580

>>713578
good to know.

>> No.713581

>>713574
That gpu should rip through the raytracing. I've got an rtx 2080ti, in a scene as simple as that, 20s would be enough for a final render. Gotta setup cycles correctly though.

>> No.713600

What am I missing? I made a simple bag with a narrow entry, put soft body/rigid body/collision on it, then made a couple spheres with rigid body and collision on them, but clearly I don't know what I'm doing. If I arrange the spheres to fall in the bag, they hit the entry and bounce off through the mesh. If I place the spheres inside the bag, they explode out of it. Am I not toggling the right options in the physics menus or is the setup fundamentally incorrect?

>> No.713604

>>713600
In the physics properties of your bag, under collisions set the shape to "Mesh" instead of "Convex Hull"
You may need to triangulate your bag. Also the blender manual states
>Allows to simulate concave objects, but is rather slow and unstable.
https://docs.blender.org/manual/en/latest/physics/rigid_body/properties.html

>> No.713607

>>713604
I have all objects set to Mesh. I tested with a triangulated bag but the physics behavior is identical. I made another bag with the same physics tabs and now the collision works, for whatever reason. I guess the first mesh's geometry was fucked because I touched it up a bit. That said, the bag doesn't deform at all so I guess it's time for me to go back to physics tutorials.

>> No.713630

Great add-on. Should replace the default primitives.

https://www.youtube.com/watch?v=iY4LIAsitU4

>> No.713634

What's the best cartoon/cel-shader for blender 2.8?

>> No.713635

>>713634
Your own

>> No.713641

I was just dicking around with a couple of pokemon models in blender and it closed itself, I think it crashed. lol

>> No.713644
File: 590 KB, 2000x2000, kitchen9-2.1.jpg [View same] [iqdb] [saucenao] [google]
713644

How about now?

>> No.713645

>>713644
So narrow. But I like the details, those oil bottles are great

>> No.713646

>>713644
Make those drawers a separate mesh and push the doors out just a bit. Right now they perfectly connect with the frame and it's making the lighting very flat, moving them out would make some nice shadows in the gap. You could also add a backface to those tiles and bevel the transition between sides and back, that'd add a thin gap between the wall and make them look less perfectly attached. What are you using for textures? Those plants and pots to the right stand out as being very well done.

>> No.713647

>>712330
yeah right...

>> No.713658

>>713641
that's what you get for using kitchen appliances as 3d software. amirite?
ZINGERRRRRR KATCHAAA take that blendlets

>> No.713659

>>713658
actually I think I just hit some button combo that closed it while trying to ctrl+z, but whatever helps you sleep at night man

>> No.713665

>>713659
it crashes on me all the time if i'm mashing control+z
gotta wait a moment after control z'ing before doing it again, and same first
also you can probably recover an autosave

>> No.713666

*and save first

>> No.713668

>>713659
Shoulda just hit pulse a few times! KACHINGGGG

Also, lower the amount of undo steps. That might fix your problem. You might be running out of memory doing those.

>> No.713675

I only post here when google failed me. What is the proper way to unwrap a character into 2 separate UVs (head and body) which will work once I export it into something like painter?
I tried to make 2 materials but UV stays the same on all of them.
The only thing I know for certain is the fact that when I can't google something, I'm doing something extremely retarded. Should I just make my UV 4k and cramp everything in it?

>> No.713677

>>713675
first stop using google.
you usually don't you hide the head unwrap the body, you hide the body unwrap the head (you can also use a mask mod), you still have one uv now you can apply two different materials to head and body. I am pretty sure this is what you want. If you need a new uv under object data you can create a new uv.

>> No.713678

>>713675
You can add more uv maps unter object data. Then select the faces you want to unwrap in the first uv map, unwrap them, then select the other faces and unwrap them too.
Give each their own material and wherever you need the uv coordinates, use the "UV Map" node and select the uv map you want to use

>> No.713679

>>713536
Lux doesn't have the principled hair shader. When it gets it, I'm moving off Cycles forever.

>> No.713680

>>713644
Did what the fuck is your problem with sinks
First you don't include it now you include it but it's like got a panel across it that cuts the teapot in half

>> No.713681

>>713644
Floor too clean
Draws need some depth
Need to put a Jew in the oven
Reflective panel on fridge too reflective
The plant next to the oils stands out as being less realistic than everything else. What kind of plant is it supposed to be?
The tap needs some work but I think it's because you don't like sinks

I love the orange and the chopping board
Teapot and other knicknacks look great
Aside from that reflective panel on the fridge I think it's great

>> No.713682

>>713678
why would you want two UVs on one object you assign materials to faces anyway?

>> No.713684

>>712286
Yuck
Typical burned out highlights. Furck this shit.
LEARN TO USE *.EXR and TONE MAPPING in Photoshop or Luminance HDR, thank me later.
With HDR you can do highlight compression.

>> No.713685

>>713644
compress the highlight bitch
render into HDR and then use the Reinhard algo

>> No.713686

>>713682
If you want to use different textures, you get a higher resolution, because you're not just using 30% of uv space for the head texture, instead you can use 100%. Sometimes you want a single mesh with multiple full res textures. If you compile all textures down to a single texture, sure you'd just use one uv map

>> No.713687
File: 52 KB, 993x517, 88.png [View same] [iqdb] [saucenao] [google]
713687

>>713677
>>713678
Holy shit you guys are fast. Not sure which method did the trick but I could paint in blender on separate uvs no problem, but once I imported it to .fbx, there was no texture for the head. Body map works just fine. What am I missing besides some brain cells?

>> No.713688

>>713687
don't create 2 UVs do this
>>713677
assign a diffrent material to the head.
>>713686
you don't understand you can unwrap everything in one UV map and assign different materials to head eyes body etc. Creating a second UV map is not necessary and you could run into problems further down the line.

>> No.713689

>>713687
do that
>>713677
create two materials call one body and one face.
select all faces that belong to the body and assign them to the body material, do the same for the face. The material/texture you have selected will be the one you work/draw on.

>> No.713690

>>713679
You have to use a translucent shader and an internal volume to do hair. Git gud

>> No.713691

>>713644
That table looks weird. Why does it look like something out of minecraft?

>> No.713692
File: 22 KB, 518x388, images.jpg [View same] [iqdb] [saucenao] [google]
713692

>>713680
>Did what the fuck is your problem with sinks

>> No.713694
File: 306 KB, 678x670, 88.png [View same] [iqdb] [saucenao] [google]
713694

>>713688
>>713689
Oh shit oh fuck I didn't realize I should stop fucking around with multiple UVs and just follow your advises step by step. Once I unwrapped everything again it just worked. I shit you not, I spent 3 days on figuring this out and turns out I didn't even have to do anything I didn't do before. Many thanks, I can finally get some work done.

>> No.713695

>>713694
14 fren

>> No.713696
File: 52 KB, 500x382, 1352486749324.jpg [View same] [iqdb] [saucenao] [google]
713696

>>713692
The man likes his sinks.

>> No.713698

>>713694
you are welcome.

>> No.713713

>>713688
Ah yeah had a thinking error, you're right

>> No.713737

>>713665
>>713668
I was barely doing anything, is the weird part. Just moving the models around to see how they line up and one undo crashed it. Oh well, my computer's old, maybe it's just dying finally

>> No.713762
File: 40 KB, 800x600, IMG_20191206_000138_951.jpg [View same] [iqdb] [saucenao] [google]
713762

>> No.713803
File: 2.34 MB, 1920x1080, penguin.png [View same] [iqdb] [saucenao] [google]
713803

open to commissions

>> No.713805

>>713803
You fucked it up, penguins are way blockier than that. Penguins are just cubes covered in fur, that's why they're the most common livestock for meat farming, they pack perfectly into shipping containers. Did you even use reference pictures?

>> No.713812
File: 363 KB, 1920x1080, wtf.jpg [View same] [iqdb] [saucenao] [google]
713812

>>713547
I give up trying to rig this shit
Does anyone know some resource site where i can download some sample rigs/weightpaints?

>> No.713818
File: 509 KB, 960x540, They're in the Well - Copy.png [View same] [iqdb] [saucenao] [google]
713818

>>712286
Grant Abbit made a well tutorial and i added other shit

>> No.713827
File: 288 KB, 979x302, Untitled.png [View same] [iqdb] [saucenao] [google]
713827

Anyone here have the "Garment Tool" addon? I'd like to mess around with it, but I also don't really want to pay $36 for an addon.

>> No.713836

>>713827
Just illegally discover md

>> No.713837

>>713827
Use the Rich Colburn one instead
https://www.youtube.com/watch?v=jNXBYI-WPU4
https://www.youtube.com/watch?v=DxZju9RJqqo
https://github.com/the3dadvantage/Modeling-Cloth-2_8

the only addon that is worth paying to me now is the Mask Tools from Wayward Art Company

>> No.713838

>>713812
https://www.mixamo.com/
https://www.youtube.com/watch?v=wgqLy_VgsFU

>> No.713840

>>713837
dude this is radical

>> No.713841 [DELETED] 

>>713837
No Hard Ops? But dat thing be dope, yo.

>> No.713842

>>713837
>the only addon that is worth paying to me now is the Mask Tools from Wayward Art Company
No Hard Ops? But dat thing be dope, yo.

>> No.713844

>>713842
masterxeon go home

>> No.713848

>>713842
I don't do that kind of hard surface modeling, it's fun to see it, but the vanilla blender is enough for me.
I don't know if the latest Mask Tools tutorial has been posted here, anyhow
https://www.youtube.com/watch?v=3eitnJyEmDE

>> No.713851
File: 2.75 MB, 245x263, no.gif [View same] [iqdb] [saucenao] [google]
713851

i have a texture but i want to change it to another color from another image in photoshop. how can i do this?

>> No.713863

>>713851
You should probably change it to another color from the other image in photoshop.

>> No.713870
File: 6 KB, 184x172, 1307384763512.jpg [View same] [iqdb] [saucenao] [google]
713870

>>712750
Does anyone know how to fix this? It's really annoying having to export my render and my audio separately just to see if my lip syncing is right

>> No.713877

>>712958
that's having your skeleton selected, select your model, then look for the wrench icon, there's where >>712936 should be

>> No.713884
File: 1.39 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
713884

this is my first time seriously using blender (and sculpting)
I really like 2.8 UI. If only blender used to look like this.

>> No.713913

>>713827
Don't even bother. Blender's cloth sim is a hot mess from 2004. No add-on will change that. You're pushing a truck full of rocks uphill.

>> No.713923

>>713870
I don't know much about this but have you checked if your codecs are correctly installed? Also, maybe install ffmpeg.

>> No.713925
File: 35 KB, 408x450, 132352345673.png [View same] [iqdb] [saucenao] [google]
713925

>>713913
>Don't even bother. Blender's cloth sim is a hot mess from 2004. No add-on will change that.
>no plugin that has its own way of handling cloth will change that

>> No.713930
File: 9 KB, 159x158, 1565184900989.jpg [View same] [iqdb] [saucenao] [google]
713930

>>713884
>that pic
concern

>> No.713944

>>713913
this one >>713837 doesn't even use the blender physics system at all. It's all custom raw python.

>> No.713945

>>713944
lmao
>python
>performance
one.

>> No.713946
File: 33 KB, 1206x1078, bruhmoment.png [View same] [iqdb] [saucenao] [google]
713946

>>713945
performance doesn't matter for simulating cloth for the purposes of making clothing meshes, or animation for that matter. Marvelous Designer isn't even fucking 3d.

>> No.713947

>>713946
Are you retarded?

>> No.713948

>>713947
Are you? It's not true 3D, it's like ZBrush.

>> No.713959

>>713948
Ok, retard.

>> No.713960

>>713923
they should be installed. I never had this problem with 2.79

>> No.713969

>>713945
>>python
>>performance
>one.
Works there and it is interactive, the main problem that i see is the poligonal modeling part, nurbs would be better to model cloth

>> No.713971

>>713969
The videos showcase examples with only a few thousand vertices and you can see from the stuttering that the tool is already hitting it's limits. A fully clothed character with a similar vert count to what MD or Houdini can push would solve at a fraction of that framerate.

I'm not discrediting the dev, it's just that python is a fundamentally wrong tool for cloth sims. Python can't into multicore.

>> No.713976
File: 378 KB, 624x642, 1573839073817.png [View same] [iqdb] [saucenao] [google]
713976

>>713547
Looks fine to me. Nothing is perfect.

>> No.713986

>>713971
Well you can call C and I believe C++ code from Python, so what the hell. Shit needs fixing.

>> No.713992

>>713986
Yeah, the cloth addon in question uses libs written in C, like mathutils. It gives a nice speed boost over plain python in single threaded applications but the GIL just won't allow leveraging of multiple cores.

>> No.714072
File: 547 KB, 2048x1179, 78828557_547941085769755_5184007478819422208_n.jpg [View same] [iqdb] [saucenao] [google]
714072

My dad is learning Blender and he showed me this. He's too insecure to post stuff to forums to get feedback but something about this just seems artificial to me and I can't put my finger on it. Ignore the trees and stuff, more on the pool itself. Any suggestions on how to make it look more realistic?

>> No.714074

>>713884
HahaHAhAha

>> No.714075
File: 494 KB, 2048x1179, 79016463_756977021436556_9169897044024754176_n.jpg [View same] [iqdb] [saucenao] [google]
714075

>>714072

>> No.714076

>>713884
bruh, ANATOMY. You can't just be making up muscles or, if you do, you need to go all out the other direction.

>> No.714082

>>714072
>>714075
The water doesn't look right to me, but I also think the metal bar needs texturing. It's too clean, it doesn't have any visible imperfections from wear or anything. Also, the texture for the patio is too flat to my eyes, it should be more pronounced and uneven and I think the shade like in the part that's in the foreground is either too light or too saturated.

>> No.714165

Noob here. When to use subsurf and when not to?

>> No.714166

>>714165
>When to use subsurf
When you are modeling in Maya.

>and when not to?
When you are modeling in Blender.

>> No.714187

>>714165
When you actually need something to look smoother, if it's an important piece of your scene or it's gonna be using displacement.

Don't just slap it on everything for no reason.

>> No.714194

>>714187
>Don't just slap it on everything
Isn't this what Pixar does?

>> No.714209

>>714072

idk man looks pretty damn good to me

>> No.714218
File: 876 KB, 1463x907, tufted leather.png [View same] [iqdb] [saucenao] [google]
714218

Modeling Cloth is pretty cool. A little buggy, notably that it just straight-up doesn't work if you add a Collider before a Cloth, and in order to fix it you have to disable both the collider and the cloth, then enable the cloth and then the collider, but you can do all sorts of things with it, and it makes certain things a lot easier. It's pretty good for shrinkwrapping things around other things, which the modifier sucks ass at.

>> No.714219
File: 932 KB, 1221x792, tufted leather.png [View same] [iqdb] [saucenao] [google]
714219

>>714218
more interesting with a basic material

>> No.714221
File: 448 KB, 500x565, 1571816324687.png [View same] [iqdb] [saucenao] [google]
714221

>>714166

>> No.714232

Is there any site where i can look up good presets for different shader node setup, particularly skin and hair? I could fuck around from scratch until i get something decent but i'd much rather have some base settings to work from.

>> No.714233

>>714232
Not really. You don't use fully procedural skin materials, it's always just a series of maps plugged into a Principled shader, perhaps with some pseudo-procedural detail maps. Hair materials are dead-simple, just play with it until it looks right.

A big part of skin looking right is SSS, here's a page from Pixar on the subject and some of their parameters: https://rmanwiki.pixar.com/display/REN22/Subsurface+Scattering+Parameters

>> No.714234

>>714232
Blender has a principled hair shader which is really good. You can switch between melanin mode (sliders for melanin level and melanin redness) or direct color mode.
Skin is as >>714233 said more dependent on the maps you use.

>> No.714235

>>714233
>>714234
Thanks, i'll look into it, i do have a base texture and a normal map already but it looked kinda flat so i figured i'd mess around a bit to see if i could make it look more interesting.

>> No.714236

>>714235
roughness and SSS are what you need. Roughness can be guesstimated and modified from an albedo, but SSS will likely need to be hand painted.

>> No.714242

>>714236
Thanks, i'll look into SSS painting, never tried anything beyond just applying to the whole thing before, i would assume you could just make a mask for depth but i don't know if there are other parameters you'd want to adjust with a map.

>> No.714245
File: 121 KB, 1024x1024, head_sss.png [View same] [iqdb] [saucenao] [google]
714245

>>714242
>i would assume you could just make a mask for depth
Doesn't really work like that because the map has to work from every angle, can't do 3d texture maps (yet).
The best looking while still easy way to do it is to just have 3 maps: an Albedo, which is just the color of the skin, relatively desaturated because it contains no lighting data which would include blood seen through the surface, a Subdermal map, which is the color of the blood and fat and stuff beneath the surface of the skin, and a SSS map, which is a black and white map that essentially fakes the thickness of the skin in various areas to determine SSS intensity — this is the one you will probably have to paint. This one I'm posting is pretty bad but it gets the point across.

>> No.714247

>>714245
>Subdermal map
were can I find good ones?

>> No.714248

>>714218
>>714219
Reminds me of my old leather recliner.

>> No.714253

>>714247
you have to create it, either from your albedo (red hue shift and oversaturate), or by hand-painting it.

>> No.714255
File: 48 KB, 500x272, frank.jpg [View same] [iqdb] [saucenao] [google]
714255

>>714253
I have no idea how a human really looks without the upper layer of skin, I have seen some tutorials on it and it's mostly just some information and guess work.

>> No.714262

>>714255
>guess work.
some red on the nose some blue around the eyes, but nothing precise.

>> No.714266

>>714255
Look up some medical books.

>> No.714267
File: 1.03 MB, 1375x802, quilt.png [View same] [iqdb] [saucenao] [google]
714267

>>714248
It's a lot of fun to play around with the Inflate parameter.
>>714255
It's basically just a lot of red and some yellow, maybe some blue veins in places, deep red in others, and what >>714262 said, google "face tonal progression"

>> No.714268
File: 12 KB, 367x329, tonal_progression3.jpg [View same] [iqdb] [saucenao] [google]
714268

>>714267
>>714255

>> No.714269
File: 148 KB, 1000x625, painting_bodies2.jpg [View same] [iqdb] [saucenao] [google]
714269

>>714268
>>714255

>> No.714273

>>714266
it looks pretty different does not look like a sub-dermal map for cg is not a representation of real sub dermal skin
>>714267
>face tonal progression
I know about that.
>>714269
looks nice.

It seems it's just educated guessing.
What I would like is a more precise guide for where to put how much of what, where all the veins actually run, etc. Maybe I am overthinking this.

>> No.714274

>>714273
>What I would like is a more precise guide for where to put how much of what, where all the veins actually run, etc.
This is art. Use your knowledge of anatomy to carry you as far as you can, and then fuck with it until it looks right in your renders.

>> No.714275

>>714274
Any good tutorials for SSS textures?

>> No.714276

>>714275
Not really a whole lot of documentation out there on it in general. Up until like 4-5 years ago it was something you only really saw in professional studios. Just paint a basic black and white intensity map and see how it affects your model to get a feel for it and go from there.

>> No.714285
File: 368 KB, 1590x786, slow.png [View same] [iqdb] [saucenao] [google]
714285

Hey, making my first full cArToOn in blender and don't know too much about rendering. Each frame in this sequence before has taken about 10-20 minutes w/ 30 samples. I let this render overnight and it's still on the same frame having taken 15 hours and not finished. The other frames didn't have as much character moving motion blur but does motion blur really take THAT long to render?? fuck?

>> No.714330
File: 752 KB, 819x808, bunker 1.png [View same] [iqdb] [saucenao] [google]
714330

Tryin to make some printable terrain, what do you guys think?

>> No.714337

>>714285
Are you using GPU? Because if you aren't, it's no wonder it's taking so long.
>inb4 I'm rendering on my toaster laptop from 2005

>> No.714338

>>714337
this
also experiment with different tile sizes, maybe lower the samples and denoise (especially with motion blur)

>> No.714342

>>714337
>>714338
I got a GTX 960 that mostly has been fine? I've been rendering on GPU, but it looks like it switched back to CPU? So I switched it back to GPU & now I'm getting a CUDA error.

I'll look into denoising if I can get past this error, the motion blur I'm pretty sure is the killer. The other frames without quick character movement have been fine.

>> No.714343

>>714075
>>714072
The water's too reflective, and too dark. Increasing the transparency might be a quick and easy fix.

Other than that, the scene's too clean. You have two trees right next to the pool, and there's no leaves anywhere.

>> No.714357
File: 1.19 MB, 644x923, Capture3.png [View same] [iqdb] [saucenao] [google]
714357

Im makin a boat
>>714285
motion blur is super slow if you do it without nodes. Use vector motion blur in the compositor, otherwise each frame gets rendered tons of times over and over again.

>> No.714361
File: 859 KB, 1200x692, Screen Shot 2019-12-08 at 8.19.30 PM.png [View same] [iqdb] [saucenao] [google]
714361

this is my first day ever trying sculpting and holy shit I didnt know it could be this fun

>> No.714368

>>714194
How would I know?

>> No.714369

>>714218
>>714219
Can I see wf please

>> No.714370

>>714369
I didn't save that file unfortunately, but it was just a subdivided plane inflated out along the face normals. Perfect quad topology, you can sort of see it in >>714218

>> No.714371

>>714330
Cute

>> No.714374

>>712297
i was with you for 6 months but that time has passed

>> No.714391

What are some recommended tutorials/courses that aren't introductions for beginners?

>> No.714394

>>714391
Arrimus 3D is the god of free tutorials. If you're looking for paid tutorials, Gnomon looks like the highest standard stuff around, you can also find some really good stuff on Artstation, I recently got some of Daniel Thiger's tutorials on Substance Designer.

>> No.714403
File: 236 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
714403

what sort of guides should i look up if i wanna model telescopes that can actually zoom in like pic related? i know some modelling basics to atleast make basic shapes of the gun, but that's about it

>> No.714404

>>714403
I assume that's more of a scripting thing, game engines don't zoom by simulating the lenses, that'd be unbelievably taxing on your framerate. There are probably plenty of tutorials on setting up scopes to work in your engine of choice.

>> No.714405
File: 2.49 MB, 1440x768, zhira006hi.webm [View same] [iqdb] [saucenao] [google]
714405

i haven't modeled shit in years, blender seems pretty cool

>> No.714407

>>714405
I really like it.
Looks like some 70s us landbarge retromodded for the future

>> No.714417

>>714405
The more I look on it, the more I like it. Great stuff, post more.

>> No.714419

>>714405
I like it. But please add light, it's difficult to see well.

>> No.714420

>>714405
how do the doors open

>> No.714423

>>714420
You slide in from the bottom of the car, duh.

>> No.714424

>>714420
>door
it clearly lacks a door at all

>> No.714425
File: 2.79 MB, 1920x1080, zhira008.webm [View same] [iqdb] [saucenao] [google]
714425

>>714420
>>714423
>>714424
i can't think of a way to indicate panel gaps that is low poly enough. i suppose if i made an interior, engine bay, trunk etc then there could be actual panel gaps

>> No.714426
File: 619 KB, 1088x617, zhira_wire.png [View same] [iqdb] [saucenao] [google]
714426

i'm trying to keep the poly count under the same limit as GTA 3D cars, which is about 2K

>> No.714428

>>714425
The material is kind of boring

>> No.714432

Anyone knows of any decent tutorial on how to add handles to bones and stuff to rigs for easier animation?
I've tried winging it but i keep feeling it would be better if i had a few pointers, as in less time wasted on trial and error.

>> No.714435

>>714420
Scissor or swan doors would look nice.

>> No.714449
File: 589 KB, 754x679, Wizard.png [View same] [iqdb] [saucenao] [google]
714449

>> No.714498
File: 2.56 MB, 531x580, 1756348756.gif [View same] [iqdb] [saucenao] [google]
714498

Why is my guy doing that weird movement mid animation?
I Ctrl+C frames 1-50 then Shift+Ctrl+V them at frame 50 if that helps.

>> No.714500

>my i7 8700 renders faster than my gtx1060

>> No.714502

>>714500
Make sure you're using the appropriate tile size for your gpu. It makes a huge difference.

>> No.714505

>>714498
check animation graph

>> No.714540

>>714498
I think you should have pasted at frame 60. If you copies 1-50 and then pasted on frame 50 then you pasted over your cycle.

>> No.714553

>>712323
Now it's shader editor, confuses the hell out of me

>> No.714554

>>712325
A scale of 0 to 1 thats takes in consideration the center of the face

>> No.714557

>>713067
Cumblaster 3D

>> No.714559

>>713221
Render using eevee you faggot

>> No.714560

>>713428
Needs to learn more about shapes and sizes

>> No.714561

>>713528
Don't make him skip leg day

>> No.714563

>>714075
Encourage your father more! He is on the right track

>> No.714629
File: 491 KB, 1000x1000, Crystal.png [View same] [iqdb] [saucenao] [google]
714629

>> No.714686

>>714557
4 more.

>> No.714700

>>714686
I believe AC IV had some sort of real time water simulation going on

>> No.714755

>>714700
Nah, real-time deformation of a plane is not a proper fluid sim. That's the point, they're not in games.
Excluding 2d voxel-based stuff like Terraria and that Sand game. Since they don't really count in terms of 3d graphics.

It might be convincing enough and work in the gameplay, but you're not actually influencing a water volume with individual particles in AC4 (like you would with something like Houdini, or even Blender's fluid sim). It's a plane mesh, with different systems over it to influence the deformation. With your boat interacting with those systems, and influencing them as well.
It looks and runs great, but a fluid sim it is not.

>> No.714812

[spoiler]I rather use Maya than Blender

>> No.714818

>>714812
fail

>> No.714822

>>714700
this is from 2012, I suppose it is something like this
https://www.youtube.com/watch?time_continue=11&v=UcgdtNeizg4&feature=emb_title

>> No.714825
File: 149 KB, 571x437, 2019-12-11-1576073456_571x437_.png [View same] [iqdb] [saucenao] [google]
714825

https://twitter.com/pablodp606/status/1204621125667438592

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.714826

>>714825
Holy shit. I assume it would be also extremely useful for animations too?

>> No.714831

>>714826
>animating sculpts
Dude.
It is meant to be a quick way to pose one-offs without the need to build a whole rig if you just want to pose your sculpt.
Of course you could also use it to pose models optimized for animation but that wouldn't make sense because animating needs so much posing, that building a rig for that helps you in the long run.
Also, if you were insane enough to use this for animation I think you'd need to make a shapekey for every pose and animate this which would be a total horror compared to a cleanly set up rig and just animating the bones.

>> No.714834

>>714831
Oh man, my bad, I've completely missed the "not rigged" part. Thought it was a more convenient way to set poses that moving bones one by one, while trying to figure out where did you mess up with weight paint.
Nevertheless, thanks for the elaborate answer. It does actually sound amazing. I wonder if there's any limitations by face amount or something.

>> No.714836

>>714825
YEAR OF THE GNU/BLENDER STUDIO

>> No.714837

>>714825
The power of having autistic developers

>> No.714838

>>714836
Doubt it, still have to use MD and SP.

>> No.714840

Is Cycles ever going to get some kind of noise threshold or adaptive sampling option?

>> No.714855

>>714840
The leader dev of Cycles worked for Autodesk, so I'm guessing he touched adaptive sampling tech there and is now forbidden from doing the same in a competing product. Otherwise, I can't understand why it takes them so much to implement that.

>> No.714876

>>714855
Apr 15 2019
https://developer.blender.org/D4686
Requested changes by Brecht Van Lommel

>> No.714878

>>714876
Nice to see I was wrong.

>> No.714979

>camera follow path
>camera isn't following path at all

>> No.714982

>>713884
holy fug dude, that dude could probably take on Jiren, Broly, Cunber, Hearts and Moro at the same time no sweat

>> No.715024

>>714982
That dude could crush an ultra instinct watermelon between his thighs.

>> No.715105

>>714834
I'm guessing Blender crashes if you try to use it with a sculpt that's over 10 million tris or whatever.

>> No.715107

>>715105
It's fine, it would already crash at the sculpting stage anyway. What the fuck with that by the way? It's still the issue in 2.81 right? I thought my PC was bad but even after upgrading to 3600 and 16 gb I can't break 20 mil.

>> No.715108

>>715107
>I can't break 20 mil.
Show us your sculpt that needs to be over 20mil.

>> No.715110
File: 74 KB, 763x1023, sugg.jpg [View same] [iqdb] [saucenao] [google]
715110

>>715107
>>715105
When you are approaching those numbers, I suggest you use the decimate modifier. It makes you go from 20.000.000 tris to 1.000.000 with little to no detail loss.

>> No.715111

>>715108
I'm actually pretty anal about my sculpts so I always retopo and bake normals to drop tris count back to ~10k. What I've been referring to, is questionable performance with dyntopo, compared to zbrush, for example. It's bearable, but still, makes me not want to use grab brush sometimes.

>> No.715112
File: 358 KB, 1117x1117, decimate tool.png [View same] [iqdb] [saucenao] [google]
715112

The virgin high-poly crashing model VS THE CHAD LOW-POLY SHIT THAT SOLVES YOUR PROBLEM

>> No.715173

>>712517
Lol what? It’s ctrl+f. Maybe new blender controls changed it but that shortcut sounds like a pain to use

>> No.715199
File: 2.79 MB, 640x360, video.webm [View same] [iqdb] [saucenao] [google]
715199

Dobarro
https://twitter.com/pablodp606/status/1205232817019465735
This is how you can create a base mesh for stylized hair strands in less than a minute by using the Pose Brush with Inverse Kinematics.
I designed the brush with this use case in mind, so I used this model to improve and fix issues in the initial prototype. #b3d

>> No.715215
File: 83 KB, 401x355, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
715215

oraite, this doesn't look all that bad. i don't know how to color it though

>> No.715229

>>714825
good time to learn to animate I guess

>> No.715230

>>715215
cute shroom, nice

>> No.715249

>>715199
Why ever goddamn blender render looks like a plastic playdoll for girls? Are people so afraid of uncanny valley they won't even come close to it?

>> No.715285

>>715230
you're cute. thanks

>> No.715304

I am pretty new to Blender and I just learned that the default glass shader doesn't work for interiors because it doesn't let the sun lamp shine through....wtf. It's 2019 how can 3d software still be this horrendously useless?

>> No.715305

>>715304
Its okay to admit you're literally retarded

>> No.715306

>>715304
https://www.youtube.com/watch?v=I685JGTCpCU
The glass shader is made for glass objects, not windows.

>> No.715324
File: 507 KB, 670x496, file.png [View same] [iqdb] [saucenao] [google]
715324

how would you guys go about making this plant? I was thinking the particle system but I was having some difficulty getting it to look right.

>> No.715449
File: 334 KB, 771x771, Desguust.png [View same] [iqdb] [saucenao] [google]
715449

This is the face I made while trying to learn sculpting in Blender.

As in, it's the face I made.

>> No.715450
File: 456 KB, 819x640, IMG_20191213_204346.png [View same] [iqdb] [saucenao] [google]
715450

henlo. first time renderer here. at a first glance, what's to be improved? the illumination gives off how shitty the mesh was implemented (Idk why some turned into triangles and some did not. imo if I were to disable that, it could've looked much better). I was rather going for a lowpoly thingy but this doesn't look either simple enough to look smooth nor detailed enough to not look like plastic. I wonder what experienced people have to say about it though

>> No.715451

>>715449
quite impressive

>> No.715476

>>715450
it looks perfectly fine for a low poly thing

>> No.715491

>>715476
I'll take that!

>> No.715525
File: 779 KB, 1920x1080, don-don donuts lets go nuts.jpg [View same] [iqdb] [saucenao] [google]
715525

Oh yes.

>> No.715555
File: 1.93 MB, 1920x1080, Dinotest.png [View same] [iqdb] [saucenao] [google]
715555

>Following a step to step tutorial to learn the basics tells me to do a AO map with the multiresolution selected as I have been using it to sculpt the details
>There is no such option in 2.81
What do.
Pic related is the model in question, I know it has visible seams on the normal map but I intent to do the rest of what I have to do to complete the model and fix this when I can do the whole process by myself or just learn what went wrong for future projects.

>> No.715571
File: 476 KB, 1920x1080, Deesgustdark.jpg [View same] [iqdb] [saucenao] [google]
715571

>>715449
It looks better when you can't see it.

>> No.715581

>>715571
A bit more lit to see the smirk of disgust and it would be kino

>> No.715609
File: 173 KB, 784x546, 1.gif [View same] [iqdb] [saucenao] [google]
715609

how 2 weight paint in 2.81?
following a 2.79 tutorial.
why is it selecting vertices instead of painting?

>> No.715610

>>715609
>active tool: select circle
dunno boss

>> No.715611

>>715610
ok. it cycles between select box, select circle, and tweak. no weight paint tool.

>> No.715614

>>715611
press tab.

>> No.715620

>>715614
then it goes to edit mode.

>> No.715658

How do I render an ambient occlusion pass without it having a black background? it's really fucking with my compositing

>> No.715757

Is there any reliable way to convert PBR materials to your standard diff, normal and spec maps?
I've started fucking around with an old Source map i worked on years ago, my main issue is the roughness map, not having that gives a completely different and not very convincing result.

>> No.715867

Next thread
>>715866
>>715866
>>715866

>> No.717969

>>714285
IS THAT MATT FROM
S U P E R M E G A?????

>> No.718320

>>713884

Oh god this made me laugh for like an hour.