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/3/ - 3DCG


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File: 264 KB, 1000x1000, b64a5eb8bd2fe271d23b1faf4fa9e8771bec977f.jpg [View same] [iqdb] [saucenao] [google]
733429 No.733429 [Reply] [Original]

Previous thread: >>729571

>> No.733431
File: 55 KB, 200x200, pablomon_criticalmass.png [View same] [iqdb] [saucenao] [google]
733431

PABLOMON ALERT

https://twitter.com/pablodp606/status/1248974189924691969

https://twitter.com/pablodp606/status/1249030743952707586

>> No.733444
File: 987 KB, 2119x1336, 2020-04-11 16_35_17-Edit Mesh Tools — Blender Manual.png [View same] [iqdb] [saucenao] [google]
733444

dumb question maybe, how do I unwrap this? It is simple bookcase but I don't know how to unwrap it well. All the faces on the left, you would think it was the big ones were the sides and back, but the wide back faces are tiny, and even tinier are the front edges of the shelves. I watched a blenderguru video where he demonstrated unwrapping an anchor, and I dunno why, but his looks like it just werks, and mine just turns into a bunch of unattached squares. I just marked seams and hit U > Unwrap and none of the projections look much different (aside from cube/cylinder/sphere which all look pretty horrible).

Any help for a UV turbo noob plx?

>> No.733487
File: 459 KB, 1920x1920, illia-loginov-v004-06.jpg [View same] [iqdb] [saucenao] [google]
733487

>>733429
Um, this general is problematic?

>> No.733517

>>733429
This might be a stupid question (especially since I've been using it in my workflow for years), but how exactly does instancing work? Like in terms of rendering. Why is it cheaper?

I get that it just references the same object/vertex data of the source, so it doesn't have to calculate it for every duplicate, but why is it better? Seems like it'd still have to calculate every duplicate in the scene anyway since the duplicates aren't in the same place as the original.
Like if I used an array to make a fuckton of objects, sometimes it seems like it's just as heavy on the scene as if I had just duplicated the objects a fuckton of times (building the scene and shit still takes forever when rendering). Yet other times it seems like it's lighter on the system. Is an array modifier technically instancing in the sense that it's lighter on the system? The way I understood modifiers to work was that it had to re calculate the mesh from scratch each time you add another on top, so if you had multiple arrays it'd be pretty worthless in terms of speeding up render times right?
Am I better off using dupliverts as an instancing method instead?

Like I said, I've been using instancing for years, but just as a way to make sweeping edits, and for shit that has repeating elements. I just don't get how to actually maximize it's effectiveness for actually freeing up memory and making a scene lighter overall.

>> No.733518
File: 299 KB, 2164x1040, bookcase.jpg [View same] [iqdb] [saucenao] [google]
733518

>>733444
What's wrong with just projecting from view? You don't even need to add seams for this.
>Select both sides of the outside, go to side view and project
>Select all of the front faces, the front faces of the inside shelves, and all of the back faces, go to front view and project
>same for top of outside (just from top view)
>Select all the sides of the inside shelves, go to side view and project
>select all the top/bottoms of the inside shelves, go to top view and project
>optionally stack same sized UVs to make them neat.

>> No.733519
File: 1.95 MB, 1920x1080, Example Render1.png [View same] [iqdb] [saucenao] [google]
733519

I'm new to blender but I wanted to show off a Chess board exercise I did

>> No.733520
File: 211 KB, 432x530, help.png [View same] [iqdb] [saucenao] [google]
733520

>>733519
Looks pretty cool to me.
What do you guys think of my new female head mesh. Pretty cute, huh?

>> No.733534

>>733429
>>733487
This style embodies everything I hate about modern (western) animated movies

>> No.733538

>>733534
It also embodies everything you'll never achieve.

>> No.733544

>>733538
I work in CAD, I don't make deformed cartoon humans. Cry harder, blendie.

>> No.733545
File: 67 KB, 620x464, 1536941945-7457.jpg [View same] [iqdb] [saucenao] [google]
733545

>>733534
>>733538
>>733534
imagine being crammed into a kolkatan animation sweatshop 12 hrs a day making all those horrifyingly retarded animations for kids on youtube

>> No.733551

>>733429
What's Xir pronoun?

>> No.733585
File: 133 KB, 600x300, Naming.png [View same] [iqdb] [saucenao] [google]
733585

How do you guys name your stuff?
If i want to link the objects to other scenes and update stuff there has to be a single file,
but they have to be named consecutively so old progress doesn't get overwritten.
I'm already at "filename_final_7" in the "new" folder and need a better approach for this.

>> No.733626

>>733585
What do you mean? Incremental saves?

>> No.733630

>>733626
Yes. But if i want to link stuff i had to re-link every element to the newer save again f i update something.
Overwriting the files doesn't require that, but the older saves get lost.

>> No.733632

>>733585
I append the Blender version and date to the filename so I know when I made it (in a way that doesn't get obfuscated by making a minor change and saving the same file years later) and what I made it with. This amounts to daily incremental saves for any long-running project, which I'm fine with because I've got the space.

For the case of linking something, perhaps you might want to do something like [filename]_current for the latest version and at the end of every day save a copy, replacing "_current" with that day's date.

>> No.733634

>>733487
?

>> No.733635

>>733520
If you have no understanding of anatomy yet(i.e. You don't draw) then I wouldn't go straight into humans

>> No.733647

>>733635
That's sound advice.

>> No.733693

Should I just stop doing in blender materials and learn substance shit and however the fuck uv's work?

>> No.733698

>>733693
Do both.
Shit that's not important or hero assets? Just texture them in Blender with tileable textures, or use procedurals where you can. Don't even bother unwrapping, just set up that shit to use object coordinates. If nodes start getting super complex though, it'd be a good idea to just bring them into SP and do it that way. Or if it's something repeatable, do it in Designer.

Important things or hero assets? Properly unwrap them, bring them into Substance Painter and go to town on them.

There's a time and a place for everything anon.
You should learn to UV unwrap though. It's not difficult. You can pick up everything you need in about an hour. Almost every object is a variation of a box/sphere/cylinder. If you know how to unwrap those, you can apply those concepts to near everything.

>> No.733926
File: 1.58 MB, 512x512, 1567020727460.webm [View same] [iqdb] [saucenao] [google]
733926

any tips on how to make mesh deform not shit
anything higher than 7 crashes blender when i try to bind
pic related, wireframe is the cage, it has physics on it that controls the hi-poly

>> No.733927

>>733926
maybe put all of the titty inside of the titty cage instead of just some

>> No.733939
File: 422 KB, 667x488, 1565487541385.png [View same] [iqdb] [saucenao] [google]
733939

>>733927
but all of the titty is inside the cage
corrective smooth + subdivision seems to be causing it to bulge out a bit from the cage

>> No.733942
File: 521 KB, 738x607, Thoughts.png [View same] [iqdb] [saucenao] [google]
733942

Somewhat based off of the reference to the right. Thoughts?

>> No.733944
File: 1003 KB, 512x512, 1560445168528.webm [View same] [iqdb] [saucenao] [google]
733944

>>733926
>>733927
>>733939
getting there

>> No.733966

>>733944
It's getting there, but you gotta remember that the tittis affect the whole chest area, so the area above the titties will move a bit too because of inertia, not just the boobie bit. Right now they look a bit like latex rubber, and less like objects with volume and weight.

>> No.733973

https://twitter.com/pablodp606/status/1250143864180146176

>> No.733995

>>733942
Looks like you really don't know how a face is structured. No offence, but it doesn't look like you know how to draw or that you know anatomy.

>> No.734001
File: 1.67 MB, 1920x1080, wall1.png [View same] [iqdb] [saucenao] [google]
734001

Okay, I know what I'm asking for may not be easy to answer but I really need some help. I can't wrap my head around the nodes to put it all together.

I have already tracked the footage. I have also masked the wall in the front until the end. At the end of the footage is a spot where I'm trying to put my model.

Can anyone help me understanding in the nodes how to combine the mask and the model??

As the footage slowly pans, I want the model to appear behind the wall. Do I have to model the wall with the mask and projection paint it on and then insert my model behind it?

Any help is 100% appreciated

>> No.734002
File: 1.84 MB, 1920x1080, wall2.png [View same] [iqdb] [saucenao] [google]
734002

Here is shot where I'm trying to put my model after the camera pans past the wall

>> No.734008
File: 58 KB, 910x1500, 1586908236257.jpg [View same] [iqdb] [saucenao] [google]
734008

Gonna double dip here for a minute.

I'm trying to make a character like this. Angel robes, human body limbs. Its for a game that will have fast, snappy, and dramatic movements.

Do you guys think I should just make the dress a basic set of quads all throughout, or should I actually incorporate the topology of a body into the robe? The clothing doesn't need physics of course, I plan on animating the body and robe in one piece.

>> No.734011

>>734008
Oh and of course the robe is meant to be loosely fitting not skin tight at all.

>> No.734018

>>734008
>or should I actually incorporate the topology of a body into the robe?
If you need to animate it then your topology should be adequate for animation. So use your body's topology as a base, assuming it's already good for animation.
It shouldn't take too long, just select the faces you need on your body, copy them, separate them into a new mesh and scale/extrude as needed.

>>734001
>>734002
There's a mask node, but it's hard to help you without seeing what you already have.

>> No.734019

>>734018
Man I feel like a fucking idiot. I just spent the last like 4 hours trying to yeti politics this shot into the shape of the robe and just realized I can easily just gstretch everything down so loop tools. Fucking hell.

>> No.734020

>>734019
>yeti politics
Retopologize.

>> No.734022
File: 727 KB, 1600x865, file.png [View same] [iqdb] [saucenao] [google]
734022

I downloaded Blender yesterday. Idk what I'm doing yet but this is fun. Should've used reference tho.

>> No.734023

>>734022
>can do that with no refrence
Fuck you

>> No.734024

>>734023
I have a 2D background, plz no bully.

>> No.734027

>>734023
He's probably an experienced 2d artist, a lot of 2d skills transfer to 3d, especially anatomy.

>> No.734045

>>734018
So the gstretch method I was using isn't working too swell anymore so I'm giving this a shot now. But when you say to copy my faces and separate them into a new mesh, what do you mean? A new mesh like a cylinder or? Not even sure how to copy my faces (unless you mean duplicate) but I can just look that up.

>> No.734046

So uh... trying to learn rigify.
Is there a way to be more "strict" with the rig's movement?
e.g. I move the hand around. IF my hand moves too far, the body will bend to try to reach the point rather than the hand stretch.
Second, if I move my hips, the hand will try to follow the movement, rather than me getting stretchy arms. Is there a term for this? I'm trying to understand what Im doing wrong

>> No.734065
File: 1.08 MB, 512x512, 1577396854913.webm [View same] [iqdb] [saucenao] [google]
734065

>>733966
>>733944
changed some stuff
i find it pretty weird how cloth is better for this than the softbody sim -- soft body settings are extremlely limited and it's much slower to simulate

>> No.734067

>>734065
Not bad,
(I hope during some extreme body movement animations like rolls and bends you also animate her asscheks NOT to be glued together all the time and behave properly and open up a bit)

>> No.734071

>>734067
might do the butt soon, i've got the technique pretty much down pat and it's very quick to iterate
shout out to the anon who reccomended using a mesh deform
next step from there is collisions which is going to be a major pain
soon i shall make my break into making patreonbux

>> No.734083
File: 251 KB, 2133x1333, b.jpg [View same] [iqdb] [saucenao] [google]
734083

i extracted a character i made in honey select in order to animate it in blender (and for it to hopefully look better?). but this is as far as my knowledge gets me. i have all the texture files and stuff i think, but how do i apply the textures? also her pussy is missing for some reason. any help?

>> No.734085

>>734083
anon that is a child

>> No.734086

>>734065
Have you never seen boobs before, mate? I won't even ask about touching them, that's far fetched, but that's not how boobs behave. This feels like she's pumped with prosthetic tits instead of them being made of fat.

>> No.734087

>>734085
def not

>> No.734088

>>734086
implants wouldn't move that much

>> No.734089

>>733635
exactly why >>733429
and>>733487
exist. no need to know anatomy.

>> No.734092

>>734086
i havent looked at any reference material
im not that much of a coomer that i can perfectly visualize tit jiggle
i'm going for something more exaggerated anyways, since jiggly is fun

>> No.734093

>>734083
that' head is MASSIVE

>> No.734099
File: 14 KB, 236x282, 1671094abb5fc7703470fa508113111a.jpg [View same] [iqdb] [saucenao] [google]
734099

WHY CAN'T I EDIT MULTIPLE F-CURVES AT ONCE THIS IS SO STUPID

>> No.734101

>>734093
>westerner that dont know proper anatomy detected.

heads dont look like whats in the OP anon.

>> No.734119
File: 125 KB, 604x378, how do I do this.jpg [View same] [iqdb] [saucenao] [google]
734119

How do I create a curve (like pic related) that emerges from a lower face, or the island platforms you see at gas stations?

>> No.734122
File: 1.69 MB, 291x348, explaining_dispappointment.gif [View same] [iqdb] [saucenao] [google]
734122

>>734099
Blender has a huge fucking problem with editing multiple ANYTHING at once.
Another example:
>quickly just selecting several materials at once and changing their roughness level or their shared texture in one go

In other programs you can do just that but in Blender you have to either go through every material and repeat the same action like a fucking ape or go all out and write a python script for every annoyance you encounter.

>> No.734139
File: 255 KB, 986x495, Question.png [View same] [iqdb] [saucenao] [google]
734139

I need to add a small pattern on just the surface of a tesselated object, see image attached.

How can I do this automatically instead of individually placing them like I did here? In blender.

Semi-urgent as these are NP Swab designs for COVID-19 testing (So blender actually does save lives)

>> No.734145

Must watch, absolutely awesome video

https://www.youtube.com/watch?v=ipqyVWm5JmY

>> No.734146

>>734065
it's probably because of the way cloth and soft body sims work.
cloth sims treat each vertex as an object with mass and the edges that connect each vertex as a metal rod; unbendable and untwistable.
soft body sims also treat each vertex as an object with mass, but treat the connecting edges as springs that are compressable and expandable.
you can think of it as the difference between paper and jello. one maintains volume but will tear if pushed too far and the other is just a durable gelatinous lump of jello.

>> No.734154

>>734139
If you have the original wireframe for the mesh pattern of the surface, then you could probably:

Fill all the holes into faces,
Subdivide the edges once (to get the density it looks like you're looking for)
and the previous two steps will give you the vertex normals needed to use instancing (verts mode) in order to place the pattern-object on the surface.

>> No.734156

>>734146
what i dont get is why cloth makes a better soft body than soft bodies
whenever i give it soft body physics it never keeps its shape and its not very jiggly imo

>> No.734157
File: 2.18 MB, 3410x1336, Screenshot (237).png [View same] [iqdb] [saucenao] [google]
734157

Trying to learn how to paint. The issue in the attached photo is that even if I hid the wings by selecting them and creating a vertex group , they still get painted on.
Also how do I make the UV contours visible? In the picture the wings are contoured but not the other parts, before I started editting they were all visible.

Also
Anyone know some sites where I can download models for blender for free?
I see kickass torrents have some daz3d models available, maybe I can import those to blender

Looking for a hobo model and lots of other stuff, a housefly model too.

>> No.734159

>>734119
Extrude and use proportional editing? Not entirely sure what you are asking.

>> No.734162
File: 72 KB, 1043x1108, boobi border.jpg [View same] [iqdb] [saucenao] [google]
734162

>>734065
Still missing that chest movement bruddah.
You want that whole area above the tits to shift around too because there's a layer of fat there that's part of the tits. If you've ever seen a girl with big tits jog, you can see that whole area bounce up with the boobs because the boobs are heavy and it pulls the skin they're connected to with it.

Definitely has that comical look to it though and less like they're made of fat. Apparently that's intentional, but I feel like it's really not, and you're just saying it is because you either don't know how to make it look realistic or cant be assed to do it.

>> No.734164
File: 287 KB, 534x646, like this.png [View same] [iqdb] [saucenao] [google]
734164

>>734159
I'm trying to do something like this here (this was my own attempt. It isn't exactly how I want it, cause part of it remains a square and it isn't evenly a curve all around). I have no idea how to word it.

>> No.734170

>>734164
You mean a curb?
Can't you just bevel one of the corners a bit?

>> No.734179
File: 224 KB, 764x734, snapshot.png [View same] [iqdb] [saucenao] [google]
734179

>>734119
>>734164
like this?
exrude down what's lower
merged the slope at the and back up
selected corners of the curbs and bevel them

>> No.734181
File: 3.05 MB, 800x450, ezgif-6-d235949de4fe.gif [View same] [iqdb] [saucenao] [google]
734181

This is my first 3d model ever i was too bored because of the quarentine.

No texturing or anything because i still don't know how lol, but hey it looks nice for my first hour with the program and with no tutorials except for one for doing turntable animations

>> No.734183

Blender noob here. Is there a way to go in the move tool mode with pressing G and to NOT start directly grabbing the vertices? This is because I'd like to use gizmos to move vertices in aligned direction without pressing first G and then manually guessing the axis XY or Z with keyboard.

>> No.734184
File: 117 KB, 853x1153, gizmo.jpg [View same] [iqdb] [saucenao] [google]
734184

>>734183
You should be able to use the 3d gizmo on its own by pressing the selected button on the tools.

>> No.734186

>>734184
Well yeah, but there's no shortcut to simply enter that "mode" without also grabbing the verts?

>> No.734187

>>734170
That was what I did in the attached picture, but it didn't get the same result?

>>734179
Yeah, I want to get something like that. Could you elaborate more on the specifics of doing that?

>> No.734196

>>734183
>>734186
you could look at the axis indicator at the top right before pressing G to see which axis you want, assuming you want global tranformation.
To add a shortcut to that button, right click it and add shortcut.

>> No.734198

>>734196
Yeah, thanks, I guess activating move object gizmo from the upper right corner is the closest route there is to this.

>> No.734201

>>734196
So, I also found out that right clicking and assigning another shortcut than G makes the move tool actually work as I want without the grabbing function.

>> No.734202

>>734196
Apparently just manually assigning a shortcut G overrides the default grabbing behavior. Which is strange as the default shortcut is G anyway. Well, at least the problem is solved with that...

>> No.734204
File: 1.41 MB, 1471x1259, stillbad.png [View same] [iqdb] [saucenao] [google]
734204

>>734045
>>734008
I am still making every conceivable effort to make it and I am still having a damn hard time and any help at all would be appreciated /3/.

This is what I have at the moment.

>> No.734217

>>733544
Im surprised you can type with how furiously you seem to be jerking it over yourself

>> No.734218

>>734187
what are you retarded

>> No.734219

How do you feel about CG Cookie? Do they make the optimal Blender tutorials?

>> No.734220
File: 40 KB, 1204x535, whatthefuck.jpg [View same] [iqdb] [saucenao] [google]
734220

How do I work with rigify? Is there a moron's-guide-to-working-with-posing-in-blender that explains what the fuck i'm messing up? I'm genuinely confused as to why this happens

>> No.734221

>>734162
the amount of motion is half intentional, i want to have it be an appealing amount of motion but i guess it is a little bit unrealistic
biggest issue is that theres little fine control for cloth physics (or i dont know what questions to ask to get fine control) the most i can do is fiddle with speed, stiffness, and weight but i cant do it for individual areas, just the whole mesh
there ARE some settings for spring length or something via vertex groups but theyre not very well documented, the tooltips also tell me nothing

>> No.734223
File: 2.00 MB, 512x512, 1575414196923.png [View same] [iqdb] [saucenao] [google]
734223

>>734162
for reference here's the area the cloth sim affects

>> No.734229

>>734220
Get Autorig Pro off Blender Market instead. Rigify is outdated.

>> No.734234

>>734229
This is actually a pre-made model with a barebones skeleton (with some additional extra bones), I'm sorry if this is a silly question, but will Autorig remove said bones? Is there a way I can set up an IK rig with a pre-existing set of bones?

>> No.734245

>>734218
Yes, I have an IQ of ten. Everyday I'm rolled out of bed with a shovel, and dragged to my wheelchair. I'm force-fed a diet of liquid meals. My collection of helpers use my twitching of my deformed body to discern what thoughts I am trying to communicate. As the last secret heir of the lineage of Charles II of Spain this is my burden, and I ask you to make it lighter. My interest in 3d modelling is but a distraction from the pain I endure. I have been burdened with the life that courses through my veins, but I have solemnly sworn that this accursed bloodline ends with me. I am but a mockery of the creation of god, and it is better that this poor facade of normalcy ends.

>> No.734256

Is a R7 3700X good enough for hobbyist 3D modeling in Blender? Which part would be the bottleneck if I paired it with a gtx 1660 Super for GPU rendering?

>> No.734257

>>734256
https://opendata.blender.org/

>> No.734260

>>734156
it's probably the settings you're using.
if i recall correctly, the soft body sim has settings to control stiffness (which controls the object's ability to retain it's shape) and springiness (controls how much force is required to make the "springs" compress and extend)

>> No.734261

>>734156
Blender physics properties configuration is a fucking mess. Not even the devs know what half of that shit does.

>> No.734289

>>734220
that just looks like normal IK in action, while the skeleton is showing FK. should be an IK switch somewhere but i dont know anything about rigify to tell you where to look.

>> No.734294

>>734289
Might try out the MakeHuman rig instead. Heard it's a bit better

>> No.734305

>>734256
WAIT
later this year the Ryzen 4000 series will drop as well as new Nvidia GPUs.

>> No.734306
File: 71 KB, 509x769, Screenshot_53.jpg [View same] [iqdb] [saucenao] [google]
734306

Is it possible to align these edges vertically like in pic related, but so they still follow the silhouette?

>> No.734307

>>734305
>Just Wait™
Is Ryzen 4000 really confirmed for fall? Also, I was under the impression that ampere consumer cards won't be out until 2021.

>> No.734308

>>734307
All signs point to the 4000 series launching this fall.
AMD might come out with a new card too.

>> No.734309

>>734306
yeah they'd be like that if you didn't have the IQ of an ape, what the fuck did you even do?

>> No.734310

>>734306
Looks like the spin pivot point was out-of-plane relative to your profile. If you delete all the vertices except for the first line that's entirely to the right of the drawn red line (because it looks like that's parallel to the XZ plane) and try spinning again with the spin pivot point being in-plane with the profile, you'll get something more regular.

>> No.734313

>>734309
You don't know what I'm doing here so be quiet, kid.

>>734310
I'm just wondering if it can be aligned with some tool after I end up with this kind of topology.

>> No.734314

>>734313
>b-bet quiet
Sorry I don't listen to apes who manage to fuck up the topology of a fucking vase

>> No.734315

>>734314
You should relax, my dude.

>> No.734331

>>734306
I'm fucking crying dude how did you do this?

>> No.734332

Seeing blender (and its users) failing even at basic stuff on a daily base gives me headache

>> No.734335

>>734331
>>734332
Jesus Christ, do I really need to explain myself here when it doesn't even matter? Fine. I was experimenting with a technique Jama Jurabaev uses in his concept art where he basically draws bezier curves and is able to create interesting shapes with it super quick. This is the most basic example of a vase done in 2 seconds, but I was interested if, when I make some more complex shape like this by using that method, can I clean the topo it creates to make it usable, without having to model over it properly.

Are you happy now? I obviously wouldn't make this mistake by modeling normally. And actually the topo ends up fine even with that method, I'm not sure why it was fucked up in the example above.

I'm still just interested if there is some tool that can straighten the edges while preserving the silhouette. It could be useful in general when shit like this happens.

Link to the course I mentioned, because you were so nice to me so I feel happy to share:

https://gumroad.com/l/Zygrn

>> No.734341
File: 9 KB, 447x264, lathe.png [View same] [iqdb] [saucenao] [google]
734341

>zoomies learning about lathe modeling for the first time

>> No.734343

Has anyone mastered the cloth brush yet?
So far it seems like results are very hard to predict for the most part. Most tutorials are also just
>sir look new sculpt brush
>rubs around on a subdivided plane

For example what if you want some tension creases around the middle of a skirt caused by the legs?
Sure, you could just make 3 creases quick with couple normal brush strokes but what's the cloth brush there for if you can't use it for more precise fold work?

>> No.734367
File: 7 KB, 245x229, 1583273026524.jpg [View same] [iqdb] [saucenao] [google]
734367

anybody fuck with the 2.90 alpha yet?

>> No.734376
File: 394 KB, 1920x1804, 15789631345620.jpg [View same] [iqdb] [saucenao] [google]
734376

>>734145
Good video. Glad to see someone with a big channel covering realistic lighting

>> No.734377

>>734343
Why suffer when god-tier tools like MD exist?

>> No.734379

>>734377
Because they're both solving different problems. The subject matter (cloth/fabric) is the same, but it's 2 different workflows to arrive at 2 different solutions. Like how baking and cooking something in a skillet are both technically "cooking" but they have different "workflows" and arrive at different results.
It's a really bad analogy, I'll admit.
Maybe playing an instrument compared to placing notes in something like FL studio. They're both music, but they're solving different "problems" and arrive at different conclusions.

>> No.734388

>>734220
You need to weight paint the mesh. To do that, parent the METARIG to the mesh, click on the METARIG and then the mesh, then click on the weight paint option in the drop down.

To select an individual bone to paint, ctrl+left click a bone.

After you've finished weight painting to the metarig, generate the mesh and voila, there's a decent rig.

>> No.734390

>>734367
I usually wait with the ALPHAs until they have some features that make them worthwhile for me to stick around in. So no, 2.90 isn't interesting for me yet

>> No.734392
File: 8 KB, 397x326, Capture.jpg [View same] [iqdb] [saucenao] [google]
734392

can someone tell me why my textures are coming out this weird white color when i go to the shading tab?
its fine otherwise, i wanted to render something so i dont know whats wrong.

>> No.734393

is there a way to get the "whole character" keying set to work with auto key?
right now it works if i insert a key manually with "I", but if autokey is on and i transform one bone it only keys that bone

>> No.734394

>>734341
This shit is literally the first thing you learn in 3D, the difference here is how you use the tool, and I do admit I never used Jama's workflow before.

>> No.734398

Hello how do I make anime girls in blender?

>> No.734399

>>734398
You don't

>> No.734408

>>734377
tfw i make my folds by poly modeling

>> No.734429
File: 20 KB, 1001x411, Magnus'_Flying_Boat.jpg [View same] [iqdb] [saucenao] [google]
734429

Man, I got into blender modeling to do some artistic modeling, but it works so differently to CAD programs that I am struggling with that.
I have newfound respect for 3D artists, I am trying to make a flying boat for funsies, and there's something really different that I can't put my finger on, with blender compared to CAD programs like Solid Edge.

>> No.734430

how do people that don't have drawing tablets get by?

>> No.734431

>>734430
How do you 3D model with a drawing tablet?
I have a surface with microsoft pen.

>> No.734437

>>734431
I meant for creating textures, like face and the like. also, how does that pen work? does it work for touchscreen laptops? or smartphones? I've never heard of it

>> No.734439

>>734437
It's basically just a bluetooth pen for the surface tablet. It makes it basically a drawing tablet.
It's not quite as good as Ipad Pro, but it runs windows, so it's better for other things too.

>> No.734440

Retard question:what gpus would be ideal to reduce render times (max 2 of them) that would be cheaper than let's say a single 2080TI? Only thing i know is that they can't share VRAM so that needs to be big enough on each one. I looked at openblender benchmark median times but it doesn't seem to differentiate between multiple GPU samples and single samples or the benchmark doesn't work that way.

>> No.734443

>>733429
that center tooth though

>> No.734452

>>734440
which renderer?

>> No.734453

>>734452
cycles

>> No.734454

>>734453
2 GTX 1660's?

>> No.734455

Have 16gb ram ddr3
i7 4790
RTX 2070

Will I get moderate improvement in rendering if I change CPU to Ryzen 5 3600X and 32GB of ddr4 ram?

>> No.734457

>>734455
I assume you're using your GPU to render things so no it wouldn't be that helpful. It would only be an improvement if you're trying to render scenes which don't fit into your 2070's RAM.

>> No.734463

>>734457
Yea, using Gpu and Optix

>> No.734474

does blender have an edit poly modifier like max? being able to change the model and then toggle those specific changes on and off is really a must for me
it also allows you to work on top of meshsmooth/opensubdiv

>> No.734481
File: 33 KB, 1305x359, Magnus'_Flying_Boat_2.jpg [View same] [iqdb] [saucenao] [google]
734481

I don't know what thread I should ask about this in, but can I get outside eyes on my airframe?
Like, Does it look balanced, or aesthetic, what would you change?

>> No.734484

>>734481
I don't know shit about planes, are you using a blueprint?

>> No.734486

>>734484
>I don't know shit about planes, are you using a blueprint?
I have several references that I am incorporating into the design for aesthetic reasons. I mean, feasibility isn't very high on the priority list it's more important that it's pleasing to look at.

>> No.734489

>>734481
Might be a bit front heavy depending on where you place your wings

>> No.734491

>>734489
The wings will be just behind the pilot, with engine on top, on a pusher setup. And you're probably right about that...
I think I'll slap some wings on it and ask again, if you guys don't mind.
Or is there a correct thread for it? This is my first time here.

>> No.734497

Is it okay to tweak exposure and gamma, or will it fuck me up eventually, i.e. I'll potentially create lights with wrong values and the scene will look off in the end because of it. It's very easy to get close to the results I want with it, though.

>> No.734503

Why in texture paint i can only paint black?

>> No.734507
File: 697 KB, 1920x1080, Screenshot.jpg [View same] [iqdb] [saucenao] [google]
734507

>>734503
If you hit 'N' in the 3D Viewport you can open up a menu with the color palette in it. If that's not your problem, You can hit 'X' to switch between the two colors.
Also check if your brush settings aren't set to anything other than 'Mix'. I believe the 'Substract' mode lets you paint exclusively in black, so that might be your problem.

>> No.734509
File: 79 KB, 1477x481, Magnus'_Flying_Boat_3.jpg [View same] [iqdb] [saucenao] [google]
734509

>>734489
How does this look?

>> No.734510
File: 79 KB, 1345x767, Magnus'_Flying_Boat_4.jpg [View same] [iqdb] [saucenao] [google]
734510

>>734509
Anohter PoV

>> No.734519

>>734509
>>734510
Looks a bit imbalanced if you're going for engine in front, I think it'd look about right if the engine it's going to be a biplane with the engine mounted on the top wing. Looks to have about the same weight distribution as a Vickers Vedette 4 in that case.

>> No.734521

>>734519
The engine goes on the nacelles on top of the wings. With a pushing propeller.

>> No.734522
File: 20 KB, 669x718, view distance.jpg [View same] [iqdb] [saucenao] [google]
734522

Uhh, software question now, how do I increase the view distance?

>> No.734523

>>734522
Nevermind, found it.

>> No.734526
File: 62 KB, 851x628, Something broke.jpg [View same] [iqdb] [saucenao] [google]
734526

>>734523
And it's broken now.
...I don't even know where to start googling for a solution for this.

>> No.734527

>>734526
Ah, I accidentally changed the clip distance start.
It's fixed now.
Man, I know what causes the problems, because I get these same issues on Solid Edge too, the only difference is, I have a hot line to Siemens at work to fix these, and on blender I just have to find the correct menu.
But hey, it's a learning experience.
>>734519
Vickers Vedette 4 is actually pretty nice flying boat, I am mostly taking inspiration from Italian planes though.

>> No.734528

>>734526
You mixed up the scale, those biggest gray squares are 100 meters, thing is over 600 meters long and several kilometers wide. Shift+C to center cursor, select all plane parts in object mode, and scale by however much you need. You can see the real dimensions by hitting n and navigating to the box for it, be sure to do shift+a and apply scale afterwards or it'll fuck up some modifiers.

>> No.734529

>>734528
Interesting... I thought I was working with millimeters the whole time...
Good thing I don't have any modifiers yet.

>> No.734532
File: 72 KB, 995x786, Units..jpg [View same] [iqdb] [saucenao] [google]
734532

Why doesn't this program tell what units it's using?
I used a pilot model to guestimate the units, but apparently that model is a giant.
The scale on it is 1.

>> No.734534

>>734532
by default 1 unit in blender is the same as a meter

>> No.734535

>>734534
I see... I'll scale it down later.

>> No.734536
File: 59 KB, 1273x561, Magnus'_Flying_Boat_5.jpg [View same] [iqdb] [saucenao] [google]
734536

This plane is coming along rather nicely.
I'm learning new things every minute.

>> No.734550
File: 92 KB, 1761x636, Magnus'_Flying_Boat_6.jpg [View same] [iqdb] [saucenao] [google]
734550

I have a question on texturing with blender.
I kinda just realized I need to actually texture this whole plane too, Would it be best if I texture each part separately?
I have absolutely no experience in texturing with Blender.
If there's something I need to know beforehand, I'd be very appreciative to hear it.

>> No.734551
File: 515 KB, 2048x2048, Washer Labels.jpg [View same] [iqdb] [saucenao] [google]
734551

>>734550
Just use tileables as much as possible. Or if you want paneling and stuff to be part of the texture, you'll have to UV unwrap everything and texture the plane in something like Substance Painter, or if you can't do that, make the maps as best you can in something like Photoshop, GIMP, or Photopia (a free online Photoshop).
For graphics like lettering and stuff, you can either unwrap the whole plane and do it like that, or do what I do and just use decals. Which are separate plane objects with the lettering on a texture (maybe having all the words that you'd use on one texture) and an alpha texture so only the letters show up. Pic related is a decal set that I made for a project of mine (if it's not obvious it's for a washing machine).

>> No.734552

>>734550
texturing is another world by itself.
first of, if you want to texture comfortably you need to get good with unwrapping.
secondly, you need to get familiarize with the texturing tools in depth. give yourself another 20 hours of learning before approaching

>> No.734556

>>734552
>secondly, you need to get familiarize with the texturing tools in depth. give yourself another 20 hours of learning before approaching
Should I tackle armatures before texturing?
>>734551
I like these kinds of details in 3D models, care to post a picture of your washing machine?

>> No.734557

>>734388
Thanks! I'll fuck around and see if I can figure it out

>> No.734558
File: 757 KB, 2873x1662, Washers.jpg [View same] [iqdb] [saucenao] [google]
734558

>>734556
They're gonna be a part of a laundromat scene, so the actual scene isn't done yet. But here's some of the washers, I'm working on the stacked variants now. It's part of a commission though, so apart from this I can't really show much.

>Should I tackle armatures before texturing?
not that anon, but you should definitely at least learn the absolute basics of texturing (applying textures and materials to your objects) before doing armatures. You don't need to learn how to make textures from scratch, but knowing how to at least slap some tileable textures onto something will do you good.
It's better to have a static model that's got some texturing to it, rather than a textureless model that's got an armature.

>> No.734562

>>734558
Very cool, very cool.
>It's better to have a static model that's got some texturing to it, rather than a textureless model that's got an armature.
I intend to do both. I know how to add materials and how to make things different colour and different properties, and I know some absolute basics of texturing.
I was going to post a render of a bottle I made, with a label wrapped on it... But I can't for the life of me find it. And I think people are probably bored of me blogging about my bloody plane.

>> No.734571
File: 2 KB, 125x97, 1582162132341.jpg [View same] [iqdb] [saucenao] [google]
734571

daily reminder that blender still cannot properly import or export skeletons in fbx files

>> No.734581
File: 1.24 MB, 586x540, 1567685515512.webm [View same] [iqdb] [saucenao] [google]
734581

>use cut tool
>want to cut from where I clicked to the midpoint of an edge
>see tool help "ctrl for midpoint snap"
>hold ctrl and click on the edge I want to cut to
>blender changes the ENTIRE CUT and makes the cut go through ALL MIDPOINTS
wtf is this nonsense?
I want a straight line from where I clicked to the midpoint of the edge I clicked on
also, midpoint snap of the cut tool doesn't work on the cut start

>> No.734583

>>734571
it's not halloween yet you weirdo

>> No.734589
File: 58 KB, 776x782, 1574186778211.jpg [View same] [iqdb] [saucenao] [google]
734589

anyone here know the use of "tissue tool" addon?
as soon as you enable it blender shits itself even if you haven't used the tool yet....
http://www.co-de-it.com/wordpress/code/blender-tissue
no idea how you're supposed to use this properly.

>> No.734596
File: 1.40 MB, 1129x857, 1562648753163.png [View same] [iqdb] [saucenao] [google]
734596

>>734589
>as soon as you enable it blender shits itself even if you haven't used the tool yet....
scratch that, the version included with blender is of course outdated
installed it from the github and it's working well.

>> No.734600
File: 145 KB, 1280x720, Rnd.jpg [View same] [iqdb] [saucenao] [google]
734600

Made this out of assets from the blenderkit library and some sketchfab models, how is it looking guys?

>> No.734602

>>734507
I checked all of this and still paint black
The paint bucket tool on the other hand works without problem
I also tried using another blender version but without succes

>> No.734603

>>734602
https://blender.stackexchange.com/questions/75662/texture-paints-brush-is-always-black
ok quick googling and there's my answer
it's an old bug
works now

>> No.734604
File: 712 KB, 960x540, 21.png [View same] [iqdb] [saucenao] [google]
734604

Can anybody recreate this effect with Cycles?

I'm using Octane for this (with Blender), and idk, Octane's way of doing stuff like this is so much more intuitive to me. Also for things like water puddles or lakes, I never figured out how to make them translucent on the edges like they should be, mediums in general are so confusing in Cycles and don't provide as much control.

>> No.734605

>>734604
Subsurface scattering? Isnt it just a shader

>> No.734606

>>734605
I can't achieve the same effect at all :/ Especially on the fingers.

>> No.734607

>>734606
I think there might be some translucency, like it is a thick translucent plastic

>> No.734608

>>734607
Yes, but idk how to do it, in Octane everything is done with a single medium node, where you can control the depth etc. But in Cycles idk if I should use a volume input or transparency slider which just goes from 0 to 1 across the whole object.

>> No.734609

>>734608
It is definitely a Shader node

>> No.734610

>>734609
What do you even mean by "shader node"? Which one?

>> No.734611
File: 3.00 MB, 3440x1440, Screenshot (238).png [View same] [iqdb] [saucenao] [google]
734611

Where and what exactly should I search for if I want a ''sky box'' background and a sea-like surface?

>> No.734613

>>734600
>>734600
Looks good, though I don't get the idea of hanging picture frames directly behind a set of monitors where they'll be hidden from view. Lighting the right part of the picture doesn't really help in framing the main subject of the picture (which I assume is the artist girl). According to the lore you've created in the background, it's implied that Samus is her idol and she's into gaming in some ways, but she works in archviz...?

Not a bad practice render, but it doesn't tell much of a story.

>> No.734616

>>733519
Looks good but for fucks sake man the rooks towers are so damned narrow, those are a strong, masculine chess piece, thicken those bastards up a bit

>> No.734637
File: 50 KB, 499x479, head.jpg [View same] [iqdb] [saucenao] [google]
734637

bad?

>> No.734638
File: 60 KB, 745x618, Screenshot_54.jpg [View same] [iqdb] [saucenao] [google]
734638

>>734604
Mission failed.

If anyone wants to prove how much of a blender chad you are, I'd appreciate if you can recreate this effect and let me know how is it done, because I clearly have no clue how to achieve it. Pay attention to transparency at the fingers.

Also, woud like to know how would you recreate a jello / gummy bear in Cycles. I can't find any good tutorial for that.

>> No.734639

>>734613
Thanks for the feedback! You're totally right, i'll fix that

>> No.734641

>>734637
depends, is it an alien baby

>> No.734646
File: 310 KB, 670x532, 1571146933324.png [View same] [iqdb] [saucenao] [google]
734646

>>734604
>>734638
1. Bake inside AO map to a texture
2. Use that texture and a color ramp to control the amount of SSS or to mix a Glass BSDF with a Principled BSDF

This is with SSS

>> No.734647
File: 238 KB, 545x431, 1559552660785.png [View same] [iqdb] [saucenao] [google]
734647

>>734646
This is with a Glass BSDF

>> No.734649
File: 212 KB, 476x661, 3fd4fg4g.png [View same] [iqdb] [saucenao] [google]
734649

>>733942

>> No.734659

>>734641
it was a cartoon girl lmao. but this is my second mesh and the other ended up as an alien baby as well. I wonder if I'm faded to making these forever. Idk even when drawing I tend to overdo the eyes and taper the chin

>> No.734686
File: 91 KB, 1140x547, Messenger_turnaround.png [View same] [iqdb] [saucenao] [google]
734686

>>734659
>>734641
this is the ref img btw

>> No.734692

>>734611
HDRI. On hdriheaven or poliigon

Look into water material

>> No.734699
File: 103 KB, 1815x681, Magnus'_Flying_Boat_8.jpg [View same] [iqdb] [saucenao] [google]
734699

What causes Normals to get flipped-turned-upside down?
I tried smooth shader on my plane and part of the hull was fuged.
Took me a long time to figure out why.

>> No.734706
File: 26 KB, 460x416, index.jpg [View same] [iqdb] [saucenao] [google]
734706

>mirror tool
>doesn't mirror seams, sharp edges or deleting vertices

>> No.734707
File: 479 KB, 1185x999, Clipboard01.jpg [View same] [iqdb] [saucenao] [google]
734707

>>734706
why tf u lying

>> No.734708
File: 562 KB, 1129x786, 2020-04-19-165632_4480x2520_scrot.png [View same] [iqdb] [saucenao] [google]
734708

>>734707
are you using modifier?
In my current project i can't since it's already applied and i want only make some minor changes

>> No.734709

>>734708
Why don't you use symmetrize?

>> No.734712

>>734709
Thanks that helped

>> No.734713

>>734712
Glad I could help.

>> No.734723

https://www.youtube.com/watch?v=PMgjVJogIbc
as a beginner i watched countless bender vids about Smooth Shading, good topology and quads but not a single one explained why it works like that, somehow by accident i found this 12 year old YT channel which explains everything like it was fucking abc. Insane that even today its still best explanation i found on the internet to a lot of hard to grasp concepts which caused me trouble.

>> No.734729
File: 2.66 MB, 3440x1440, Screenshot (240).png [View same] [iqdb] [saucenao] [google]
734729

How do I merge this dress?
Selected all the dots on the edge of each side
If I merge vertices the result is not to my liking

>> No.734736

>>734729
If you've got "F2" or whatever it's called installed as an addon (should be included I think), just select the top 2 verts and spam "F".
If you don't have it installed/enabled, do it. Also install/enable looptools while you're at it.

>> No.734737

What's the best way to make clothes in blender?

>> No.734752

>>734737
Press Alt+F4 and start Marvelous Designer.

>> No.734762
File: 33 KB, 636x117, eckspensive.png [View same] [iqdb] [saucenao] [google]
734762

>>734752
Hmm...

>> No.734766

>>734659
Idk about you but when I started making my models I too get the feeling that I'm making uncanny valley ayys, making me lose track and focus. So to trick my brain I usually slap on something quick and temporary just to make it appear less ayylmao like eyebrows, eyelashes, ears, hair, that sort of stuff.

I group them up together into a collection to hide and unhide easily when I make changes.

>> No.734789

>>734766
I'll try that, thank you loads. I guess this being my second mesh that is probably the least of its defects anyways, I'll try to get a more down to earth reference the next time before going back to such a cartoonish style

>> No.734797
File: 149 KB, 1280x239, 20200420_082825.jpg [View same] [iqdb] [saucenao] [google]
734797

>>734762
Hmm...

>> No.734802

>>734797
I'm not going to preach you about piracy, I just don't partake in it myself.

>> No.734853

https://www.lttstore.com/

Want to do something like that

Any tips of info what to use, where to start?

>> No.734867

>>734853
Stop being a fucking hipster.

>> No.734871

>>734867
...what?

>> No.734872

>>733429
Pls help me. I need blender 2.7 but every version crashes when I change my active window e.g. blender - 4chan - click on blender and it's gone. No notifications. 2.8 works fine but I don't need it.

>> No.734888
File: 1017 KB, 2159x1180, 645645456.jpg [View same] [iqdb] [saucenao] [google]
734888

the UE boys and the blender tranny
why the fuck needs every tech company a tranny

>> No.734889

>>734888
That Tranny is one of the biggest supporters of Blender at Epic and is working on the plugin with a small team.
I don't give a fuck if they spend all day raging on twitter as long as I get a good Blender to UE4 plugin.

>> No.734908

>>734888
I hate trannys as much as the next guy, but just think of it this way...
A tranny is just a dude that still has all of the dude interests and skills a dude would have, they're just mentally ill and want a doctor to perform malpractice on their googly bits.
At the end of the day, having a mangled dong doesn't suddenly mean they forgot how to code. They've just got their sack stapled to their thighs.

>> No.734909
File: 141 KB, 717x880, 1562515787389.jpg [View same] [iqdb] [saucenao] [google]
734909

>>734908
fuck off

>> No.734910

>>734909
I just want the UE4 plugin anon.

>> No.734933

>>734181
highly doubt you made this in one hour your first time opening the program, without watching a tutorial to find where everything is like the mirror modifier.

>> No.734934

how can i make a row of evenly spaced identically sized boolean cylinders?

>> No.734944

>>734934
Array modifier

>> No.734968
File: 1.39 MB, 2806x1246, game-table.png [View same] [iqdb] [saucenao] [google]
734968

>>734220
SUTANDO POWA


Could somebody give me some critiques on my game table? I used a standard

>> No.734969
File: 245 KB, 1667x834, 2020-04-20 22_53_21-Blender_ [C__Projects_3D Models_objects_household_table-game-square-legs-0001.bl.png [View same] [iqdb] [saucenao] [google]
734969

>>734968
F my post apparently

I used Velvet BSDF to color a Principled BSDF with low specular and high roughness for the green felt, and a black Principled BSDF with Metallic settings (I wanted a dark black metal) for the frame/legs. Mostly curious if there was anything I should do differently for the wood frame. It's just a wave shader with high distortion run through some minor bits. I feel like I should add some extra controls for further depth to the wood, but I'm not sure. Also thinking the same for the felt but unsure of how to approach that. Here is bigger picture of the wood nodes.

>> No.734972

>>734335
thanks for explaining. I'm not any of the people that have posted thus far, but I definitely think you needed to explain because otherwise you just came off as an especially unlucky noob.

My thinking would be, maybe you can select one full edge ring and set scale to 0, and if you do it on the correct axis, it would align that ring correctly. Something like the Y normal of the group, or maybe X axis of a properly aligned camera. You might be better off rotating the edge around Z axis though.

All else fails, maybe you can do some proportional editing to fix this. Just slowly move the off-kilter verts until they are lined up. Or, forget the proportional edit. Either way, vert slide would be your friend.

>> No.734974

>>734535
You can also make the units visible. Try this:

https://www.blender3darchitect.com/modeling-for-architecture/architectural-modeling-how-to-display-lengths-in-blender-2-8/

>> No.734975

>>734596
What does it do exactly

>> No.734976

>>734600
wow, that's literally me, where did you find my picture?

>> No.734977

>>734646
different guy, what exactly are you baking in step 1? I don't understand what the texture is in this case

>> No.734978

>>734853
something like what exactly?
>>734975
maps model x to the quads of model y

>> No.734981
File: 445 KB, 1631x968, 1558684225589.png [View same] [iqdb] [saucenao] [google]
734981

>>734977
Like that.

>> No.734982

>>734981
oh okay, cool. Thanks. One of these days I'll understand how to do good materials. So far it just feels like wizardry

>> No.734994

>>734978
>>734867
/wdg/ post

>> No.735015
File: 854 KB, 2079x781, Screenshot (242).png [View same] [iqdb] [saucenao] [google]
735015

How do I enable Rig Layers?
On the left it is enabled
On the right is after I append the model.

>> No.735043
File: 2.48 MB, 2856x1265, Screenshot (243).png [View same] [iqdb] [saucenao] [google]
735043

>>735015
nevermind this

Managed to duplicate the holster, mirrored it. The issue is that it stretches along the body when I move or rotate as I try merging it with the belt, what should I disable?

>> No.735048
File: 387 KB, 1301x616, Screenshot_20200421_182016.png [View same] [iqdb] [saucenao] [google]
735048

Are there a way to make blender 2.8x work better on low-end PC? By low end I mean 10 year old nettop. Like to remove those fancy shaders in editor...

>> No.735066

SideFX.Houdini?

How's the compatibility for a blender made human model? I'll be doing renders and maybe animation too

>> No.735070

Hey anons, anyone knows were to get Udemy course 4 free ?

>> No.735085

>>735043
Use the data transfer modifier to transfer the vertex weights from the body to the holster using nearest face interpolated.

>> No.735114
File: 452 KB, 600x800, intersection.png [View same] [iqdb] [saucenao] [google]
735114

Fuck topology. I cant model this in the base mesh and while poking around in the subdivided mesh works, it feels just dirty.
Is there a fast way to join meshes that have weird intersections and don't share any edges?
Shrinkwrap would break the shape of the cylinder and other solutions don't have the smooth beveled edges near intersections.

>> No.735116

>>735114
Boolean could help.
https://www.youtube.com/watch?v=8DVB1uGItrk

>> No.735121
File: 586 KB, 793x1248, Rig error.jpg [View same] [iqdb] [saucenao] [google]
735121

Boys I need help. I been fucking around with this rig I downloaded in Blender. It works really well in Blender but I'm a 3ds Max fag and refuse to undo 10 years of familiarity with Max to hop over to Blender. So I want to import the rig into Max, it works for the most part, mesh and bones are there, even morphs/shape keys are there, but something is missing in the skin modifier. I'm a complete noob when it comes to rigging so I don't even know what to call it, but it's something that solves for loss of volume when joints pinch. See example in the pic. Is there a way to correct it? Is there something hidden in the Blender scene that I'm not seeing? Been banging my head against the wall for 2 days over this. Thanks boys.

>> No.735124

>>735121
probably that volume preservation fuckery you can activate somewhere. forgot where but some anon can probably help out here.
or it's corrective deform shapekeys. either way things that won't work right away if you just import the model into max.

>> No.735125

>>735121
>I'm a 3ds Max fag and refuse to undo 10 years of familiarity with Max to hop over to Blender
Oh man, I'm pretty much the same as you, I've been using Max since 2010, but I'm totally dropping Max. The thing you're looking for is called Rig Drivers, I think.

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

>> No.735127

>>735124
I figured it would be something like that. The rig seems to have been originally from Daz3d. Judging by the topology and bone arrangement/naming. It must have been imported into blender and cleaned up and made to function as it should. Now I just want to do the same but to Max.

>>735125
Why are you dropping Max? I guess I can understand because I feel like I'm the last person on earth still using it. Feels like everyone is either on Maya or Blender. But what's your reasoning?

Also that video shows how to set up knee drivers in Blender. Problem is, it's already setup there, but not in that way though. I just want to carry that function over to Max somehow without having to re-skin hi poly rig.

>> No.735132

>>735121

the blender one probably has "preserve volume" ticked in the modifiers tab > armature modifier for the rig.

also kys

>> No.735134

>>735132
Aye you're right, on both accounts.

Now I just gotta figure out if it is possible to export that value somehow.

>> No.735138
File: 360 KB, 1920x1080, Lta_.jpg [View same] [iqdb] [saucenao] [google]
735138

>>735127
Mostly because Max felt really slow for me nowadays. Even selecting different object sometimes could takes too much time. From what I can gather, it seems Autodesk is making Max into a software for architecture design these days. Since I'm more into animation, so I said fuck it, fuck Autodesk and ended up sticking with blender.

>> No.735161

>>735138
Huh, I can't relate to your sentiment.

I haven't had problems with Max over the last 12 years or so (fuck me I have been in this shit for a long time, and made exactly 0 dollars from it). After using it for so long, it's the only software that makes sense to me. Everything is where I expect it to be. I understand that it's only because I was brought up on it, but still when I try to use blender I feel like I'm driving a car with my ass cheeks. Nothing is where I expect it to be and object mode and edit mode is strange, selecting things is strange it only seems to want to select one object and never let it go even if I'm unclicking it or clicking past it. Then I misclick and that retarded ass cursor plops itself into screen and I can't get rid of it. Just seem too un-intuitive to me.

Fuck I sound like a fucking boomer.

>> No.735166

>>735116
That's what I've done and want to avoid - i try to work non-destructively and keep a quad-based topology.
After fixing the intersecting edges it looks decent (see pic) and allows subdivision again but it degrades the mesh.

>> No.735199

Is there a script or something to delete all empty shape keys in 2.79? I've searched, but there doesn't seem to be anything. It's a bit of setback, saving time by using shapekeys, and having to plod through deleting the ones that don't have geometry to move any more. I run into this this issue so often, I'd be willing to pay for it if my fridge wasn't empty.

>> No.735201

>>735161
Get into the habit of pressing A to deselect stuff; you can still click somewhere else but A is what's reliable
The cursor is extremely powerful, as is the grease pencil, but since it's "not standard" non-blender users can't comprehend it since they're so set in their ways.
If things aren't where you expect them to be, move them, there's a free add-on (whose name I don't remember its like python UI extender or something) that lets you customize the UI even more than you already can

>> No.735296

>>734092
>im not that much of a coomer that i can perfectly visualize tit jiggle
Bags of sand, it's not that difficult

>> No.735298

>>735296
im fat enough to have man titties, they are not bags of sand lmao, they definitely have some jiggle since its very squishy and blubbery stuff in there

>> No.735355
File: 1.65 MB, 1631x994, safagsafdsaf.png [View same] [iqdb] [saucenao] [google]
735355

How do I get buttersmooth dynamic subdivision like in Zbrush?

>> No.735361

>>735298
yeah, more like salty milk and coins

>> No.735405

>>735134
it's quaternion skinning

>> No.735408 [DELETED] 

>>735355
>like in Zbrush
You ever used zbrush?
does this shit look smooth to you? Only way it goes smooth if you bump up the resolution. And then only reason it looks less smooth in blender is since you have some shitty cavity shader on

Its voxels, it works the same here and there by slapping a new triangle at every voxel space, only voxel resolution changes

>> No.735410 [DELETED] 
File: 51 KB, 1011x746, zbruuuush.jpg [View same] [iqdb] [saucenao] [google]
735410

>like in Zbrush
You ever used zbrush?
does this shit look smooth to you? Only way it goes smooth if you bump up the resolution. And then only reason it looks less smooth in blender is since you have some shitty cavity shader on

It works the same here and there, and both have constant and dynamic resolution modes, and it looks just as jagged in both.

>> No.735411
File: 51 KB, 1011x746, zbruuuush.jpg [View same] [iqdb] [saucenao] [google]
735411

>>735355
>like in Zbrush
You ever used zbrush?
does this shit look smooth to you? Only way it goes smooth if you bump up the resolution. And then only reason it looks less smooth in blender is since you have some shitty cavity shader on

It works the same here and there, and both have constant and dynamic resolution modes, and it looks just as jagged in both.

>> No.735415
File: 382 KB, 2560x1440, Help me please.jpg [View same] [iqdb] [saucenao] [google]
735415

Hey bros Im a complete newb and Im trying to make a pacman model right after the donut and anvil tutorials. Im having trouble with really basic shit, like how to do the arms here. The faces will not match up at all and if I rotate to at least have a face in the right direction I cant use the mirror modifier because then the center vertices dont match up. Can a kind anon point me in the right direction? Am I too dumb for this?

>> No.735419

>>735415
Also I dont really know how to look up the tutorial for what I need to do. Character creation tutorials I found all extrude the arms out but I want them cylindrical and uniform

>> No.735425
File: 87 KB, 995x933, 1585326050784.jpg [View same] [iqdb] [saucenao] [google]
735425

I took a blender course in college and liked every moment of it - my projects always won the class votes and I always put more time into my work than my classmates. For like a year now i've been out of college and really want to get back into blender but I never do because of my job. I always feel like I try to model things that are too complex.

Can anyone recommend some good small projects that helped them or some helpful playlists?

>> No.735426
File: 167 KB, 496x354, Screenshot_20200422-194533.png [View same] [iqdb] [saucenao] [google]
735426

>>735425
This was a chess set I modeled in class and 3d printed

>> No.735427
File: 1.14 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
735427

Critique this fish

>> No.735428
File: 184 KB, 600x536, fe8224ad97379eb32e16705e00282cfe.jpg [View same] [iqdb] [saucenao] [google]
735428

https://www.youtube.com/watch?v=uJrPWFtZ4EE
Is there a Blender equivalent to feathers object like in Cinema 4D?
All the Blender tutorials I've seen on feathers suck compared to this.

>> No.735430

>>735426
neat

>> No.735431

>>735427
Based and sonic 1 pilled

>> No.735435

>>735419
I'm not an expert either, but why don't you try looking at some of the pro-made pac-man models?

https://www.models-resource.com/search/?q=pac

>>735425
I'm in a similar position but 5 years out from graduation and 9 years from when I did my modeling class where I too was top of the class. I'm doing the same thing but dealing with the same issue, and my rec (based on my own activity) is to look in your environment and model something that is around you. You are likely surrounded by some very simple models, so you can take pleasure in doing something that is real to you, and have a good reference point, and know that it won't take very long to finish.

I sometimes do this also to cope with long-term project frustration. I put the big project away,a and just model something quick and easy. I want to get into 3D art as a career, so for me, this one-off model is another easy addition to a future asset pack to sell, or just as another thing on the portfolio to prove I don't just shit on dicks all day. The biggest mistake I've made throughout my life in making stuff is that I have spent 10-15 years designing shit, designing shit, reworking shit, trying so hard to get it "right" and in the end, never calling anything "done" or putting it on a portfolio or list of accomplishments. You can half-try a million things and it won't compare to if you just have demonstrable finished products. That's why I recommend just working on finishing simple models, and get inspiration from what's around you.

>> No.735436
File: 1.25 MB, 1920x1027, fork-0001.png [View same] [iqdb] [saucenao] [google]
735436

What happened here, I went to box select but I think I held something down with my left hand, the box took a while to disappear, and now most of the model is invisible.

>> No.735456

>>735048
Don't run KDE god damn it

>> No.735480

Is there any benefit to UV un wrapping an object if it's just gonna have a glass shader as the material?

>> No.735491

Can someone please explain beginner mistakes regarding the mirror modifier? in different projects it always seems to handle differently. Sometimes it works as expected and other times it doesnt seem to do anything at all. Im getting fucking pissed off because i cant find any pattern to it. Sometimes it mirrors but it ways that dont even make any fucking sense and im forced to just start the entire project over.

>> No.735495

>>735121
after 10 years why cant you just make a human in max yourself if youre that familiar with it you refuse to change?

>> No.735497

>>735121
You fucking retard. Obviously you don't know but I'll point it out for you. You can transfer keymaps of "industry standard" or shitty Max shortcuts to work with blender. You don't have to be constrained to whatever stupid shit Max has you by the dick.

>> No.735500
File: 1.01 MB, 1916x988, mirror.png [View same] [iqdb] [saucenao] [google]
735500

>>735491
how can i get the this to mirror like the yellow outline? im going insane. is it a setting like the origin?

>> No.735502

Why not just duplicate it?

>> No.735503

>>735495
Never got gud in those 10 years. It was always an occasional hobby. Something I would mess with when I'm bored. I never messed with character modeling or skinning. I only really worked with some hard surfaces and light architectural stuff. Made some eh-tier car models too. But through all that time I got used to the UI and shortcuts and the overall 'feel' of the software.

>>735497
I already did that. I used a script that overrode all the navigation controls to Max style. So I can pan around and manipulate the object decently enough, but the rest of the UI is still too alien to me. I like Max' simple CREATE, MODIFY, HIERARCHY, MOTION, DISPLAY and UTILITIES tabs. Everything is there and it makes sense to me.

I hate to use the word intuitive, because it probably isn't all that intuitive off the hop. But I've been using it for long some shit is just hard wired.

>> No.735504

>>735500
these are supposed to be feet so i want them to be rotated the same way, but mirrored

>> No.735506

>>735503
100% i get how hard it is to break old habits. The closest I can get to suggest is maybe BforArtists? It could maybe help with the transition into blender from other programs. It uses industry standard shortcuts by default instead of blenders shortcuts. Just like any new program, there's always new things to learn and how to navigate. Good luck dude.

>> No.735507

>>735506
Thanks my dude

>> No.735511

>>735500
You need to chose the right axis (Y in this case) and the mirror uses your object's origin (yellow dot) as the mirror point, so you may want to add an empty at the center of your scene and pick that as the "Mirror Object"

>> No.735513

>>735511
Will this ONLY work if the object is in the middle of the screen? The only way I could get this to work is by making a new scene and mirroring a default cube that was in the middle of the screen on top of the 3d cursor.

>> No.735514

>>735513
Just watch this
https://www.youtube.com/watch?v=i1GrQJ1u6IE

>> No.735516

>>735514
ill watch this, but the thing that has me pissed off is that ive watched like 10 of these and the mirror modifier still seems to only mirror when it feels like doing so. Sometimes its perfect other times it refuses to do anything.

>> No.735520

>>735516
>>735514
nvm the issue really was that I had been moving the object in object mode and not edit mode. I dont understand why that matters, its some a stupid arbitrary problem, i dont know how anyone can figure this stuff out without wasting hours of time. thank you regardless anon.

>> No.735524

>>735520
if you add an object in edit mode is it linked for some reason to whatever your active object was at the time? Do i need to manually switch to object mode any time i make a new object to keep it seperate?

>> No.735529

what are the different mirror modifier situations to use either clipping, merging, or both together?

>> No.735531

>>735524
yes when your in edit mode your editting the object whatever you add its added to that object
>>735520
thats because when you move it in edit your not moving the object origin (the orange dot) it acts as the mirror you could either change the object origin to centre or in the mirror modifier change(mirror object) to something else like that centre cube so it acts as the mirror instead of the origin point

the better your at google the faster you solve technical problems

>> No.735541

>>735531
so because accidents happen, if i ever accidentally move the object in object mode instead of edit mode, and ive done too much progress to ctrl z and do it all again, is it simple enugh to fix by right clicking the object in edit mode and reassigning its origin to the 3d cursor? assuming that ive made sure the 3d cursor is still set in the default space? this was a huge pain in the ass so i want to make sure i can always fix this if it happens again. seriously though thank you for helping with that.

>> No.735547

If i have a flat face selected, and i use inset, and extrude inwards to create a depression, will that create overlapping geometry? or does blender clean it up for you as you go?

>> No.735574

>>735541
yea sure reassign origin in object mode or press ctrl a then location

>> No.735611

>>735491
idk about others but when i started i didnt know about check box clipping which screwed my models sometimes

>> No.735614

How do I render something with the exact color of the texture? Workbench with flat texture or emission shader don't help.

>> No.735648
File: 1.00 MB, 3216x1316, Screenshot (246).jpg [View same] [iqdb] [saucenao] [google]
735648

Wherever I would Shift+R Click, the trackball would move. Now it s usually far away like in the pic

How fix?

>> No.735650
File: 144 KB, 650x633, 1449080726-2015-12-02-Fated-Meating.jpg [View same] [iqdb] [saucenao] [google]
735650

I have a question which may just reveal my animation ignorance, but I'm interested in making a book in VR, that you can open, turn pages in, and close. I realize that's a big ask, I'm just taking it one step at a time.

I want to make the book open naturally when you open the covers, but I imagine that will require some specific deforms, and I knwo then that it will require rigging and assigning weights.

My curiosity is, how should I go about properly weighting the verts so that it looks good? Maybe that's too open-ended of a question, do I just have to practice weight painting and try over and over again to get a painting that I don't hate? Pic unrelated.

>> No.735678
File: 391 KB, 512x512, 1586330313181.webm [View same] [iqdb] [saucenao] [google]
735678

WATER FLOWING UNDERGROUND

>> No.735679

>>735678
very important

>> No.735690

how do i smooth the noise from an fcurve modifer, i just want a sway kind of effect

>> No.735694

>>735648
Looks like it's tied to the origin of whatever you've got selected. In this case it looks like that tree, which, if I'm gonna be honest, shouldn't have its origin there and it should be at the base of the tree.

>> No.735696

>>735690
You should be able to use simplify on the curve, set an error tolerance and it'll smooth out the curve based on your input.
But since it's a modifier (assuming it's noise), just increase the time value on the modifier and you'll see the wave stretch out.

>> No.735698

>>735427
more detailed than you probably need for your scene

>> No.735726
File: 392 KB, 512x512, 1573741809066.webm [View same] [iqdb] [saucenao] [google]
735726

>>735696
there we go, smoothed the noise

>> No.735734
File: 690 KB, 480x270, 1569888365404.webm [View same] [iqdb] [saucenao] [google]
735734

>>735678
now do

>> No.735736

can you no longer do this in 2.8?:
https://www.youtube.com/watch?v=hvacGEWE6bM
i've found the repeat but wrap is not there. "tiling" enabled on X and Y still won't let me paint over the UV boundaries.

>> No.735742

>>735726
SAME AS IT EVER WAS

>> No.735743
File: 394 KB, 512x512, 1581250127769.webm [View same] [iqdb] [saucenao] [google]
735743

>>735734
god i dont think the rig could take it
it's something i hacked together with empties because the way blender source tools imports bones is ass backwards retarded

>> No.735745
File: 458 KB, 1576x1804, bad_node_setup.png [View same] [iqdb] [saucenao] [google]
735745

Okay it's been a while since I've done stuff in blender, but it looks like my old node setup for a toon shader doesn't really work anymore. Pic related is what could get to work, but my normal node doesn't really "follow the camera" like I remembered it used to. The effect I'm going for is on the bottom with Suzanne with the kind of lighter parts where there should be shadows. Is there a node that would let me keep this kind of effect on the normal that will follow the camera automatically?

>> No.735761
File: 2.74 MB, 1864x1048, book.webm [View same] [iqdb] [saucenao] [google]
735761

>>735650
Here's a simple book I made using just weights/bones (plus some a few little bone rotation constraints to make sure the pages don't bend in ways they're not supposed to).
As far as rigging goes, I'd say it should be a pretty good/easy exercise for you considering it's just cubes/planes.

>> No.735764
File: 90 KB, 191x487, ss (2020-04-24 at 03.39).png [View same] [iqdb] [saucenao] [google]
735764

how do i into NSFW stuff, i finished donut. im interested in full nsfw renders, maybe even animation, i cant find any resources online for nsfw content

>> No.735770

>>735764
smutbase has some tuts

>> No.735782

>>735764
>>735770
why the fuck does one need "special" "nsfw" guidance
what will change if instead of setting up a regular donut with skin you'll follow tut to set up a donut between the legs type of skin or instead like animating a walk cycle you'd be taught to animate a pump and dump cycle or like instead I dunno, liquid sim tutorial you need to watch cum tutorial
???
do you see now ? it's all the same shit
use regular tutorials but instead of following them to the 100% just adapt them to your smut need
google or ask if you get stuck

>> No.735784

>>735764
elaborate more, your questions are incredibly specific and you might as well be asking "how do i 3d"
if you mean assets, smutbase is a good starting point

>> No.735801

>>735745
nevermind, figured out something

>> No.735809

>>735726
swiggity swooty

>> No.735811

>>735809
?

>> No.735840
File: 1.60 MB, 1920x1080, Bevel_BS.png [View same] [iqdb] [saucenao] [google]
735840

What is this bevel bullshit? It works all around except for this one line.
Are there any usual suspects for this issue?

>> No.735841

>>735840
I just noticed the right side doesn't work either now, maybe i should just remodel the right side rather than flip a duplicate, i can't use mirror since they aren't quite the same.

>> No.735847
File: 626 KB, 1280x720, Bevel_BS_fix.png [View same] [iqdb] [saucenao] [google]
735847

>>735840
>>735841
Remodeling helped, guess i'll avoid flipping duplicates from here on if i know i'll keep working on it.

>> No.735858

>>733444
It seems you're marking your seams correctly, for furniture I generally do Cube Projection, it saves me a lot of time and looks pretty good.

>> No.735860

>>735764
>how do i into NSFW stuff
Through an excruciating amount of pain
You can export Koikatsu or HoneySelect models and retextured I doubt anyone would find out.

>> No.735862

https://twitter.com/NaughtySandbox/status/1182696178695245824

huh nice defrmation

>> No.735869
File: 13 KB, 240x320, abe.jpg [View same] [iqdb] [saucenao] [google]
735869

>>735862
Imagine being one of those pathetic 3D porn peddlers

>> No.735870

>>735869
Yeah, haha, imagine earning mad dosh

>> No.735873

>>735862
erm... how old is that character?

>> No.735874

>>735873
Dude is italian, dont worri

>> No.735875

>>735874
'merica law is world law

>> No.735877

>>735862
What engine is that? I wouldn't mind a Virt-A-Mate that isn't bottlenecked by its engine (and isn't based on terrible Poser models).

>> No.735878

>>735870
>20k/year patreon
Yeah really nice. I'm not committing myself to poverty. You could make more working a low-skill job, without the added benefit of peddling filth and degeneracy.

>> No.735880

>>735876
You are making a big at assumption that all he does.
There is freelance
There is comission jobs on patreon as well

>> No.735881

>>735878
You can survive just about everywhere on that salary as long as you avoid money eating shitholes like SF.

>> No.735882

>>735880
Doesn't matter. Porn peddlers are lower than the dirt on my shoes.

>> No.735883

>>735881
Yeah, I'm no degenerate urbanite or Califag but have fun "just barely existing"

>> No.735884

>>735869
Like they say with 2D art, "If you want good anatomy and pose practice, do porn". Only it's also developing neat physical interactions and such. I didn't really feel anything for early 3D porn because it was just crappy models phasing through eachother but these days they do a good job at making the interactions look solid.

>> No.735886

>>735882
Damn anon, when I grow up I want to be like you!

>> No.735887

>>735883
>>735878
Look at those soon-to-be Zukerbekers, surely in 2 years flat will be living in mansion and flying private jets just to buy a coffee kek

>> No.735888

>>735886
I hope neck yourself before that.

>> No.735889

>>735862
>https://twitter.com/NaughtySandbox/status/1182696178695245824
Holy shit that guy retweeted Noa Eikawa, she's one of my favorite JAV actresses. (Offtopic I know).

I've done a little of 3D porn on Illusion software, at the end of the day it didn't feel good for me to create it, think about how you feel before going full-in.

It can get you really desensitized, more so than porn. Remember all the weird 3d artists that do macro-stuff, insects and abuse, any normal person can become like that.

>> No.735890

>>735888
So that's your end plan? Well then I will have to follow it as well!

>> No.735891

>>735884
You missed the point, stupid motherfucker

>> No.735892

>>735887
>kek
Back to your containment board you unfunny cunt

>> No.735893

>>735892
What a grand comeback, sure got told

>> No.735894 [DELETED] 

>>735890
Eat a dick faggot.

>> No.735937

>>735858
I think I get it now, for furniture at least. I'm having more trouble with this now though.

I decided it would be cool to make a set of game dice. A d20 or d6 are trivial, so I wanted to go with something like a d12. Well little did I know it would be an involved process to make all those faces align properly. I did learn some great tricks with the 3D cursor though.

Anyway, can anybody offer some advice on how to unwrap a dodecahedron? I want to put dice numbers on the faces, but 10 of the 12 faces look in odd directions (not cardinal, not ordinal, etc.) Maybe there is an easy trick to align a camera's facing directly with the normal of a given face? Sorry for no pic, but imagine a dodecahedron and you'll see it.

>> No.735946

https://youtu.be/0LNiGdgccVI

>> No.735960

>>735946
>the new 2.9 extrude/whatever tool
Fuck me, i could really have used that today.

>> No.736016
File: 20 KB, 480x360, tumblr_inline_ognfgfuNL91qlq63p_500.jpg [View same] [iqdb] [saucenao] [google]
736016

So I just finished sculpting my first ever model and I'm kind of worried about the retopology process. I've seen a few introductory videos about it from FlippedNormals, but I'm still kind of scared I'm gonna fuck something up, or model a certain part of the body in a way that makes it not function properly and have the scrap the entire mesh.

Are any of the commercially available retopology addons worth the money, or is it best for a beginner to do the process by hand first? And if so, what tutorials do you recommend, /3/?

>> No.736027

>>736016
Make a backup so you don't fuck it up.
Learning to fix mistakes is part of modeling/sculpting.
Into to Retopology from CGCookie is pretty good.
As for addons, Retopoflow is a good timesaver, but shouldn't be a replacement for actually learning how to retopo.

>> No.736230
File: 12 KB, 320x320, 1586739089792.jpg [View same] [iqdb] [saucenao] [google]
736230

Question 1: Going through the official "Blender Fundamentals 2.8" on YT should be possibly one of the best ways to learn the basics of Blender right?
The videos seem like the best source of general information I could find.
Question 2: How do you come up with inspiration to make stuff?
I can imagine myself doing a vase or something with really simple geometry at best.

>> No.736231

>>736230
>non creative retard attempts to learn creative skills
stop at once

>> No.736233

>>736231
Im just simply not going to believe this bullshit.
I am pretty good with Gimp and I taught almost everything myself. Blender seems really similar but I just never got into the artistic side of things.

>> No.736253
File: 1.65 MB, 3440x1440, Screenshot (247).jpg [View same] [iqdb] [saucenao] [google]
736253

Wish there were free garden hedge forms on Sketchfab ...

>> No.736254
File: 371 KB, 1910x1002, 8678768.png [View same] [iqdb] [saucenao] [google]
736254

can sombody tell my why my backdrop is not showing ?

>> No.736268

>>735761
why did you add a tiny bone at the end? How did you rig the pages to move so smoothly? I thought htat kind of arrangement would be like an animation in order to look that smooth. How did you make the book covers lock in place instead of bending backward when opened?

>> No.736359
File: 31 KB, 1232x870, Why.png [View same] [iqdb] [saucenao] [google]
736359

Can someone tell me why even when I use a vertex group my hair particles are all over the place when they should be flat along the x axis?

>> No.736441

New thread >>736439

>> No.737061

>>734933
Dude you can just press space and type what you wanna do.
So i just typed mirror lol

>> No.737552

prbably a really stupid question to ask in this thread but i didnt want to start a new thread. is sculptura for the ipad any good? like for using it when im out and about then just importing the file to blender?