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

/3/ - 3DCG


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File: 980 KB, 1305x1452, 0060adc0ffb80a6f454f7171f690f331e479753a.jpg [View same] [iqdb] [saucenao] [google]
729571 No.729571 [Reply] [Original]

Previous thread: >>727558

>> No.729572

>no Blender Today
Another man down?

>> No.729595

Blender nub here. When joining two objects, you're supposed to remove the faces where they overlap so that they join along the exposed edges, right? That's really easy to do if the overlapping faces are the same size and shape (say two cylinders with identical radii), but what if you want to join different shapes? For example, joining a 3m cube to the top of a 6m cube. How can I cut a 3m square from the top face of the 6m cube?

>> No.729618

https://twitter.com/pablodp606/status/1240035246743195651

>> No.729630

https://www.youtube.com/watch?v=v6kSnyLPI1Y
How do I make a mouth like the one shown here at 26:52?
I tried using curves to make the mouth but I can't get the lips to close properly.

>> No.729638

>>729630
https://www.youtube.com/watch?v=7gfLb23pXSk

>> No.729640
File: 1.02 MB, 1024x1024, the sphere of panels-post process.png [View same] [iqdb] [saucenao] [google]
729640

>>729571
You have been visited by the dirty spheroid of panels and rivets. It grants you success in your hard surface endeavors.

>> No.729675 [DELETED] 

**IS ZBRUSH DEAD?**
https://twitter.com/pablodp606/status/1240035246743195651

>> No.729676
File: 169 KB, 317x366, unknown-1.png [View same] [iqdb] [saucenao] [google]
729676

>>729618
Does that mean we can finally ditch Zbrush?

>> No.729677

>>729676
It still wins out in bulk detail because of the whole 2.5 baking thing.

>> No.729679

>>729677
True, didn't think about it. Thanks.

>> No.729680
File: 26 KB, 680x383, disgusting.jpg [View same] [iqdb] [saucenao] [google]
729680

>>729676
>using proprietary software in the current year + 5

>> No.729681

>>729680
what's your distro

>> No.729682
File: 56 KB, 696x376, neofetch censored.png [View same] [iqdb] [saucenao] [google]
729682

>>729681
I LARP as a freetard while using KDE Neon (pic related). I want to make the switch to something like Gentoo or Arch, but it's just too spooky for retard like me. What do you use?

>> No.729683

>>729682
>Arch
manjaro is your best bet then, I used to have it when I was starting with 3D but there was no crack for some of the software I used so I had to switch back to W10

>> No.729684

>>729683
>Manjaro
I've heard a lot of good things about it. I'll have to look into it more closely. How lightweight is it? My dream distro is one that only comes with a DE and terminal emulator installed.

>> No.729686

>>729684
It's really light even tho it has some software preinstalled but you're free to remove it. It's a "gaming" distro if you could call it that, so they only kept things that would let you play steam games instantly after booting it up. Therefore blender fits nicely there.

>> No.729688

>>729686
Sounds like it could be a good match. Thanks for the info, anon.

>> No.729689
File: 31 KB, 629x378, 246358725.jpg [View same] [iqdb] [saucenao] [google]
729689

Is it possible to decimate a cylinder from the one on the left to the one on the right?

Checkered deselect doesn't work in this instance because it has subdivisions vertically as well.

>> No.729692
File: 190 KB, 604x479, maunal decimation.png [View same] [iqdb] [saucenao] [google]
729692

>>729689
One option would be to do it manually by selecting every other vertical edge and dissolving. It's more time consuming, but it works. Pic related.

>> No.729693
File: 2.56 MB, 1280x720, Desktop 2020.03.18 - 19.17.51.02.webm [View same] [iqdb] [saucenao] [google]
729693

>>729689

>> No.729694

>>729693
Genius.

>> No.729698

How do I relax my UV's in Blender?
I've looked it up online but can't find an answer.

>> No.729699

Is there a way for materials to reference eachother?

Same I make a noise texture and what to use it in multiple other materials. Can I use it as an input?

>> No.729700

https://www.youtube.com/watch?v=ALmQr0--6bg
How do I make it so my iris expands and contracts in sync with the pupil size like in this video?

>> No.729706

>>729571
Blender Today RECAP #095 | Multires + Special Announcement!
https://www.youtube.com/watch?v=2rAteWtqvNQ

>> No.729769
File: 61 KB, 698x631, halp.png [View same] [iqdb] [saucenao] [google]
729769

Bros I'm a retard and made a whole while smooth sculpting. How do I unfuck this? "Fill holes" did nothing.

I can apply a remesh modifier but that fucks up most of my model.

>> No.729772
File: 479 KB, 1234x749, Bool.png [View same] [iqdb] [saucenao] [google]
729772

>>729595
Matching each vertex works only in some rare cases like identical shapes. You can just use the boolean modifier, which automatically cuts away interior vertices and generates new ones at the intersection.
You might want to make the intersecting object a bit longer so it does stick into the target.

>> No.729776
File: 388 KB, 431x674, 2020-03-19-1584637330_431x674_.png [View same] [iqdb] [saucenao] [google]
729776

There's a Blender Today literally every day now lol

Also, whenever some person has those christmas tree lights in the background all year AND motherfucking heavy ass bokeh in the webcam I assume they also do chaturbate shit

>> No.729777

>>729776
>xxXX9inchBigCOCC1981XXxx

>> No.729781
File: 42 KB, 600x579, Comfy_guy.jpg [View same] [iqdb] [saucenao] [google]
729781

>tfw following grant abbit's tutorial during a pandemic and it's raining outside
comfy deluxe

>> No.729785

what are the benefits of using steam with blender? Do they offer some cloud backup for settings?

>> No.729787

>>729785
it auto updates to the next stable release so you don't have to keep updating it yourself.

>> No.729788
File: 61 KB, 946x676, soo.. it began.. the biggest shitstorm of our times...jpg [View same] [iqdb] [saucenao] [google]
729788

>>729781
>comfy deluxe

fighting a game with your GF with the models you created in Blender, when its raining and pandemic outside, when drinking 40% stronk beer desu..

>> No.729791
File: 1.18 MB, 2560x1440, bake.png [View same] [iqdb] [saucenao] [google]
729791

Hello noob here
Why isn't it baking as expected?

>> No.729792

>>729791
Select all faces on the high poly, hit shift+n, do the same to the low poly. Looks like might have some inverted normals. That yellow happens when the rays casted from a face can't reach anything, they might be passing through an inverted face (they only collide if it's facing the right way) or the ray distance might be too low.

>> No.729793
File: 1.74 MB, 2560x1440, file.png [View same] [iqdb] [saucenao] [google]
729793

>>729792
I recalculated normals, it looks better but still not what I want

>> No.729794
File: 51 KB, 280x791, temp.jpg [View same] [iqdb] [saucenao] [google]
729794

>>729793
Make sure to unlink those normals before baking, otherwise it uses the baked normals to decide which direction to cast rays in. Go back to the side tab you were in last picture and try playing around with ray distance. Also click on this and turn on view normals, make sure they're pointing outwards. After hitting shift+n there's a window in the bottom left you can expand and reverse the recalculation direction, use that to fix any faces with the wrong direction.

>> No.729798

>>729769
bros plz ;_;

Im making a mesozoic animal here I'm gonna be rich

>> No.729813 [DELETED] 

>>729798
try meshroom
https://www.youtube.com/watch?v=sgBrt-vQvdQ

>> No.729814

>>729798
try meshmixer
https://www.youtube.com/watch?v=sgBrt-vQvdQ

>> No.729830
File: 44 KB, 640x480, 1583899924533.jpg [View same] [iqdb] [saucenao] [google]
729830

>>729776
>blob brush mentioned
praise jesus

>> No.729832
File: 175 KB, 1500x1000, Level 4 Donut final.jpg [View same] [iqdb] [saucenao] [google]
729832

Just finished the absolute beginner tutorial, where do I go now? I tried sculpting some heads and it was easier than expected but I heard you shouldn't immediatly go into sculpting as a beginner. Also, is blender good enough for sculpting or do I need zbrush? I have some 2D drawing experience if that helps with anything.

>> No.729838

>>729832
I don't think it's "pick my specialty" thread, my friend. Do what you feel is right.

>> No.729840

>>729838
I didn't ask about a specialty. I'm an absolute beginner if you didn't read what I said.

>> No.729841

>>729840
>is blender good enough for sculpting
yes

>> No.729857

>>729832
Do some grant abbitt tuts (it's often for game dev/low poly). Even if you go for high poly offline rendering, his tips/tricks are valuable anyway. Or just google around on youtube there's a plethora of tuts

>> No.729862

>>729793
You can't just plug the color output of the image node into the normal slot, it has to go through a "normal map" -node first.

>> No.729885

When you create round shapes like cylinders, cones or spheres, how many vertices do you use? Blender defaults to 32 but this doesn't give a very round shape. 64 seems much smoother, but won't it be a pain to deal with so many vertices/edges?

>>729772
Thank you, this makes a lot more sense.

>> No.729899

>>729885
Depends entirely on what you do with it. It's usually a good idea to keep the vertices count low and use a subsurf modifier to have a manageable geometry to work with. Also even low-poly cylinders can look good with smooth shading.

>> No.729909

>>729595
Boolean.

>> No.729915

>>729885
Like anon says, it depends. If it's really big, it might need more, if it's really small, you could get away with less. For strings, because they're very thin, you don't really need 32, but if you're zooming in on it, you might.

>> No.729922
File: 75 KB, 750x728, 1495730398557.jpg [View same] [iqdb] [saucenao] [google]
729922

This is your reminder that Blender STILL does not have a simple PIN VERTICES function with a hotkey so that shit you don't want to move while using proportional editing does not move.

You still have to do all the hoops like using vertex groups in combination with shapekeys or doing it in sculpt mode with masking to achieve this.

>> No.729924

>>729922
oh shit you're right blender is useless time to dropkick this baby and wheel it back to lightwave bros

>> No.729926

>>729922
>This is your reminder that Blender STILL does not have a simple PIN VERTICES function
it has a pin vertices, but you have to hide them, we all know is shit, it is even worse to have to download and addon to roll the viewport with the mouse
https://www.youtube.com/watch?v=bVhW0KZYF7o

>> No.729929
File: 15 KB, 540x282, 1494993172597.jpg [View same] [iqdb] [saucenao] [google]
729929

>>729926
>but you have to hide them
Oh yeah I forgot about that shit. Useless. It's fucking bullshit to have to hide vertices just to make them pinned. You can't see shit when you're editing your object. When it's chopped up by all the hidden areas you can't have the proportions in sight and of course can't really tell the space between the pinned vertices and your editing area. Fucking bullshit.

>> No.729930

https://github.com/JuhaW/blender_ctools/tree/master/lockcoords

>tfw you can't read Japanese AND can't program in python

>> No.729953

>>729899
>>729915
Thanks. I'm making a little robot and his spherical head is the focal point of the design, so I'm not sure how complex the sphere should be.

>> No.729954

What are everyone's hotkey mappings for sculpting in Blender?

Just got a Kamvas 16 Pro.

>> No.729955

>>729953
I should have clarified, the sphere is 20".

>> No.729961
File: 3 KB, 176x54, 2020-03-21-1584823545_176x54_.png [View same] [iqdb] [saucenao] [google]
729961

If I could, I would FUCK this feature.
It's that good.

>> No.729974
File: 96 KB, 1000x432, 1582040813070.png [View same] [iqdb] [saucenao] [google]
729974

>mfw pressing S when beveling for the first time

>> No.729982 [DELETED] 
File: 466 KB, 936x808, 1.png [View same] [iqdb] [saucenao] [google]
729982

>>729961
2.82

>> No.729983

What is this guy doing in this video at 1:00-1:05 to create that curve on the cylinder.

https://youtu.be/IrqxisntnRo?t=60

>> No.729986

>>729983
Bevel, on the edge menu in edit mode, you have to aply the scale in object mode first, if you don't the angle fail

>> No.729987

>>729986
I'm not sure what you mean by apply the scale in object mode first, could you explain please?

>> No.729988

How can I save empties as part of a .blend project? I spent a lot of time scaling and arranging my references, but they all turned into magenta rectangles when I reopened the project.

>> No.729989

>>729987
if you scale your mesh in object mode in any axis and jump into edit mode the bevel fails, you have to apply the scale first

>> No.729990

>>729987
it happens with lots of brushes in the sculpt mode too just hit ctrl A

>> No.729991

>>729988
file > external data > autamatically pack into .blend

>> No.729993

>>729990
Oh right I think I get it. So If I want to make a bevel curve on a cube that is 2x and 4y I have to do that in object mode, then I apply the curve by clicking on the edge then bevelling?

>> No.729997

>>729993
The general rule of thumb, is that unless you're scaling something uniformly, don't scale outside of edit mode. Otherwise you'll get problems. Ideally you want all the numbers to be the same in the scale section of object mode. So you could have the scale be 4,4,4 in the xyz, and not have problems, but if you have 4,2,4 you might. You might not depending on what you're doing, but if something isn't working like how you'd think, checking if the scale is uniform is the first thing to look for

>> No.729998

>>729991
I get the error
>Unable to pack file, source path X/Y/Z not found.
But I'm looking at the file at that path, and it shows up just fine.

>> No.729999
File: 344 KB, 512x512, anky_ankylo_backplates.pbasecolourtexture_08.png [View same] [iqdb] [saucenao] [google]
729999

How should I make a texture like pic related procedurally?

>> No.730000

>>729999
https://www.youtube.com/watch?v=e4BhdrFDHkQ

>> No.730003

>>729571
Should I learn how to draw before going to 3d?

>> No.730008
File: 44 KB, 679x631, badprop.jpg [View same] [iqdb] [saucenao] [google]
730008

How can I shrinkwrap a mesh to a sphere without distorting its proportions? Here's my attempted workflow, and pic related is the result.

>add a UV sphere
>draw a curve that matches the outer edge of the shape to shrinkwrap
>draw a curve that matches the inner edge of the shape
>convert both curves to meshes, and join those meshes so that they form the outline of the shape
>without creating any additional edges, faces or extrusions, add the shrinkwrap modifier
>set the target to the UV sphere and the mode to target normal project (otherwise the shape becomes badly distorted)

As you can see, the shape is basically intact but the X and Y axes are off. The parts near the pole are shrunk, but the parts near the equator are grown.

>> No.730009
File: 35 KB, 602x601, flatcurve.jpg [View same] [iqdb] [saucenao] [google]
730009

>>730008
For reference, here is what the mesh looks like without the shrinkwrap modifier; the inner and outer edges are roughly equidistant around the perimeter.

>> No.730014

How do I make fluid less bubbly and more stable?
Does it depend on resolution or what?

>> No.730026

>>730008
lock the X & Y axes?

>> No.730054

>>730003
help please...

>> No.730055

>>730054
What are you wanna model?Tech or people or another?

>> No.730057

>>730026
Tried that, doesn't seem to make any difference.

>> No.730059

>>730003
>>730054
You don't need to but it would help. Start doing 3D and try to see what blocks your progress, once you've identified something learn drawing that.
For example, start modeling a character, notice your proportions are ugly, follow a course on body proportions, repeat.

>> No.730066

>>730055
anime girls

>> No.730068
File: 396 KB, 750x790, whnow.png [View same] [iqdb] [saucenao] [google]
730068

/beg/ here, what now?

>> No.730069

>>730066
Not per se, but if you want to get better, you'll have to be able to draw or at least understand anatomy well. if you want to create your own characters, drawing is almost a must because you want to port your drawing in blender and model in 3D from there. But you can model using other people's models as well.

If you are serious about it, then any modeller should be able to draw adequately.

>> No.730070

>>730068
You have more vertices/faces in the lower body than the head. Be careful not to make it too inconsistent. Looks good tho.

>> No.730072
File: 377 KB, 800x800, raul.png [View same] [iqdb] [saucenao] [google]
730072

pls rate.

>> No.730073

>>730069
thanks for the answer

>> No.730075

>>730072
Texture it and rig it.
I'm not going to rate a mesh well if it cant move for shit.

>> No.730078

>>730072
Use a matcap and enable cavity instead of the render preview next time / 10

>> No.730079

>>730069
Do people use just a mouse or a tablet?

>> No.730082

>>730079
you can go far with a mouse. Basic classical modelling yoi dont really need a tablet/pen. But when you're painting, a tablet is pretty much a must unless you want your textures to look like ms paint drawings. And when sculpting, I've heard people say a tablet is a must.

Luckily nowadays you can get a tablet really cheap from like 60 shekels. Years ago this was like 100 at the minimum. No reason not to get one, and just try out with a cheap one.

>> No.730110

>>729571I'm having trouble generating normal's for a Vase I've made. Normals don't quite match when they meet up at the seam. Any advice/ alternate free programs that can get me better results?

>> No.730111
File: 1003 KB, 2454x1250, Pot1.png [View same] [iqdb] [saucenao] [google]
730111

>>730110
Forgot pic.

>> No.730115

What is the difference between sculpting and modeling??

>> No.730116

>>730115
Modelling is the old method of starting with something like a cube and adding/tweaking verts to make a model. Sculpting is starting with a high poly mesh and using brushes to form it like clay.

They're kind of interchangeable. It's often best to model a base mesh and subdivide it for sculpting, so you have the basic shapes down. Likewise, you'll need to 'retopologise' a sculpt if you want to use it for animation and the like.

>> No.730119
File: 277 KB, 578x432, 2020-03-22-1584917080_578x432_.png [View same] [iqdb] [saucenao] [google]
730119

Pablomon special live stream tomorrow

>> No.730120

>>730119
Good, I want news about the texture/vertex paint mode or the retopo tools, trim tools in sculpt mode are waiting for the boolean redesing ....

>> No.730141
File: 321 KB, 978x801, IMG_20200322_231726.jpg [View same] [iqdb] [saucenao] [google]
730141

Guys, how much would a setup like this cost?

>> No.730145

>>730119
Jama makes the other two look amateurish and low effort with that image.

>> No.730151

>>729571
Is there a way to transfer corrective shape keys from my characters body to the clothes?

>> No.730153

>>730141
$10,000~20,000? Not counting the massive electric bill this guy pays.

>> No.730161
File: 31 KB, 400x400, TUhBTYet_400x400.jpg [View same] [iqdb] [saucenao] [google]
730161

>>729571
I can't stand this motherfucker, literally one of the least talented people I've ever seen in any field

>> No.730178

>>730161
His skills are alright and not the problem but what makes his content more and more hard to watch are his increasingly in your face measures of squeezing more money out of his videos.
In itself this is of course not a problem, people should be able to monetize their videos but shit turns sour quick if they try to tick every fucking box of what to do to "optimize" their channel
>stupid fucking grimaces all the time in the video and in thumbnails
>super funny voices!
>obnoxious and loud over-acting
>trying to be a comedian without actually having any talent for it and doing failing jokes all the time while no one asked for it
>oh yeah and don't forget to use arrows, bright colors and faces in thumbnails

You can fairly quickly spot the people who do their tutorials out of passion of teaching things (and making some money with it) and the ones that are just really desperate for adbucks and are pretty close to flatout whoreing themselves out for it

>> No.730179

>>730178
I will reply to this post BUT FIRST A WORD ABOUT OUR SPONSOR OF TODAY'S SHOW

>> No.730185

>>730119
live
https://www.youtube.com/watch?v=Umml9C7GIE0

>> No.730189
File: 4 KB, 500x400, 1434407288114.png [View same] [iqdb] [saucenao] [google]
730189

>>730119
>>730185
They all seem to fear the pablomon, his uncanny waifu tool creation powers and insatiable craving for creating the perfect waifu creation tool.

>> No.730198
File: 543 KB, 1081x787, asdasdsa.png [View same] [iqdb] [saucenao] [google]
730198

any 1 have an idea why this would happen with my subdivision surface in pic?. See this tutorials that i tried to do https://youtu.be/eFnJhQLAQAo?t=119

Basically, I went

>Circle to shrinkwrap on a surface
>apply shrink
>readd same hrinkwrap
>extrude and scale
>add subdivision
Tried to mess ariound with deleting faces and readding them but something about the edge flow is messed up i think,

>> No.730199
File: 199 KB, 510x579, whyyy.png [View same] [iqdb] [saucenao] [google]
730199

>>730198
another case. Again i tried to keep removing faces and readding them until i got it somewhat fixed.

>> No.730200

>>730199
>>730198
Could be duped vertices
Try F3 -> Merge by distance

>> No.730201

>>730200
already tried that :( doesnt work. These are not duplicates. I think something goes wrong with edge flow or some winding order or something

>> No.730202

>>730201
Oh, in the second image, you have extra edges that are parts of no faces attached to the trouble-spot vertices; if you get rid of those, the second image's problem should be fixed.

Can't say whether the same is true for the first case, though. (Maybe there are extra edges inside?)

In any event, you generally want manifold geometry for use with subdivision: two faces per edge; no more, no less. (Unless you're going for a deliberate effect like a hole.)

>> No.730211
File: 763 KB, 1080x1080, Test.png [View same] [iqdb] [saucenao] [google]
730211

Just started blender and made a plate.
Got the form I wanted but don't really know how to make it better with the material options.

>> No.730218
File: 462 KB, 1132x612, blendchads.png [View same] [iqdb] [saucenao] [google]
730218

is there a way to do curve+array where the curve applies to the placement of the arrayed objects but doesn't distort them?

>> No.730228
File: 359 KB, 2044x2204, Dupliverts.jpg [View same] [iqdb] [saucenao] [google]
730228

>>730218
Use dupliverts.
Make the array place vertices where you need the objects to go, then make the object you need placed the child of the verts, then in the instancing area of the object panel, turn on dupliverts.
It'll place an instance of the object at every vertex. Which is why you'd want to only array a single vertex. And since only the one vertex is being influenced by the curve, geometry doesn't get distorted.

Dupliverts is pretty awesome when you figure out what it's for.
Just make sure that the source object is perfectly aligned with the first vert otherwise it'll just "be there" without any way to hide it or move it. Moving the origin of the source object works well though.
Also, your first vert should be from a plane or other object. I've tried to get it working by placing a vert through the add menu, but it doesn't behave like you'd expect.

>> No.730231

>>730228
I feel like I only understand half those words, but that gives me something to start with. Thanks

>> No.730232

>>730211
You could either take the model further with some fancy decoration(google references) or just play around with the node system of the material, it's good for figuring out how stuff works(blenderguru also has an indepth explanation of the most important stuff there)

>> No.730236

>>730232
Thanks for replying, yeah I think I'll try to mess around with the nodes.

>> No.730261
File: 630 KB, 2428x1592, Duplivert tut.jpg [View same] [iqdb] [saucenao] [google]
730261

>>730231
>I feel like I only understand half those words
You should probably brush up on your basics then. I haven't said anything that's really involved or technical by any means. It's all pretty standard. You've already done half of it already, just use verts instead of your object in the array, parent the verts to the object, and then turn on dupliverts.

I made a shitty graphic to help you along.

>> No.730272
File: 83 KB, 1280x720, 1581825363447.jpg [View same] [iqdb] [saucenao] [google]
730272

How do I make a pupil expand and contract in conjunction with the iris without affecting the actual mesh but not having it all be procedural either?

>> No.730277
File: 66 KB, 1081x787, jesus christ get your shit together chris.jpg [View same] [iqdb] [saucenao] [google]
730277

>>730198
You're definitely doing something wrong. Probably duplicate vertices or something.
See pic related. You probably extruded that edge loop twice without realizing.

Start over.

>> No.730313
File: 580 KB, 480x360, moth.gif [View same] [iqdb] [saucenao] [google]
730313

how do i mask out parts of the mesh that i dont want the sculpting to deform? for example if i want to pull out the upper eye lid of a face without affecting the lower eyelid

>> No.730322

>>730313
With the mask brush?

>> No.730327

>>730313
Hi qt moth.
You can either use the mask to mask out shit (hit M then brush your things and ALT M to remove the mask completely when you're done). OR you could also try the brand new automasking feature in the brush settings - > >>729961

>> No.730329

BlenderToday is live right now and about physics today

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

>> No.730331
File: 711 KB, 1001x778, donut icing.png [View same] [iqdb] [saucenao] [google]
730331

Also asked in questions general:
Trying the donut tutorial in blender, I noticed my icing has a weird little bumps/studs on it. What's up with that?

>> No.730332

>>730331
did you duplicate your vertices?

>> No.730334
File: 1.79 MB, 1897x1032, icing vertices.png [View same] [iqdb] [saucenao] [google]
730334

>>730332
No, it looks like I'm missing some vertices in this pattern though. Is there a way to easily fix that?

>> No.730336

>>730334
I only recently completed the donut tutorial myself so I don't know if that's possible, but I can't think of an easy way. Probably easier to redo the icing.

>> No.730341

>>730334
One solution I thought might work would be to select one of the Ngons, select all shapes with equal sides (meaning all the Ngons would be selected), deleting only the faces of the Ngons and then grid filling them. Unfortunately grid fill doesn't work when multiple edge loops are selected.

>> No.730356

>>730272
>How do I make a pupil expand and contract in conjunction with the iris without affecting the actual mesh but not having it all be procedural either?
>How do I do the thing without doing the thing?
Use shapekeys. You're gonna have to fuck with the mesh anyway, and if you do it on the material level it's gonna be procedural. You could do it on the material level by fucking with the scale in the mapping node, assuming it's unwrapped properly.

>> No.730359

>>729955
Not sure if you're still working on this, but if the sphere is going to remain a sphere, or only have minor edits to its geometry, I'd just use blender's default sphere and use a sub-division surface modifier to make it as smooth as you want it to be.

>> No.730364

>>730261
based, I got it workin, thanks man

>> No.730367

is there a way to see the glsl shader code provided by blender? (the node system i mean)

>> No.730390
File: 923 KB, 1280x720, 0046.png [View same] [iqdb] [saucenao] [google]
730390

>>729571
>want to do a basic fluid simulation because I want something quick and easy to get my feet wet
>follow tutorials and get super confused
>struggle for 20 mins
>find out that the tutorials were for 2.8 and I was on 2.82a which has a totally different fluid engine
>follow a youtube tutorial
>example particles seperate from fluid simulation/mesh which wasn't what happened in the tutorial but I'm too tired to GAF
I accept it.

>> No.730392

>>730390
>fluid
>feet wet
Good one.

>> No.730398

>New fluid sim has hard coded limits on viscosity

Kinda sucks. I wanted to see if I could make a jello-like solid that could be squished and cut.

>> No.730441

>>730398
>hard coded limits on viscosity
It's open-source software, couldn't you just change the limits in the source code and compile it yourself?

>> No.730444

>>730441
Yeah, lemme get right on that.

>> No.730449
File: 630 KB, 1257x782, topos.png [View same] [iqdb] [saucenao] [google]
730449

What is the best topology for attaching a wing to an airplane fuselage? Obviously, this varies aircraft to aircraft, but I'm talking about generally. These are a few attempts I came up with; the bottom cylinder is the one I started with - 16 sides.

>> No.730460

>>729571
Whats the best way to store expressions for my face rig then apply or mix when needed?

>> No.730462
File: 1.43 MB, 895x890, file.png [View same] [iqdb] [saucenao] [google]
730462

How can I turn this particles into a mesh, or integrate them with the main fluid mesh?
I tried re-generating the mesh after I had generated the particles, but it didn't do anything.

>> No.730465

>>730449
Forgot to mention that the cylinders on the left are the unsubdivided topo and the ones on the right are subdivided. The selected portion is obviously where the wing would be extruded from.

>> No.730470

Hey lads, currently part 3 of the absolute beginner tutorial. Is there anything important that I need to know about before starting any project? Thanks!

>> No.730471

Do i need a strong CPU in order to get into this hobby? I was thinking of getting a ryzen 3600 for gaming, but maybe i should get a ryzen 3700x since im considering messing around with blender.

>> No.730472

>>730471
If you have an AMD gpu, better get a good cpu, if you got Nvidia then your cpu doesn't matter. (at least if you are using blender, might be different for other software)

>> No.730473

>>730471
It depends. Do you have a AMD GPU?

>> No.730475
File: 734 KB, 1281x721, zeugemgozFOJGJI.png [View same] [iqdb] [saucenao] [google]
730475

I have to restart from the beginning because the invert option selects all the part instead of the part I've selected

>> No.730482

>>730470
>Is there anything important that I need to know about before starting any project?
Delete the default cube. In all seriousness, though, no. Just go with video. For your own projects, you might want to consider some planning, but tutorials take care of most of that for you.

>>730475
Wait, what?

>> No.730483

>>730482
I selected a round of vertices and when I invert it to hide the others to do some detailing work it selects all vertices, not just the one I wanted to hide. Had to restart from beginning.

>> No.730484

>>730473
I dont have a PC yet. I was thinking of getting an nvidia GeForce GPU

>> No.730485

>>730484
If you get a Nvidia, you won't have to worry too much about the CPU. If you get an AMD, you'll want to get the better CPU. The reason being is that blender doesn't work very well with newer AMD GPUs (CPUs are find I think). The advantage that AMD has, though, is it generally gets along better with Linux.

>> No.730492

>>730485
>The advantage that AMD has, though, is it generally gets along better with Linux.
That’s what I've heard. Don’t know what linux is, but I’ll have to look into that.

>> No.730499 [DELETED] 
File: 8 KB, 69x61, flube.gif [View same] [iqdb] [saucenao] [google]
730499

Anyone got a link for b painter 2.0?
Fuck the kike charging $40 for it.

>> No.730508

>>730462
bump :D

>> No.730511

>>730492
>Don’t know what linux is
Linux is an operating system in the same spirit of Blender, in that it is GNU software, meaning it is open-source, free to redistribute, and free to modify, with those benefits applying to your modified version. There is certainly a learning curve to it if you're used to Windows or Mac. However, in addition to the aforementioned benefits, many distributions (versions/derivatives/modifications of the core systems) are free of the spyware found in Windows, as well as the well as the bloatware. The KDE Neon distribution, for instance, is fairly lightweight, coming with a relatively minimal amount of software preinstalled. The downside is, it's not as n00by-friendly. Debian was one of the first Distributions I used. It comes with a greater amount of software, but is more beginner-friendly. Ubuntu is likely the most beginner-friendly distribution, with tons and tons of tutorials made specifically for it, with much of that knowledge being transferable to different distributions. Many more enthusiastic Linux users shun Ubuntu because of fears of Spyware. I don't think these fears are unfounded, but there is no shame in using it, and it is much less malicious than anything found in Windows 10. MX Linux is another distribution that is similarly popular, though much heavier weight.

One of the most fundamental differences between Linux and Windows, is that most software is installed from a command line (think DOS, for example). The command to install Blender, for instance is "sudo apt install blender." The OS takes care of the rest. The software is downloaded from online repositories. Some distributions have slightly out of date software in their Repositories (in the interest of stability and security), but it is possible to manually install software. The way Linux structures its files is more obtuse than Windows, but you generally don't need to go mucking around in there as often. The easiest way to get into it is with virtual machines.

>> No.730554

>>730511
Hey alright

>> No.730574
File: 539 KB, 2560x1440, bad-topo.jpg [View same] [iqdb] [saucenao] [google]
730574

Can somebody help me out with how to fix the topo of this mesh? I tried to draw the ilnes of how I expect the topo to go, and also identified tris and ngons that are trouble.

>> No.730578

>>730574
Fix how? You've got the right idea, but it looks messy as fuck. Don't model with subsurf on, and give it slightly more geometry to work with.

>> No.730579

>>730578
The subsurf I didn't turn on when modeling, only recently to see if I could better identify the problem areas of the topology. I guess it's the messy lines that I'm trying to fix, and I don't know how. I've seen good meshes and mine just look really bad, the edge loops are all crooked, and I'm hoping there's some tricks to fixing those that isn't individual vertex manipulation. I can try to add more mesh detail to improve the topo. I'm just worried about losing my work to the bad definition already there. I've already reduced the polycount there slightly to try and fix it, so I'm worried about re-adding faces when the edge loops are so unsightly.

>> No.730585

>>730579
Edge slide things to clean it up.
press g twice to slide verts edges and loops around. If you clean up one loop, you can use that edge slide and it'll match up with the loop that you cleaned up. Eventually it'll all fall into place.

>> No.730588
File: 514 KB, 913x1440, vials test2.png [View same] [iqdb] [saucenao] [google]
730588

Anyone else making medical stock images for the STONKS amid the coronavirus spread?

>> No.730591
File: 1.63 MB, 1920x1080, 0100-0497.webm [View same] [iqdb] [saucenao] [google]
730591

>>729571

>> No.730592

>>730462
>>730508
Bump :DD

>> No.730596

>>730460
there's no easy way to store and blend rigged facial expressions, you either need to setup drivers and use shapekeys to drive face bones or bone constraints that control nla actions. blender sucks dick at animation desu

>> No.730624

If I leave blender for a few minutes in the background and come back it would BSOD my entire computer with "Driver_power_state_failure". It's so annoying.

>> No.730636

Does blender have a feature like UE4, where if I hold down alt while moving an object, it will actually create a clone of it and move that instead?
I find the feature very handy.

>> No.730638

>>730636
Shift+D, I guess.

>> No.730639

>>730636
Shift+D to copy, Alt+D to create an instance

>> No.730712

I havent used blender in two years and heard that the UI got overhauled (in a good way) can someoe give me a quick run down?

>> No.730722

>>730712
it looks better

>> No.730724

>>730712
Left click is now default, some shortcuts don't work anymore so use the quick shortcut key (Q)

>> No.730734

>>730462
What do you mean turn particles into mesh? Particles are not mesh.

>> No.730739
File: 127 KB, 585x442, 2020-03-27-1585304435_585x442_.png [View same] [iqdb] [saucenao] [google]
730739

I LOVE THIS FUCKING POKEMON SO MUCH HOLY SHIT

https://twitter.com/pablodp606/status/1242946542123847683

>> No.730758

>>730449
Any advice lads?

>> No.730766
File: 108 KB, 599x600, SpanishScienceMan.jpg [View same] [iqdb] [saucenao] [google]
730766

>>730758
Yes, if you don't really need it don't merge the objects, that way you will not fuck the fuselage, if you really need that, you are going to 3d print that or something, just subdivide and merge with booleans, that's my advice.

>> No.730770

>>730739
Reminder that he asked for sculpt videos to improve the sculpt mode here
https://devtalk.blender.org/t/sculpt-mode-workflow-videos/12364/16

>> No.730772
File: 72 KB, 1920x1080, E4EE778E-48A9-49D6-88F3-CE8D220D08E8.jpg [View same] [iqdb] [saucenao] [google]
730772

>>729571
So I just modeled my first 3D character. Here’s her render. Blender is so ugly to use but alas it’s accessible

>> No.730773

>>730585
I gave it a try, critique plox?

Main things I struggled with was how to best make lines look "natural" in that they flow but don't lose the desired end shape. Also, I'm not so happy with the number of poles around the eyes, but I'm not really sure how to resolve that. Finally, the ears are placeholders and need to be redone, just not 100% on how I'm going to do that just yet.

>> No.730774
File: 278 KB, 2560x1440, bunny17.png [View same] [iqdb] [saucenao] [google]
730774

>>730773
fuck, forgot pic

also classic interface mod for blender 2.8 when

>> No.730775
File: 38 KB, 450x495, ▄█▀ █▬█ █ █ █ █ █ █ ▀█▀.jpg [View same] [iqdb] [saucenao] [google]
730775

>Blender.org is getting attacked

lmao is someone getting nervous or why the fuck would anyone do this

>> No.730784

>>730003>>730066
YES YES YES ABSOLUTELY YES, ESPECIALLY IF YOU WANT TO MODEL YOUR OWN DESIGNS.

look up proko and sycra to learn more about human anatomy and drawing fundamentals.

>> No.730788

>>730739
>>730770
somebody less autistic ask him to implement the topology relax mesh filter as a BRUSH, so i don't have to relax the entire mesh

>> No.730797
File: 55 KB, 200x200, 1583833038989.png [View same] [iqdb] [saucenao] [google]
730797

>>730788
>as a BRUSH
it is the secondary option in the slide/relax brush, it is on the shift, he removed smooth on that brush and added that.

>> No.730799

>>729571
>not gender bleneral

>> No.730801

>>730797
holy shit, that pokemon thinks of everything

>> No.730802

>>730774
Much cleaner.
>I'm not so happy with the number of poles around the eyes
That should resolve when you add a bit more geometry (which you should, if you're going to subdiv). Then you can move the poles somewhere where they won't interfere.

>also classic interface mod for blender 2.8 when
Hopefully never

>> No.730809

>>730797

I SO hope Pablomon won't forget taking care of texture painting and especially introducing LAYERS per texture, as it is normal in pretty much every average painting application.

>> No.730813

>>730809
> taking care of texture painting.
Mixer 2020 looks a better option now and it is free, I suppose the goal is to have something like that.
https://www.youtube.com/watch?v=kRtXIj6ENT4

>> No.730839
File: 1.12 MB, 1312x800, file.png [View same] [iqdb] [saucenao] [google]
730839

Hey, /3/. I think I've made some pretty decent progress since I last posted here in December.

All I gotta do now is find a way to give him eye reflections and model the insides of his mouth. Any tips or feedback is appreciated.

>> No.730846

>>730802
I'm not sure if I am gonna add more definition or not, still not 100% on the end use of this model, I mostly just did it to practice topology shit.

I guess the question is, what should I do with it next? I was thinking of adding a body and rigging it, but I think I should add a nose and eyes first.

>> No.730850

>>730839
holy shit that hair lmao, I love it

>> No.730858
File: 575 KB, 1280x720, 1573109487337.webm [View same] [iqdb] [saucenao] [google]
730858

>>730797

>> No.730887
File: 281 KB, 282x167, 40m49s.gif [View same] [iqdb] [saucenao] [google]
730887

was the pubic hair modifier introduced yet

>> No.730903

https://www.youtube.com/watch?v=0JfUUz3xxIM
New normal editing add-on

>> No.730905

>>730903
That's exactly what I've been looking through. Kind of strange editing the normals isn't like that in vanilla.

>> No.730906

Blendlets are some of the most obnoxious twerps one can encounter online. Never do you see Maya or max users rave and rant so much about a piece of software. Must be the relatively young age of the user base.

>> No.730908

>>730906
xD Based! I love to snuggle wuggle with blendlet haters ^_^

>> No.730909
File: 123 KB, 400x575, der_blendie.jpg [View same] [iqdb] [saucenao] [google]
730909

>>730908
why are blendlets like this?

>> No.730910

>>730906
>Must be the relatively young age of the user base.
Yeah, I guess that's what happens when you don't need to pay the rent of a small apartment just to use a modelling program.

>> No.730912

>>730909
Styop >:( I'm being series! :D

>> No.730917
File: 770 KB, 752x625, 1433193083389.png [View same] [iqdb] [saucenao] [google]
730917

>>730906
>>730908
>>730909
>>730912
>complains about obnoxious blender idiots while plowing into a calm blender thread and trying to rile up people
You shits may be even worse

>> No.730919

>>730917
3D is fun when you're not doing it on a high horse, blendie.

>> No.730922

>>730919
>blendie
cute!

>> No.730933
File: 593 KB, 2220x1200, DolphinWireframe_001.jpgAA6E2872-84D3-4CFD-8948-FADD001DA589Zoom.jpg [View same] [iqdb] [saucenao] [google]
730933

How do I create a dolphin skin shader?
I've tried playing around with roughness, but it's clear something funky is going on.

>> No.730934

How can I triangulate a quad twice to end up with a cross face?

>> No.730936

>>730739
so what is this/how does it work? You just paint on the weights and it just wersk?

>> No.730937

>>730934
you could K cut the quad across both edges, or you could use J connect.

>> No.730938

>>730937
That will be a pain but yeah, it will work.

>> No.730939

>>730938
oh you wanna do it to every quad on a mesh? There's probably a better way, I just don't know it.

>> No.730940

>>730934
"Poke faces" may be of use.

>> No.730941

>>730940
Shiiit, forgot that existed. Thanks a lot!

>> No.730948

>>730933
Use a clearcoat on top. So have the roughness be somewhat high, and then a clearcoat on top and have that roughness be kinda low.
So you get nice diffuse light, but you also get sharp highlights with reflections as well.

>> No.730963

How would you go about resizing a belt (and a bit of the top of the trousers)? The belt I have is okay, it just looks heavily stylised because it's too thick in the Z axis..

I've tried moving it, and scaling it to try and position it correctly, but it feels like there's a smooth way of doing it, because what I'm trying to achieve sounds similar to edge sliding.

>> No.730966
File: 46 KB, 928x459, pls.jpg [View same] [iqdb] [saucenao] [google]
730966

forgot my pic. I'm already done, but I'm very curious to hear if there's a nice way to do this, because the edges are already there, I just wanted to move a selection along it, but edge sliding just doesn't do it.

>> No.730976

>>730903
Is there a link? Don't see one in the video description and google search didn't seem to find it.

>> No.731060
File: 141 KB, 758x611, knot.png [View same] [iqdb] [saucenao] [google]
731060

AAAAAaaaaaaaa
how the fuck do you make nice bikini strap knots like this

>> No.731071
File: 1012 KB, 1920x1080, blend.png [View same] [iqdb] [saucenao] [google]
731071

>>731060

https://file.io/0nORaW

>> No.731108

>>730976
It's not available publicly yet

>>731060
With curves

>> No.731113

How do I make interlocking teeth like this?https://www.youtube.com/watch?v=llZkw8jG1Os

>> No.731124
File: 646 KB, 1255x628, 1570997347206.png [View same] [iqdb] [saucenao] [google]
731124

>>731113
An array and a curve modifier

>> No.731151

>>731060
curves

>> No.731221

>>730111
change color space to non-color data

>> No.731225

>>731151
Not that guy, but can't you just use some physics to let them fall nicely?

>> No.731236
File: 482 KB, 1104x616, hjelp me.png [View same] [iqdb] [saucenao] [google]
731236

Ok guys I'm having a turbo smallbrainer moment right here
I tried to put a texture on the water plane, but whenever I switch out of texture paint to edit mode, object mode, anything else, it vanishes (pic related)
Also sometimes when I try to select the green hills portion to texture paint that it puts the water texture on it instead
Please tell me where I fucked up

>> No.731242

What is the fastest rendering method? background render with command line where stdout info is dumped to $null variable (on windows) , simple render>display mode>keep user interface,anything else?

>> No.731246

>>731236
Make sure the texture is actually applied to the material as well anon.

>> No.731249
File: 272 KB, 1915x1013, fasfafafasfafsa.jpg [View same] [iqdb] [saucenao] [google]
731249

why does this happen
I don't understand how to set this up correctly
please help it's infuriating

I already set the angle to -90 degrees but it still bends in this fucked up way

>> No.731263
File: 2.43 MB, 1280x720, -cv0Pq1lR3eNuYQe.webm [View same] [iqdb] [saucenao] [google]
731263

wtf is this guy's problem...

>> No.731265
File: 665 KB, 1920x1080, 2020-03-31_00-28-48.webm [View same] [iqdb] [saucenao] [google]
731265

>>731263

>> No.731267
File: 21 KB, 128x122, 1578948050100.png [View same] [iqdb] [saucenao] [google]
731267

>>731263
>>731265
this is getting close to being usable for stop motion animation
would need some way to do conventional ik/pinning. say, designating certain face sets as "pinned" in the tool settings (using an eyedropper picker) and generating chains between them and the set the user is actively posing. this reverse mode could be on the shift modifier of the tool

>> No.731291
File: 98 KB, 1035x1130, IMG_20200330_220507_096.jpg [View same] [iqdb] [saucenao] [google]
731291

Forever modeler now rigger

I'm going to commit a hate crime I can't figure out if my issues are from my model topology or weights/modifiers. All the tutorials suck. I haven't tried rigify yet and don't know much about it. would it work for a digitigrade model?

>> No.731297

>>731249

1. If your IK affects the rest of the rig. You need to make sure that the bone that your IK constraint looks towards; doesn't have a parent-child relationship with anything other than a Root bone. (IE, outside of the main hierarchy.)

2. The pole angle is going to be influenced by the twist angle of your bone, and the axis its set to orient against by default.
Bone axis isn't set in stone, just keep in mind that it'll influence some parts of the rigging. But since you've got problems with this. Don't fret overly much about it just yet.

https://blender.stackexchange.com/questions/15609/in-which-direction-should-bone-axes-be-oriented

>> No.731298

>>731291

Your deformation bone structure isn't the problem here. The weights is, provided you haven't made GIGA mistakes with your topology.

Auto-weight -> Toggle Auto-Normalize -> 1 in the middle, .25 to the ends. Learn to use the smear brush.

>> No.731301

>>731263
Wherever he goes, he must also create waifus (and the tools)

>> No.731314

>>731297
thanks, i managed to mitigate this

>> No.731315

>>730588
Where do you sell your stock images?

>> No.731320

>>729571
Is there a way to only affect connected vertices with the grab tool in sculpt mode?

>> No.731321
File: 71 KB, 364x375, 1585602384952.jpg [View same] [iqdb] [saucenao] [google]
731321

>>729571
>tfw the maps are great but the topology doesn't hold up

>> No.731370
File: 40 KB, 640x628, 158412047555639057.jpg [View same] [iqdb] [saucenao] [google]
731370

Why is it so much of a hassle to delete an action? Why is it made that way? Why can't I just click delete?

>> No.731375
File: 932 KB, 1096x1021, ass.png [View same] [iqdb] [saucenao] [google]
731375

>>731298
Auto weight isn't working right as you can see. I've tried clearing the scale and sizing differently but the results are the same. Also, by middle and ends I assume you mean the middle of the bone vs the ends? Is there a way to specify those values or are you saying just paint that value?

>> No.731399

>>731375
Post mesh.
I believe you're trying to rig some high density shit with the obligatory disgusting mess that are sculpts. Auto weighting tools _HATE_ uneven high density mess meshes.

>> No.731405

New BNPR Show
https://www.youtube.com/watch?v=_KKXb914U1A

>>730976
>>730905
Abnormal is now available
https://github.com/blendernpr/abnormal

>> No.731408
File: 29 KB, 128x128, 1567026240204.png [View same] [iqdb] [saucenao] [google]
731408

>>731405
>all this just to make shitty anime porn for a few measly bucks on patreon or pity likes on artstation

>> No.731409
File: 169 KB, 1320x977, 1570199104958.jpg [View same] [iqdb] [saucenao] [google]
731409

>>731408
Who are you quoting?

>> No.731415

>>731409
Just revealed the endgame of /3/...admittedly a shitty endgame but whatever

>> No.731433

>>731405
>To do the editing, the plugin locks you into a stage where you can't interact with anything else.
Is that really necessary? Really hard to believe that vertex normals need all this fuss to edit.

>> No.731434

I have some holes in spots of my mesh from deleting faces on purpose that were fucked up. Now how do I fill these holes?


Is there a way to just add vertices?

>> No.731441

>>731434
Extrude individual vertices or try the grid fill operator

>> No.731459

>>731399
Sure m8. No sculpting, just pure stupidity at play. Pretty much ignore any weight painting I know its fucked up. Forgot to start with auto normalizing but thats not the main issue.

https://send.firefox.com/download/17e212453f448f68/#MwTPHmXsr7Soq-l9JhAtDA

>> No.731471

>>731441
I ended up figuring out to extrude vertices, but to get them into place I'm not sure what the proper way of manually moving them is. I had luck with using alt m and snapping the new one i made to an existing one.

to "lock" a new vertice into the mesh, do i just click it and some other ones and press F to create a face?

>> No.731479
File: 688 KB, 2588x893, 56344885.png [View same] [iqdb] [saucenao] [google]
731479

Which topoly is right for this helmet? I'd like to make both a low poly and high poly version.

>> No.731486

>>731479
Right side.

>> No.731490

>>731486
why

>> No.731491

>>730734
How do I get them to show up in a render then?

>> No.731509

>>730905
I don't think it's strange, if you don't do anime then I see no reason to ever use this.

>> No.731512
File: 541 KB, 1280x1508, 1567592574298.png [View same] [iqdb] [saucenao] [google]
731512

>>731511
m'lord

>> No.731567
File: 460 KB, 1920x1080, 3ds-max.jpg [View same] [iqdb] [saucenao] [google]
731567

>>731491
>>731509
>>731512
Autodesk forever! *cough*

>> No.731577

Are there practices,videos i should follow if i started recently? So far followed grant's tutorials: the man+monster scene -> low poly well .

>> No.731581

>spreading on an already dead board

>> No.731585

>>731581
>/3/
>dead board
There are boards that make /3/ look like a hyperactive sperg

>> No.731602
File: 81 KB, 388x480, SM376D_2.jpg [View same] [iqdb] [saucenao] [google]
731602

>>731263
Looking at actual anatomy would do wonders.

>> No.731616

What is the best way to accomplish a dough like consistency like shown here?

https://twitter.com/slash_soft/status/1245202789501792256

>> No.731641

bump ;)

>> No.731678
File: 32 KB, 639x248, blender how to hex color.png [View same] [iqdb] [saucenao] [google]
731678

How do you enter a specific RGB hex color value for the texture paint brush in 2.8?

I tried all sorts of googling and nothing came up

>> No.731681
File: 1.09 MB, 600x2061, 1581177121552.png [View same] [iqdb] [saucenao] [google]
731681

>>731616
fuck off >>>///trash/

>> No.731686
File: 17 KB, 400x400, 1496962540383.jpg [View same] [iqdb] [saucenao] [google]
731686

>no BlenderToday today

>> No.731691

>>731678
>RGB hex color value for the texture paint brush in 2.8?
the one in the top bar, on the properties you don't have that

>> No.731692

>>731263
That's pretty epic.

>> No.731700
File: 93 KB, 351x238, frogposter.png [View same] [iqdb] [saucenao] [google]
731700

who of you did this

https://www.blendernation.com/2020/03/31/quick-sequins-with-hair-particles/

>> No.731703

>>731700
Will Blender Nation kill it though because "muh offensive maymays?"

>> No.731713

Does anyone here know anything about Blender's Rigify addon? I'm using an old rigged model that has existing actions. If I try to edit those, everything works fine. The minute I try to create a new action and apply my default pose, IK/FK breaks completely. Halp.

>> No.731765

>>731486
Not him but I believe it's due to the fact there's no ngon on that circle/ear-part thing.

>> No.731767

whats the difference between coloring something using materials and assigning them to faces, as opposed to texture painting? Do materials have any permanence when you export a model? Or are material assigned colors just for brainstorming quick previews?

>> No.731769

How do I disconnect selected vertices from the rest of my UV layout?

>> No.731775 [DELETED] 

I have a question. I'm looking at low poly models from older games, and I'm thinking
>with some work, you could turn those into more modern looking models
Do people actually do that instead of just starting from scratch? It seems like if the shape's generally right, you could just start with that instead of making something similar at the beginning.

>>731769
select the vertices, disable sync view, and then hit Y in the uv view to unweld them.

>> No.731777

>>731769
select the vertices, disable sync view, and then hit Y in the uv view to unweld them.

>> No.731781

So when you make a model, do you go full quads? Or do you mix tris in also? Are there certain times you would prefer tris to quads?

>> No.731782

>>731781
Depends on what you're doing. Quads are preferable because they're flow better and are easier to divide but triangles aren't a problem unless you plan to use a sub-division modifier. If it's being exported for a game, it will all be triangles in the end anyway.

>> No.731913
File: 407 KB, 1920x1080, Youtube_Logo.gif [View same] [iqdb] [saucenao] [google]
731913

i made this
where's my job at pixar?

>> No.731924
File: 319 KB, 734x654, fucking blender.png [View same] [iqdb] [saucenao] [google]
731924

Is there a way to show those angles and measurement units a little BIGGER SO I CAN ACTUALLY FUCKING SEE THEM? HOLY SHIT

>> No.731937

>>731924
>a little BIGGER
I don't think that would actually help, do you mean make them stand out more? The grey grid on a grey background is what makes it hard to see, not the size

>> No.731971

I tried installing a corrupt HDRi through the viewport shading menu with 2.82a and now blender crashes everytime I try to open that HDRi menu, including the lights menu in the settings. I tried deleting the userpref.blend, resetting preferences and settings to factory but nothing worked. What fucking file keeps hold of blender hdris?

>> No.731975
File: 944 KB, 512x384, Autism.gif [View same] [iqdb] [saucenao] [google]
731975

>>731913
i made this
where's my job at pixar?

>> No.732003
File: 353 KB, 1096x600, rooope.png [View same] [iqdb] [saucenao] [google]
732003

dude look at this shiddy fucking rope texture lmao

>> No.732004

>>732003
It's identifiable as a rope, so that's half the battle

>> No.732012

>>731924
Seem to be more of a color problem, go in Settings > Theme. And tweak the corresponding color

>> No.732017

>>732003
Eh, it does the job of a visual landmark. And it's hard to know what style you're going for so it might be perfect for it. I just can't tell.
An easier and more controllable way would be to just use a wave texture set to sine in the node editor. It's got a nice smooth falloff.
Only problem I run into when using stuff like that, is if you want it to do bump mapping and you send it into the bump node, it just goes flat unless you set it really low and then it's not even worth it. A ton of things are like that with the bump, not just the wave texture.

If you're not using bump though you're fine. And well you are if you do use bump.

>> No.732028

>>732004
>>732017
I threw it down in like five seconds as a placeholder and laughed when it turned out not absolutely terrible somehow. I'll definitely look into sine wave node shit and bump maps later, sounds fun

>> No.732070

>>732003
it works alright because it has about the same level of detail as the rest of your scene while being identifiable as rope.
if you did some really fancy ass texture and maybe even fine rope hair with particles or some shit it would just clash with the other low detail shit.

>> No.732076

>>732028
why are you even posting it if you dont like it. annoying.

>> No.732082

>>731782
for character models do you add extra polygons around joints?

>> No.732084
File: 3.23 MB, 1920x1080, giuseppe head rotate.gif [View same] [iqdb] [saucenao] [google]
732084

>>729571
I just made this. Made it to teach myself the basics of sculpting, texture drawing, animation, etc.

>> No.732086

>>732084
This isn't realistic..the cheekbones are too far back.

>> No.732087

>>732086
they're supposed to be ears. i know it's not high quality i just gave myself a crash course on all of it a few hours ago

>> No.732090

>>732087
i was just joking around

>> No.732091

>>732090
thanks, but they do look like cheekbones lol, might not be a bad idea t b h

>> No.732098

Here we go
LTS plans (ongoing)
https://devtalk.blender.org/t/long-term-support-and-its-implications/12525
>A new LTS release each May, good for 2 years
>API needs to stay unbroken for 2 years in an LTS release

https://lists.blender.org/pipermail/bf-committers/2020-March/050549.html
Discussion of release dates for 2.83 and 2.90

>> No.732099

>>731060
Curves, or use planes to box model the shape, then use the solidify modifier.

>> No.732145

>>729571
are there any examples of good motion design made with blender?

>> No.732147

>>732145
>good motion design
>blender
Blender can do a lot of things but I would not use it for motion graphics if you're not into self-inflicting massive pain.

>> No.732149

When proportional editing using the 3D cursor, specifically scaling, is it possible to exclude the other half of the mesh? I want to scale in a character's back, but the front of the chest crumples inward, too.

I usually get around this by using a shapekey, but that's not really a solution

>> No.732169

How do i select a specific bone to weight paint a mesh in Blender 2.8? This shit is way more confusing than it was in the old versions!

>> No.732174

>>732149
What you want to do is pin vertices, but unfortunately Blender still doesn't have that. Your best option is to just hide the verts you don't want affected.

>> No.732221
File: 126 KB, 495x709, 2020-04-05-1586043898_495x709_.png [View same] [iqdb] [saucenao] [google]
732221

Please excuse my ignorance but is this patch now included in the Alpha you download from the site or do you still have to compile the whole thing yourself if you want this included?
I tried it and alpha-hash does literally nothing and hair keeps looking like in the second example pic.

https://developer.blender.org/D5221

>> No.732228
File: 483 KB, 1814x894, why does this suck so much.png [View same] [iqdb] [saucenao] [google]
732228

Why does UV unwrapping suck so much? I swear I just made a basic ass model and wanted to unwrap it, but no, I had to piece those six rectangles together, and straighten them out to be the same size and to have straight edges, AND I had to straighten out (and perhaps still need to do more work on) the top and bottom. I don't get it, why does this require so much work just to get everything unwrapped and not completely horrible? Is there just some unwrapping tool that I'm not aware of? Feels like all the projections I tried from the U menu just looked like different levels of shitty. Sorry if irritating shitpost but I'm just fuckin sick of this nonsense.

>> No.732275

>>732145
Search for Animation Nodes demos and showreels

>> No.732295
File: 1.37 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
732295

how to get rid of jagged edges in reflection?
subdividing it more would be too inefficient

>> No.732296

>>732228
https://github.com/SavMartin/TexTools-Blender

>> No.732298

>>732295
Turn on surface smoothing

>> No.732315
File: 325 KB, 1920x1080, 1574948260062.jpg [View same] [iqdb] [saucenao] [google]
732315

https://twitter.com/pablodp606/status/1246824652682465281

>> No.732316

>>732315
I start wondering if he's reverse-engineering other software of if he's really just an absolute beast.

>> No.732319

>>732316
He said on the livestream that he watches youtuber's workflow and fixes the stuff they complain about.

>> No.732351
File: 320 KB, 736x983, wow.png [View same] [iqdb] [saucenao] [google]
732351

I want to move this fucking eyeball with the texture without redoing the entire thing. I swear I did it on accident before but I can't figure it out.

>> No.732363
File: 81 KB, 591x447, 2020-04-06-1586129861_591x447_.png [View same] [iqdb] [saucenao] [google]
732363

>sunday, almost monday
>this madman is still pumping out updates

he truly is passionate about his craft

>> No.732376
File: 59 KB, 655x527, 02f.jpg [View same] [iqdb] [saucenao] [google]
732376

>>732363
It needs mask support and slice to new object, and I still need the slice to new object in the face sets to drop Meshmixer, but great news

>> No.732381

>>732376
>and I still need the slice to new object in the face sets to drop Meshmixer
Isolate face set > fill mask > slice to new object

>> No.732387
File: 395 KB, 729x623, har.png [View same] [iqdb] [saucenao] [google]
732387

how do I not let hair alphas fuck each other

>> No.732389
File: 1.26 MB, 2081x1048, skirtuving.png [View same] [iqdb] [saucenao] [google]
732389

Is there any way to unwrap this into a perfectly rectangular map? Like how UVlayout has a way to tag edge loops to only unwrap along a single axis. Tthe bad topo seems to break UVsquares and textools' ability to do it.

>> No.732394
File: 60 KB, 256x256, dithertest2.png [View same] [iqdb] [saucenao] [google]
732394

I found a cool dithering effect on this guy's twitter
https://twitter.com/skeddles/status/1214992706822377474
but I'm too much of a brainlet to even udnerstand what the fuck is going on to try an adapt it to my models.
Hell, I can't even make it render with a transparent background

>> No.732395

So i downloaded the most recent version of blender two weeks ago and it installed fine. I reinstalled my machine, and now when i download it, my machine refuses to run it,wtf is going on

>> No.732432

>>732389
I don't think so, but that should be easy to retopo without any poles which would make the unwrap much easier.

>> No.732440

>>732389
try textools
https://blender-addons.org/textools-addon/

>> No.732452
File: 36 KB, 335x661, Transparent.png [View same] [iqdb] [saucenao] [google]
732452

>>732394
Thanks looks interesting
For transparency you just have to click transparent under film in the scene tab

>> No.732542

>>732452
I wished it was that simple but it doesn't seem to work that way.
I'm guessing some of the posterize operations are not properly masked so the dozen Alpha Over nodes don't know what's transparent and what's not. As advertised, it uses the first channel as a background color. I don't even know where to begin to fix it, hence why I'm a fucking brainlet.
I also tried fiddling with every single Alpha checkbox on the Compositing nodes and it didn't work either.

>> No.732589
File: 170 KB, 975x650, can.jpg [View same] [iqdb] [saucenao] [google]
732589

I want to have a thick layer of dust and grime on pretty much every model. Is this still do-able with materials or could particles work here as well?
And if i'd use materials, would i have to include the dust in every shader or is there a way to "overlay" materials?

>> No.732599
File: 27 KB, 480x360, downloadfile-2.jpg [View same] [iqdb] [saucenao] [google]
732599

>modeling ass and pussy
>pinch cheeks together
>use symmetrize command and it all merges together

>> No.732618
File: 86 KB, 850x303, 1585435483162.png [View same] [iqdb] [saucenao] [google]
732618

I'd like to make something like pic related in blender using nurbs and python.
I've already made a script to generate a pure triangular mesh from a dataset consisting in a rectangular matrix. The coordinates in the matrix represents azis x and y and the value are the z. I use this function:

mesh.from_pydata(verts, [], faces)

I'd like to do the same thing but with nurbs, the idea is to use my dataset to define control points of the nurbs.
I'm struggling to find some documentation about this and I'm starting to doubt it's possible. I'm not even sure if making hundreds, of thousand, of control points could be even possible on blender or on a consumer pc.

Any help?

>> No.732622
File: 1.71 MB, 1280x720, 1571876773620.webm [View same] [iqdb] [saucenao] [google]
732622

>>732599
you are going for FULLY MODELED right

>> No.732629

>>732622
wtf i'm looking at?

>> No.732657

>>732629
An ancient HL2 mod.

>> No.732708

>>732657

That's really fun

>> No.732723
File: 2.75 MB, 960x960, 1559153565471.webm [View same] [iqdb] [saucenao] [google]
732723

Anyone have any advice on titty physics in Blender 2.8? This is a cloth sim, which, with better settings, would probably work well -- but I can't seem to get good settings, and taking around 5+ minutes to test each setup is a bit draining. It also collapses in on itself quite often. Ideally an approach that would also work on a rigged character would be nice.

>> No.732725

>>732723
A simple bone setup with https://github.com/artellblender/springbones maybe?

>> No.732727

>>732725
Yeah, I've been using this but it's too simple for what I'm trying to do, collisions and subtle deformations. Thanks anyways though.

>> No.732735

>>732723

I'm not so expert in physics but trying to inserting a sphere with mass inside the cloth to simulate the real blob of fat inside actual tits?

>> No.732737

>>732735
Like a softbody icosphere inside? It could work but it might make bake times shoot up insanely. Another concern with that approach would be making sure the spheres stay inside the mesh.

>> No.732769

>>732723
Studying how to make sexy 3D chicks by looking at DOA models. Why did the modelers for this Dead or Alive 6 model go and make the model into separate pieces around the breasts and ass? Was it to make the clothed body model more reusable for different characters? Or maybe for animation/deformation stuff?

Also, when I set armatures to visible, I just see the whole model covered in tons of bones. How should I go about analyzing them to understand what they do? Especially the face which is crazy-covered.

Finally, tips on how to model pleated dresses like in the picture?

>> No.732770
File: 1.22 MB, 1480x932, segmentation.png [View same] [iqdb] [saucenao] [google]
732770

>>732769
forgot pic like always

>>732723
I will be monitoring this topic. Also, nice digits

>> No.732773

>>732770
If I had to hazard a guess it's probably to separate the bits that have jiggle/soft body physics on them from the rest of the rigid mesh to save on FPS or something. I think I'll have to do that too -- I did some earlier testing and Blender tanks if you use pinning to keep the rest of the mesh rigid, it's better to just not let Blender tough the rest of the mesh and instead make them separate objects with no physics modifers.

>> No.732818

>>732727
Have you looked into dynamic paint and that sort of stuff?

>> No.732821

>>732818
I know that dynamic paint can be used to do some vertex group magic but that's about it. How can I use it for breast physics?

>> No.732857

https://twitter.com/pablodp606/status/1247531147568885762
https://twitter.com/pablodp606/status/1247684454467997697

>> No.732888
File: 1.24 MB, 1301x1157, 2020-04-08 12_09_37-Blender.png [View same] [iqdb] [saucenao] [google]
732888

>>732773
Thanks for insight. That's what I figured too, just wasn't sure.

As for the other questions, this was armature I was talkin about. Like seriously, WTF is going on here

>> No.732896
File: 988 KB, 824x1140, why is this that way.png [View same] [iqdb] [saucenao] [google]
732896

>>732888
sorry to keep on posting pics, just more questions about this mesh.

On the dress part, there is some crazy folds of course (no idea how to model that, curious if you know) but moreover, there appear to be tons of faces that are either pointing opposite directions from the rest (flipped normals is the term I think) but also a lot of faces that are over top of one another, on the right side of this pic. Anybody that can explain why this dress was modeled how it was?

>> No.732903

>>729693
fukkin saved

>> No.732929

>>729693

To be honest, as a novice, this is really useful.

>> No.732940

>>730390
Physics breaks when you have transformations on objects (scaling, rotation, etc). Select all the objects in your physics simulation, type Ctrl+A, and Apply All Transformations. Then run your simulation. You should be fine.

>> No.732969
File: 513 KB, 756x1616, progress so far.png [View same] [iqdb] [saucenao] [google]
732969

I am fucking loving Blender. I haven't been using it for long but I'm learning so much! Working on an animated book right now, loving this program.

>> No.732971

How would you go about tying a sweater around a waist? I'm going to use the armature to pose it, and then move the mesh around, but this sounds like something someone would have done before, so I'm wondering if there's not a better way of doing it.

>> No.732979

>>732082
I strongly recommend downloading character models ripped from games and checking them out. For example, I've been looking at (and posting images of) a character model from DOA6, which has some interesting topology choices that reflect to what you're asking. For example, there are way more edge loops around the knuckles of the fingers (where it needs to bend and deform smoothly) and there are points in the mesh where they use poles to increase the number of localized detail edges to an otherwise quad-based mesh, ie. they do it when they need to add more detail to an area (such as when putting fingers out) or when they need to keep the size of quads relatively consistent despite a mesh change. I'd say, google around for anything relatively recent and you should be able to find some model rips for it.

>> No.733378

I see blender 2.8 no longer has the set origin shortcut. I tried to re-add it (blender preferences > keymap > blender 2.7X > found it and reenabled it to CTRL+ALT+SHIFT+C), but even after doing this it has no effect when pressed. Anyone know why? Maybe because of some conflict, or another issue?

>> No.733404

>>732969
You doing animated book too anon? What a coincidence. I'm trying to figure out how to make a book in VR that you can turn the pages on in real time. It's complicated since you need to turn pages and have it change correctly on both sides.

Pic somewhat related to y'all, I have a question on topology. I made this book shelf, do I need to turn those ngons on the side into proper finished edge loops, or am I okay just leaving them as is? I'm ultimately very interested in poly efficiency, so knowing where you can "get away with it" is meaningful to me.

>> No.733405
File: 877 KB, 1097x1102, bookshelf.png [View same] [iqdb] [saucenao] [google]
733405

>>733404
fucking hell I need to stop forgetting pics

>> No.733412

>>733405
Quads are only required if you want propper subdivision and other modifiers. If that's already the final shape it should be fine with ngons.
Still, with such simple shapes as this is having a proper topology not much effort. Poly count is negligible at this level.

>> No.733432

New >>733429