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File: 611 KB, 1920x1080, 46bb8fbc57446f970b7a9ed3300bcb399c83189c.jpg [View same] [iqdb] [saucenao] [google]
736439 No.736439 [Reply] [Original]

Previous thread: >>733429

>> No.736440
File: 197 KB, 579x422, 2020-04-26-1587918500_579x422_.png [View same] [iqdb] [saucenao] [google]
736440

meanwhile pablomon is sculpting on 96 million vertices
https://twitter.com/pablodp606/status/1253470206242029573

>> No.736444

>>736440
I can't even sculpt efficiently with <1 million verts in 2.82

>> No.736445

>>736444
Maybe your machine is getting a bit old but in any case, give 2.83 a try. A ton happened between 2.82 and 2.83.

>> No.736446

Is cloth brush already in the development version?
I wonder if it's worth time compiling

>> No.736448

>>736446
It should be in the 2.83 beta, you can get builds on https://builder.blender.org/download/

>> No.736451

>>736440
Let me guess; it all comes to a screeching hold once you change to edit mode

>> No.736455

>>736451
of course, lol.
there's still hope though, especially as long as he's on board.

>> No.736457
File: 678 KB, 1280x1055, tumblr_nod5csRuDk1qa4gsro1_1280.jpg [View same] [iqdb] [saucenao] [google]
736457

any way to get phong or gouraud shading on 2.8? I'm trying to recreate older style graphics

>> No.736462

>>736457
No, install blender 2.5.
You should be able to ctrl+C/ctrl+V your meshes into it.

>> No.736463

>>736462
Damn, I thought as much.
I've just gotten so used to the workflow of 2.8 I've been dragging my heels to move backward

>> No.736464

does anyone know "how" you make a animu waifu in blender? No I don't mean tutorials, but "how" do you make it? All my models come out looking humainoid or realisitc, what exactly do i have to do ?

>> No.736465
File: 101 KB, 1301x785, gsaba.jpg [View same] [iqdb] [saucenao] [google]
736465

Any thoughts?

>> No.736466
File: 340 KB, 691x826, 1587806475819.png [View same] [iqdb] [saucenao] [google]
736466

>>736464
Just look at models on sketchfab, study anime figures or download MMD models.
It would be easier to help you if you posted some examples of your work.

>> No.736468

>>736445
Yeah might be, I am still in the Haswell CPU generation with 12gb of ram. Is there a way to keep my blender settings when opening a new blender version though? I cannot find an option like that.

>> No.736470

>>736444
Well, duh, if you could pablo wouldn't have to do this update..

>> No.736475
File: 31 KB, 1232x870, Why.png [View same] [iqdb] [saucenao] [google]
736475

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.736478

>>736475
Post settings

>> No.736482
File: 45 KB, 600x315, 90942559c6d5e777db28a5ab4dd98fb7.jpg [View same] [iqdb] [saucenao] [google]
736482

I'm trying to make a gun , but I can't seem to figure out a shape.
Everyone who's ever modeled the gun made the shape not match the artwork.
What a I looking at? (pic related)

>> No.736483
File: 34 KB, 600x315, res.jpg [View same] [iqdb] [saucenao] [google]
736483

>>736482
my attempt.

>> No.736485

>>736468
Holy shit that thing is ancient.
Also, those settings are neatly in one folder. Forgot which though but you'll find it when looking it up. Basically you just copy that folder over and every setting is there again in the new version.

>> No.736487
File: 253 KB, 546x575, 1569253438876.png [View same] [iqdb] [saucenao] [google]
736487

>>736483
The "panel" thing on the right looks more like this I think

>> No.736488

>>736487
This.

>> No.736490
File: 202 KB, 546x575, 1584255335540.png [View same] [iqdb] [saucenao] [google]
736490

>>736487
>>736488
Although the bottom edges seem to be parallel with the top one

>> No.736492
File: 545 KB, 2684x1372, 2020_04_26_15_30_21_Blender_C_3D_Models_objects_household_games_dice_concept3_0004.blend_.jpg [View same] [iqdb] [saucenao] [google]
736492

Anybody who can help advise me on how to finish off this game die? I'm trying to make a high-res one, so sort of throwing caution to the wind as typically I try to be very low-poly. Also, not being as extreme as I have been in the past about applying topology since this shape isn't expected to deform anyway. In particular I am looking for suggestions on how to improve the edges of the die, and the smoothness of the dots. I have not applied the bevel modifier yet, but it's set to only apply to that specific vertex group around the edges.

>> No.736496

>>736490
Yes, i had realized that but it slipped my mind, i think the top angle is flatter too.

>> No.736498

>>736478
The file is gone now, it doesn't have to be for that model specifically.
I just wanna make a feather that doesn't look like it's had a bad hair day.

>> No.736505

>>736485
>Holy shit that thing is ancient.
I wasn't into 3D until recently and any CPU is good enough for all AAA games these days. Never really thought about getting a new one until now since I never ran into problems.

>> No.736511

How do I hide text once it's parent object stops tracking?

>> No.736514
File: 1.39 MB, 3440x1440, Screenshot (248).jpg [View same] [iqdb] [saucenao] [google]
736514

Can't make the black glass to reflect , or to be transparent.
I can actually make it reflect but the effect is only when looking from inside the building.

>> No.736519

>>736514
I have no idea what the optimal way of doing it is but i usually mix it with a transparent shader.

>> No.736549
File: 45 KB, 1274x506, file.jpg [View same] [iqdb] [saucenao] [google]
736549

>>736482
Try booleans, I think this is the shape.

>> No.736568
File: 1.06 MB, 1888x999, donut scale.png [View same] [iqdb] [saucenao] [google]
736568

im new to blender and while i think im starting to grasp the basics of modeling, i havent payed any attention to scale yet, so am going back to the basics. How do you know how big or small something is in blender? in a virtual space its all meaningless an arbitrary unless you port it to something else of course like a game or a 3d printer, but i would like to do that stuff eventually so i need to figure out wtf is going on.

>> No.736570

>>736514
why does this look like a (nice) second life world?

>> No.736575

>>736568
Press N

>> No.736579

>>736444
You would need his fork or whatever to do it

>> No.736580
File: 864 KB, 1899x1003, donut scale 1.png [View same] [iqdb] [saucenao] [google]
736580

>>736575
Okay, that only works in object mode right? I didnt get any relevant seeming effect in edit mode.

it gave me a description of the donut currently being like 11 inches which is pretty off the mark of what i was expecting, based on the last image i posted....

is it because added a subdivision modifier? Does th innconsistacy between when i added the mesh in, and what it says when I press N even matter? I just need to have control over what the size is, because im eventually building up to making 3d printed models, and i need them to be an exact size. (within the ability of a 3d printer)

>> No.736587

>>736580
N only gives you the info, when you add in meshes they're all big by default, you can scale them with S and press what axis you want to scale in.
Tho be careful cause if you scale an object in object mode it's actual scale (the one in Transform) will change too, you can avoid this by either scaling it in object mode or applying a scale to it (control+A-> scale) and it'll return the scale to 1/1/1.

>> No.736589

>>736587
>you can avoid this by either scaling it in object mode
shit, edit mode*

>> No.736592
File: 844 KB, 1909x1003, donut scale 2.png [View same] [iqdb] [saucenao] [google]
736592

>>736587
the bit you said about object mode scaling confused me. i still dont understand entirely why moving or scaling an object in either object or edit mode can do totally different things.

i just want to be able to make my objects a specific size using standard units of measurement, so when i export them to a 3d printing slicer program i dont accidentally make something thats a random size.


if i hit N in object mode and in object mode,using the window n gives me, enter in a new number, like i did here, with 8 inches by 8 inches by 3 inches, what does this mean? It changed the size but when i export this model to another program, will the program read this data and say "oh i know exactly how big to make this object"?

>> No.736606

>>736592
>moving or scaling an object in either object or edit mode
In object mode you apply the transformation to the object as a whole, in the edit mode you are moving the vertices, you dumb reddirtspacer.

>> No.736616
File: 580 KB, 909x738, Screenshot_20200427_072358.png [View same] [iqdb] [saucenao] [google]
736616

>>736514
Turn on SSR in the Eevee settings, and enable Refraction. Then go to your material, enable Screen Space Refraction and set Transmission to 1. Set Roughness to 0 if you don't want frosted glass.

Oddly enough, translucent objects should be opaque in Eevee. If you try to use alpha blending, you'll get sorting issues.

>> No.736617

>>736514
>>736616
Oh, and the base color can't be totally black. If the material absorbs all light, it wouldn't be seethrough.

>> No.736618

>>736440
ok whats the catch? Pretty much every feature he showcases doesn't work like I expect it to

>> No.736622

>>736606
fag ive been here since 06, i prefer the way separating out a post looks, its easier to read. fuck off zoomer.

>> No.736623

I've been making assets for a game I want to make, but recently advanced boolean tools have been causing oddities on whatever mesh I use them on. Has anyone else had this problems it's really fucking aids and has fucked my work flow. Kinda confused as it's only happened recently.

>> No.736624

Why do my blends expand dong to unreasonable sizes?

Why is it that when I merge 3 models in a 30mb blend, I end up with a 70mb blend? I expected it'd be smaller, since they're one object.

>> No.736646
File: 469 KB, 978x680, helplllllllllllllllll.png [View same] [iqdb] [saucenao] [google]
736646

Does anyone know why this happens? It looks fine in solid mode, but when I switch to rendered preview I get ass.

>> No.736648
File: 36 KB, 286x214, 1164139335819.jpg [View same] [iqdb] [saucenao] [google]
736648

>>736575
>Press N
Oh shit he's about to do it

>> No.736649

>>736646
>but when I switch to rendered preview I get ass.
how do you switch to rendered preview in real life

>> No.736651

>>736649
That's why it's called the third eye. The 3D eye.

>> No.736669

>>736622
It looks like shit.
Stop wasting my vertical space, you dumb fucking nigger.

>> No.736684

>>736646
Looks like you have two identical models on top of each other.

>> No.736690
File: 11 KB, 295x257, 1574910835657.jpg [View same] [iqdb] [saucenao] [google]
736690

>>736465
this is opinion from somebody who can barely make a barrel shape in blender but the ass is a bit saggy (could be rounder) hips are spread apart too wide, skull is a tiny bit too wide imo, shape of the tits is a bit unusual at the top and in the middle picture the legs seem to be pushed a bit too far backwards, looks like she would fall over. looks like a pretty goblin hybrid though.

>> No.736697
File: 1.51 MB, 6121x1131, Screenshot (250).jpg [View same] [iqdb] [saucenao] [google]
736697

>>736616
Already had those on

From the inside is ok. Well not entirely as it reflects the HDRI, I want it to reflect the props next to the house
From the outside the glass surface is black, no change at all when I play with the values

>> No.736703

>>736697
are you in material preview and not rendered?

>> No.736705
File: 2.92 MB, 1888x2948, fucked up.png [View same] [iqdb] [saucenao] [google]
736705

im trying to do the donut tutorial and i have no idea what the fuck is wrong. in OBJECT mode it looks perfect. When i go into sculpt mode to start adding detail to the frosted layer on top, its fucked up somehow

>> No.736707

>>736705
are you making holes instead of adding shit?

>> No.736708

>>736705
Maybe you forgot to apply scaling to the frosting at some point.

>> No.736709

>>736703
Material preview? Don't know
I'm on Evee render

>> No.736710

>>736708
>>736707
i had forgotten to unhide part of the frosting in my modeling layer, and for some reason that effected it when i applied my modifiers to it. I really dont understand why. For part of the modeling process of the frosting, i had to hide everything except the bottom edge loop to extrude the drops from. I forgot to unhide the rest of the frosting mesh when i was done with that. For whatever reason, unhiding the rest of the mesh first, and THEN applying those modifiers to the frosting was what i needed to do. but I dont understand why that would have any effect on it. hiding the object doesnt change anything about the object.

>> No.736734

>>736710
Start over from the beginning. Don't rush it.

>> No.736738

>>736690
Makes sense, thanks.

>> No.736763
File: 2.03 MB, 1920x1080, Gun.png [View same] [iqdb] [saucenao] [google]
736763

>>736487
>>736490
>>736549
I finished blocking out the main shapes.

>> No.736808

>>736705
>>736710
>the donut tutorial and i have no idea what the fuck is wrong.
Make sure to read the comment section because on several vids he has problems like this and you will see a solution with hundreds of Likes.

>> No.736830
File: 407 KB, 2560x1400, J0R8Na1.jpg [View same] [iqdb] [saucenao] [google]
736830

So Im an absolute noob and Im trying to make this pac man right here. How do I go about modelling his face? Tried boolean for his mouth but it looks weird. Also If I make him with his mouth open how do I close it when I try to animate?
Im thinking of doing separate objects for the eyes so I can easily deform them and make him wink. Would this work?

>> No.736836

>>736830

Your reference model has the eyes and mouth textured on, so I'd do the same.

https://www.youtube.com/watch?v=5NlvgMYZgaY

https://www.youtube.com/watch?v=ufvM2ixj2FI

>> No.736844
File: 1.55 MB, 1880x968, connected.png [View same] [iqdb] [saucenao] [google]
736844

>>736808
>>736734
ive made like 10 because im trying to memorize the process and need to rely on the videos. What could have caused this to happen? At some point during making the droplets, something got fucked up which ive never encountered before, where some of the droplets vertices got connected. To my knowledge none of that happened when x ray mode was on, so what could have caused this? Im not making this donut to save but for future reference, how can i get rid of whatever this is to save a model?

ill start reading the comments as well. i have had some weird hings happen with my donts because i think some steps im doing out of order, and im not sure how much the order of steps matters in the donut tutorial if you mix up a step here or there and do it before or after another one.

>> No.736845

>>736844
Try shift+N to recalculate normals on the broken frosting here >>736705

>> No.736846

>>736705
>>736844
Actually post the blend file too so we can have a look, use wetransfer, mega, dropbox or something.

>> No.736859

>>736846
>>736845
unfotunately i already exited out, are these domains that people usually share their blend files on? Do i need to make an account or anything?


regardless as someone who is super new to 3d what the hell do i study next after the donut? I dont really know where to go to understand the fundamentals so to speak.

>> No.736861 [DELETED] 

https://downloadcenter.intel.com/download/29530/Intel-Graphics-Windows-10-DCH-Drivers

>Unlocked drivers: We heard how much our users want the freedom to upgrade their systems to our regularly released generic graphics drivers and enable our latest game enhancements, feature updates, and fixes. As of this release, Intel Graphics DCH drivers are now unlocked to upgrade freely between Computer Manufacturer (OEM) drivers and the Intel generic graphics drivers on Download Center. Simply use the exe and enjoy the update on your 6th Generation Intel Processor platform or higher, and don’t worry about your OEM customizations--they remain intact with each upgrade and the OEMs can maintain customizations separately via Microsoft* Windows Update. Intel Drivers and Support Assistant drivers will also be unlocked starting April 28th, 2020. See the Release Notes section *4 for important information about this update.

>> No.736883

>>736830
For his mouth, can't you just extrude backwards?
I don't know how they did the eyes in Smash, but it's usually just texture swapping. If you want you can do it using shape-keys.

>> No.736884

>>736859
After the donut, I think you should do the anvil.

>> No.736895
File: 852 KB, 1223x749, normals.png [View same] [iqdb] [saucenao] [google]
736895

>>736684
Nope, could it be something wrong with normals? This is the first sculpt I'm attempting, trying to sculpt out of an image, 2d to 3d.
Also is there a way to render something the way it looks in edit mode? I like the spiky cow.

>> No.736896

>>736844

May of happened on accident, could've hit J and missed it.

>> No.736904
File: 469 KB, 890x697, damned thing.png [View same] [iqdb] [saucenao] [google]
736904

>>736895
yo the devil seems to be some sort of transparent

>> No.736905

>>736465
>Any thoughts?
Fix her posture. Search for "good body posture" and you'll see where you went wrong, and you'll also find explanations of how to correct it irl that also apply to 3D disturbingly accurately.

Also, stop slouching forward in your chair. Sit up straight, you're a king, not a sloth

>> No.736911
File: 743 KB, 1000x700, out.webm [View same] [iqdb] [saucenao] [google]
736911

What's wrong with my weight paint? The brush doesn't affect the vertices under it, and the vertices it does affect seem to change depending on where the brush/model is on the screen.

>> No.736916

>>736905
Thanks, mom.

>> No.736920

>>736884
are you being ironic or no? I guess it would be a good place to start for some hard modeling techniques. some people on here shit on the donut and anvil and idk why.

>>736896
that could very well be it.


A new question. I see a lot of people make things in Blender by overlapping meshes. Say, a tree trunk and branches as one mesh, and the foilage as another mesh that sits on top of it, with the branch inside the foilage mesh. When they join these into one object with Ctrl J, where does the internal geometry go? Do you still have polygons inside of the now combined mesh?

If so, is that bad? How do you get rid of that once its joined if its there? Im sure for some applications it would matter more or less.

>> No.736924

>>736920
>are you being ironic
He's fucking with you. Unless you want an anvil, then go for it. Do whatever interests you and make mistakes or find tutorials that interest you and experiment from there and don't stick too closely to them. If you know now, how to make a donut with icing, go make a burrito with toppings or something. Don't make a bagel, because that's basically just a donut but Jewish.

>Do you still have polygons inside of the now combined mesh?
Yes. When you join in blender, it's "treating it as one object for select and editing purposes", not
>I play polymerisation, and fuse my monkey head with my donut to form...
>Donut Monkey
>Oooo ooOoo AH AH!

So, you'll just have a monkey head overlapping in space with a donut, with all their geometry intact and otherwise untouched, but for the fact that they're now in the same mesh and share UVs, vert index etc. If you use boolean modifiers, though, you can use one to crash into the other and embed itself in the geometry as you describe, or cut a hole or whatever, there's a few settings.

>> No.736925

>>736895
In edit mode, select all and try Mesh->Normals->Recalculate outside
If that doesn't fix it, it's not the normals.

>> No.736929

>>736920
I wasn't being ironic at all. That was just a recommendation. You'll be able to learn about ngons and a little bit of modelling and sculpting.

>>736924
He's right, you should try to do what you want to do the most.

>> No.736948
File: 2.94 MB, 1280x720, The Search For D. B. Cooper [CbUjuwhQPKs] 20200427 720.webm [View same] [iqdb] [saucenao] [google]
736948

Is it possible to use the Blender Internal engine to render something like webm related and have it look as good?

Full res sauce:
https://www.youtube.com/watch?v=CbUjuwhQPKs

>> No.736949

>>736948
That is incredibly basic and should not be a big deal to do.
The lines don't even have dynamic thickness and barely any shading was in use.

>> No.736955

>>736949
Not the same guy, but how do you achieve something like this? In other words, how does one achieve cell shading in Blender?

>> No.736958

>>736955
Blender "freestyle"

>> No.736962

>>736949
Good to know, thank you very much.
Let's say I have a shitty laptop that can't run Cycles or Eevee with an acceptable performance. Would Blender run well while doing things like this in Internal?

>> No.736964

>>736492
Bro just right click and shade as smooth for the whole object, and fucking use a subdivide modifier. If it looks oddly shaped add loop cuts near the edges to make the smoothness on edges go away.

Or select all faces of the dots (all dots) right click and seperate by selection and tab out to object. Select the dots. Shade as smooth, and dont shade as smooth for the dice block if thats causing you trouble. Subdivide modifier for both parts.

Think smarter not work harder.

>> No.736969

>>736958
>>736955
Or wait for LANPR

>> No.736973
File: 64 KB, 630x399, 1566153401702.jpg [View same] [iqdb] [saucenao] [google]
736973

>>736969
>wait for LANPR

>> No.736974

>>736948
judging from the way the lines on the plane are popping and flickering, this was done in blender using freestyle

>> No.736975

>>736962
>shitty laptop
No. You will literally lose the will to live in the long run.
Try to get something at least half alright. Even a shitty old i7 from 2013 with a 40 bucks 750Ti will feel like a powerhouse compared to shitty laptop performance.
In some cases 2.8 won't even really run because they updated to a relatively recent OpenGL base after 2.79.

>> No.736976
File: 59 KB, 1027x785, Trouble with the booleans.jpg [View same] [iqdb] [saucenao] [google]
736976

I have a boolean problem.
I'm trying to join the pink transmission housing into the green engine block with boolean but all the union does is cause a hole in the engine block.
Any idea what might be causing this?

>> No.736991
File: 388 KB, 940x520, untitled_2.png [View same] [iqdb] [saucenao] [google]
736991

>>736975
I know. If I could I would buy a better computer, but since I won't be able to for some time, I'm wondering if I'll be able to work with Internal Engine instead.

BTW. I did go through most of the donut tutorial a few years ago (pic related), but got too annoyed by trying to do the lighting part so I quit.
Other than having to deal with path-tracing it's workable (especially since I'm not going to do super complex stuff anyway).

But I'm wondering if a project like the one in the WebM would be a problem due to the size or number of objects (even if they seem low poly enough).

>> No.736995
File: 208 KB, 673x979, ss.png [View same] [iqdb] [saucenao] [google]
736995

why is blender foundation so retarded

>> No.736996

>>736991
If I was you I'd just download some sorta similar props, set shit to freestyle with some minor shader settings and see how it runs on your shit. Or IF 2.8 even renders at all on it since you mentioned using Blender years ago. Lots of stuff happened and you MIGHT even be able to use Eevee instead of cycles since you won't need super detailed PBR for that type of shit anyways.

>> No.736997
File: 723 KB, 640x360, 0001-0480.webm [View same] [iqdb] [saucenao] [google]
736997

>>736996
I rendered this a couple of minutes ago.
Did it pretty fast (even though the res is pretty low).
I'm using the 2.79 that I had from before 2.80 came out.
I did try 2.8 and it would crash as soon as I touched anything while the engine was set to Eevee, but I tried a newer version recently and it stopped doing that.
Eevee is much faster than Cycles but it still hanged a bit when I tried some heavier stuff, so it's basically like a videogame that I can run at lower framerates.

Using Internal with Freestyle and Shadeless materials is more than enough if it can handle bigger scenes.

>> No.737000

>>736995
What's the issue?

>> No.737001

>>736995
>m-market leader by 2030...we promise!

>> No.737004

>>736995
>why is blender foundation so retarded

Because only retarded software such as blender can garner such a retarded fanbase. Since they're a cult they might as well do like suicide cults and drink cyanide to make the world a better place.

>> No.737007

>>736995
>why is blender foundation so retarded
What about that roadmap is retarded?

>> No.737011
File: 435 KB, 2560x1400, wm6rJRx.jpg [View same] [iqdb] [saucenao] [google]
737011

>>736883
>>736836
Thanks for the reply anons. I will make the eyes with textures then. Now Im having trouble with the little pyramids on his eyebrows. Tried extruding but I cant make them without a triangle here and there or with a face flying over some vertices fucking up the subsurf. What would be the technique to use in this scenario?

>> No.737016

Is there a way to see how long it took to finish a render?

>> No.737090

I need a pc build good for working in Blender (low mid poly models/mid high res textures) AND emulating games (RPCS3 Citra and Yuzu mostly)

>> No.737101

>>736929
>>736924
what i want to learn most is honestly some foundational skills that are versatile enough i can make a wide range of things. Im most interested in low poly cars/ environments, or inorganic models right now like simple robots, video game armor, cool fantasy vials and bottles, stuff like that. i just dont know what stuff to learn as a beginner and i dont want to get ahead of myself with more intermediate level stuff if i have holes in my beginner skills, so i guess i just want to really pad that out for now. But i dont know what i dont know.


After i really get the donut and anvil down, which i suppose will give me a base understanding of organic and geometric modeling, where would i go next?

>> No.737102
File: 283 KB, 2400x1600, laser_small.jpg [View same] [iqdb] [saucenao] [google]
737102

Wanted to see if i can make a laserpointer.
Had to make a volume scatter shader around the light cone so the beam would be visible. Realistically this Volume would have to contain the whole room, but that made everything else too dark.
It doesn't look too bad, but the amount of required samples is way too high for this to be useful.

>> No.737103

>>736995
im new here so have a dumb question. right now we are on 2.82 right? What is the LTS by 2.83? Im starting to get comfortable with the blender interface which took a while. when 2.90 comes will i have to completely relearn where everything is/ how to do things? how often do they change stuff around? as a beginner that is trying to really nail the basics and memorize certain tasks and ways to do things, im afraid that 2.9 will fuck everything up for me. or more realistically 3.0 what should i expect?

i had used blender for a few weeks like 4 years ago, hated it, and agve up. i came back recenetly and really enjot the interface and i dnt want them to screw it up again.

>> No.737105

>>737101
Check out Grant Abbitt's channel. he has a bunch of shit on low poly for beginners.

>> No.737108

>>737103
>im afraid that 2.9 will fuck everything up for me.
All the courses I just took are gonna be outdated thanks to that autist Pablo and his new sculpting tools.

>> No.737109

>>737103
LTS means long term support. The point of it is to have an old version be supported for 2 years, so that studios who don't like perpetual breaking change can have a version to rely on.

>> No.737123
File: 2.09 MB, 1900x1000, blender-weight-paint-mirror-7.webm [View same] [iqdb] [saucenao] [google]
737123

>>736911
Still broken, but only on the wrong side of the mirror modifier.

>> No.737124
File: 120 KB, 1665x870, Help.png [View same] [iqdb] [saucenao] [google]
737124

I've got this node setup I've been trying to bake into an image texture, but the parts that should render as transparent render black instead.
Does anyone know how to fix this?

>> No.737134
File: 63 KB, 792x229, blender_error.png [View same] [iqdb] [saucenao] [google]
737134

I'm having issues with HardOps. Does anyone know how to fix this?

>> No.737147
File: 294 KB, 1362x873, 06bbb68c12f39cc44bbb1fbe1b165f97.png [View same] [iqdb] [saucenao] [google]
737147

>>737124
Are you using cycles? I just copied your layout and it's working for me. Eevee doesn't support the transparent shaders yet.

>> No.737152
File: 623 KB, 1026x595, tb.png [View same] [iqdb] [saucenao] [google]
737152

does anyone here have experience with pepakura? I'm wanting to turn a low poly model I just finished modeling and texturing into a paper model. never used the program before and I see that it requires you to buy a license to use.

>> No.737155

>>737152
based, good luck. im also learning 3d for the same reason, well, thats one reason. What did you make the textures in? They look sort of painterly

>> No.737157
File: 164 KB, 575x256, 1.png [View same] [iqdb] [saucenao] [google]
737157

>>737155
I used a neural network to upscale the original textures unpacked from rogue squadron (pc). I colored them using recolor with PDN.

>> No.737159

>>737157
https://streamable.com/g5nl3y
https://streamable.com/lcouaz

>> No.737163
File: 752 KB, 702x778, 1267.png [View same] [iqdb] [saucenao] [google]
737163

Is there a more efficient way to make a wall like this as a 3d model rather than using a texture? Right now I'm using the knife tool and just cutting into a plane tracing over the shapes from my photo, planning to separate them later, but it feels like I'm doing it wrong.

I'm a programmer, not an artist so I'm still learning how to do this, so please forgive me if what I'm doing is retarded

>> No.737165

>>737163
There's an add-on included with blender called Extra Objects which contains a wall builder, try that.
Otherwise you could also model a dozen or so individual bricks and use them in a physical simulation.
But I don't understand why you don't want to use a texture. A texture with displacement would be the easiest way to do it and would probably give you the best results. See this video for example:
https://www.youtube.com/watch?v=d5YByejuCXQ

>> No.737170

is there a better tutorial series than the donut meme? About to start it

>> No.737173

>>737170
The donut meme is honestly the perfect start, go ahead.

>> No.737177

>>737173
Not him but i never really did the donut meme, any particular donut tutorial recommend?

>> No.737182

>>737177
This is the meme course:
https://www.youtube.com/playlist?list=PLjEaoINr3zgHs8uzT3yqe4iHGfkCmMJ0P
It's for the old version so if you want to watch it this is the updated 2.8 version:
https://www.youtube.com/playlist?list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U

>> No.737183
File: 28 KB, 580x675, 1567891106183.jpg [View same] [iqdb] [saucenao] [google]
737183

https://youtu.be/Hf2esGA7vCc

its habbening again

>> No.737184

>>737182
Thanks, figured i might as well, there's bound to be something i've missed.

>> No.737186

>>737183
>another beginner tutorial
How long can he keep doing this?

>> No.737187

>>737186
As long as he can shill his asset site in each one.

>> No.737197

>>737123
This is completely unrelated, but please tell me your bitrate config for recording this video. I can't record stuff without it getting very huge very fast.

>> No.737200
File: 213 KB, 768x1024, 1585253833907.jpg [View same] [iqdb] [saucenao] [google]
737200

Fucks sake, last night everything was fine and visiblee
Now I can t see the armature layers in the viewport

Wat do?

>> No.737207

>>737200
nevermind was in Sculpt mode

>> No.737210
File: 270 KB, 800x400, image_processing20180731-4-1368uwg.png [View same] [iqdb] [saucenao] [google]
737210

What are your current thoughts on Retopoflow?

>> No.737223

>>737183
Now this is epic.

>> No.737247

>>737186
>>737187
i dont see the issue you guys have with him. it isnt about the donut or the chair, its about getting new users familiar with the tools that you need to make them, so they can make their own stuff. its good content.

>> No.737248

>>737210
as with anything blender, it's nice when it works.

>> No.737249

>>737247
It's very good content for beginners, and the thousands of donut pics that have been posted on here show that we don't dislike him.
He's just a meme due to how popular his tutorials are and how for so many of us they're the first step into the 3D world.
It's just banter.

>> No.737256

>>737197
It took me several tries to get a good file for that one. The best thing I did was trim out the movement that you don't see at the beginning. Not sure why, but ffmpeg doesn't use the full 1mpbs. The file should be exactly 3MB, but it's not.

ffmpeg -i 20-04-28-204726.mkv -ss 6:29.7 -t 24 -c:v libvpx -an -b:v 1000k -quality good -cpu-used 0 -vf "crop=1900:1000:4:20" ~/blender-weight-paint-mirror-7.webm

For recording, I use this. The parameters were chosen for privately reviewed game capture, not quality.

ffmpeg -hide_banner -loglevel warning -stats -probesize 100M\
-f x11grab -video_size 2560x1440 -framerate 30 -i :0.0 \
-c:v libx264 -crf 22 -pix_fmt yuv420p -r 30 -s 1920x1080 \
-preset ultrafast \
raw/`date '+%y-%m-%d-%H%M%S'`.mkv

>> No.737259

>>737183
>>737186
>How long can he keep doing this?
All that new funding is letting Blender pump out new features so the Shekel goblin can keep making new beginner vids and all he has to do is use 1 or 2 new features.

>> No.737266

Can you install two separate versions of Blender on the same system, or do you have to keep one portable?

>> No.737273
File: 14 KB, 256x256, 1566863296210.jpg [View same] [iqdb] [saucenao] [google]
737273

>>737266
I totally forgot people actually install it instead of just dropping the new version into a folder

>> No.737274

>>737273
Doesn't installing it have performance beneits?
It's usually the case with big programs like this.

>> No.737279

>>737274
lmao what.
NO. just fucking drop that shit into a folder and call it a day. geez, what the fuck.

>> No.737280
File: 8 KB, 129x133, download.jpg [View same] [iqdb] [saucenao] [google]
737280

>>737274
why?

>> No.737281

Thoughts on this addon?

https://www.blendermarket.com/products/voxel-heat-diffuse-skinning

>> No.737282

>>737279
>>737280
Putting keys in the registry and installing libraries and drivers has great benefits over trying to run a self-contained package that doesn't take advantage of the abovementioned benefits.
It's the same principle behind Mac/iOS applications running better on shittier hardware (or why consoles are hard to emulate without dealbraking performance losses). The more something is made specifically for the hardware it's running on, the better the devs will be able to optimize it.
Installing shit all around your system enables the developers to get closer to hardware-specific optimization.
Obviously not all programs are like this, as they have to be specifically developed for it, but with big and heavy programs such as Blender you'd expect them to take advantage of this performance boost.
I have no idea if Blender is one such program.

>> No.737285

>>737266
>>737273
I use the STEAM version since it auto updates to the next stable build.

>> No.737302

>>737282
ah yes, all those secret blender drivers. drivers for what, you colossal tech illiterate, your laser printer? why can't you just keep your mouth shut when you don't know something instead of producing multiple paragraphs of plausible-sounding technical "knowledge" you've entirely just imagined? you are the reason the internet is near unusable now as a source of information. if i find out you have a stackoverflow account i'm going to find you and cut your fucking fingers off

>> No.737303

So what resolution should I render?
Need it for my game....

>> No.737304

>>737302
>>737282
gave me a good chuckle

>> No.737307

>>737303
6900 x 42000

>> No.737309

>>737303
anything above 20 cubic liters per second would be wasted since the human eye cannot process colors above the speed of sound.

>> No.737313

>>737303
640x480 the white man's resolution.

>> No.737320
File: 329 KB, 1920x1080, Laser Pointer.webm [View same] [iqdb] [saucenao] [google]
737320

>>737102
Why not just use alpha instead of volume scatter?
Use a cylinder, then just use the alpha channel to do the smoky effect with something like a musgrave texture set to object coordinates.
If you want that lensing or whatever where the other end gets bigger the further away it is, use something like a simple deform modifier (set to taper) on the cylinder, put an empty at the end of it where it would point at, hook that to the verts at the end (so you can move the empty back and forth and the end of the laser follows), then use a driver on the taper modifier controlled by the empty so the end gets bigger.

Here's an example of it all in action. I did it rather quickly, but it should look way better with some tweaking.
I exaggerated the size of the laser and the lensing just to show the effect. Ideally I think the effect of the lensing would be kind of small.
Obviously light wouldn't just stop at a fixed point too, but theoretically you could just have the empty far away in your scene and the laser would just clip through things like walls and still have the right diameter for the distance.
Plus if you're using cycles, it should emit a spot where it touches the wall (though I didn't try that).

Hope it helps!

>> No.737322

>>737307
nice

>> No.737332

>>737281
looks promising but i'm not paying $30 to test if it's actually better

>> No.737340

>>737320
This looks definitly more practical.
I just wanted to see if i cycles can render a physical accurate laser beam. In theory it shouldn't take more than a strong monochromatic light source and some dust in the air.
A real laser pointer as a certain look to it, and i can't match that - especially near the end of the beam.

>> No.737390

>>737340
You mean all the little dots that dance around at the end?
Maybe use a tight cluster of spots at your source instead of just one.
If all else fails, it's important to remember that most offline renderers aren't physically accurate. They approximate reality as best as possible, but only to the degree that it makes sense for speed. So it takes shortcuts to make things faster over physical accuracy.
You'd need something that is like LuxRender if you're looking to do things that rely on real-world physics.

>> No.737392

>>737147
Can I maybe get a download link?
I tried it again in 2.8 with cycles but still no luck.

>> No.737417

>>737332
Are you a brainlet? All addons have the GPL license. Just get it off github.

>> No.737420

>>737417
Tell that to all the people who make add-ons but don't use or upload to github.

>> No.737426

>>737420
It doesn't have to be the maker who uploads them.

"Sharing or selling Blender add-ons (Python scripts)

Blender’s Python API is an integral part of the software, used to define the user interface or develop tools for example. The GNU GPL license therefore requires that such scripts (if published) are being shared under a GPL compatible license. You are free to sell such scripts, but the sales then is restricted to the download service itself. Your customers will receive the script under the same license (GPL), with the same free conditions as everyone has for Blender."

>> No.737429

>>737426
That just means you won't catch shit if you use the five finger discount.
The point remains if it's not uploaded onto github, you can't just "get it off github". If no one else uploaded it themselves, then the fact that a license is open source means jack squat.
A GPL license doesn't magically make files pop up somewhere to download without any intervention.
Someone has to buy it, and then that person has to upload it.

Fact is, niche addons probably have users in the tens of people, and you'd be hard pressed to find one of them in that group who would actually upload it somewhere for others after they had just bought it and spent an outrageous amount of money on an addon that's "technically" free.
And in the chances it's a big addon with a good population of users where someone would upload it, chances are the developer is competent enough to use something like github, which makes the whole thing kind of moot.

>> No.737459

how do i import my model from on blender file into another blender file which is a scene

>> No.737463

>>737459
File > Append. Select the scene file that has the model and look for it in the 'object' folder.

>> No.737464

>>737459
>file>append
or
>file>link
Append will bring an editable copy of that model into the scene. Kind of like "shift+d" but between files.

Link will bring a linked copy of that model into the scene. Which means you can't edit it or anything in that file, but you can edit it in the original and the changes will go to every file that has that object linked.
It's super useful, but can be a bit hard to understand. You'll know you need it when you need it.

>> No.737480

lads check out my Stargate render
i made this while I was working from home, therefore I binge watched SG-1. I'm mainly a programmer so this 3D is probably not as good as the rest of you real 3D guys.

I used: Hardops, Boxcutter, DecalMACHINE...
render: eevee and edited in blender VFX.
https://www.youtube.com/watch?time_continue=70&v=mw-BeXIPNvk&feature=emb_title

>> No.737486

Are there any good tutorials on modeling large environments? Like game worlds that aren't made exclusively with modular assets (hills, streets, forests, etc).

>> No.737487

>>737486
Seconding this

>> No.737503

>>737302
>drivers for what, you colossal tech illiterate, your laser printer?
For hardware acceleration.

>> No.737512

>>737417
where?

>> No.737535

>>737512
He is just memeing.
The devs won't put it on github, the people who bought it won't because they paid money for it and cheeky shits won't upload it either because they think since it's legal there's no fun in it

>> No.737537

>>737535
>the people who bought it won't because they paid money for it
Then why have I found every addon I wanted on cgpeers (so far)?

>> No.737539

>>737480
>it didn't open to reveal the wormhole
YOU HAD ONE JOB

>> No.737551

>>737503
drivers for your hardware come from the hardware manufacturer. the blender installer is not secretly deleting your nvidia drivers to replace them with new ones they wrote from scratch, that's fucking idiotic. the whole point of drivers as a concept is to avoid this.

>> No.737553

probably a really stupid question to ask here 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?

>> No.737556

>>737551
>replacing
I never said that.
I'm just talking about additional software that enables a deeper integration with the hardware to enable hardware acceleration and other optimization measures.

Like you know how when you install your drivers some manufacturers also install certain utilities that are integrated with your hardware?
If these aren't called Drivers (or aren't part of the drivers' "packages"), then I'm wrong about their name. Still the concept of more deeply integrated software for optimization is still correct.
You're just arguing about semantics and twisting my words to misunderatand what I say as shit that doesn't make sense.

>> No.737564

>>737486
Anyone?

>> No.737567

>>737556
>I'm just talking about additional software that enables a deeper integration with the hardware to enable hardware acceleration

blender has already "enabled hardware acceleration" by using opengl, cuda etc and whether you install it from a zip file has absolutely no bearing on this. these APIs are how you communicate with graphics hardware. there is no "additional software" for "deep integration", that's just something you've imagined. it's incredibly obvious you don't know what half the words in your own posts even mean.

at this point you have written an entire multi-post fairy tale about unspecified secret components of the blender installer that increase performance but cannot survive in zip files. you've done this despite possessing no information whatsoever about any such components having ever existed. what motivates you to shit up a thread for people trying to learn with blatant misinformation? is it at least a compulsion to lie or do you choose willingly to be a malignant turd?

>> No.737574

>>737567
>blender has already "enabled hardware acceleration" by using opengl, cuda etc
This is an example of what I mean. If Blender has them included in the portable version, then yes, there should be no difference in performance.
A lot of portable programs though, don't. Either because they rely on you installing them separately, or because they halfass the portable version, or because it was made by a third party (like it's the case with many big name programs you find on torrent sites).

The performance being often different between version is something that I've been personally experiencing for a very long time (as someone who prefers using portable programs whenever possible) on slower machines where opening and running a project/file on the portable version would be extremely slow and then after installing the program the same project would start running much better.

>these APIs are how you communicate with graphics hardware. there is no "additional software" for "deep integration", that's just something you've imagined. it's incredibly obvious you don't know what half the words in your own posts even mean.
Literally semantics.
You could've corrected my (admittedly incorrect) temrinology instead of assuming a different meaning to my words that clearly mean the same thing you're talking about, and adding made up shit on top of it that I didn't say.

>multi-post fairy tale about unspecified secret components of the blender installer
I specified from the very first post that I'm not talking about Blender in particular and that I don't know if Blender has this, and what I said is just something that other programs use.
But please keep twisting my words if you enjoy being this angry.

>but cannot survive in zip files
Please tell me where I said that.
You wrongly extrapolated it like you extrapolated everything you're being angry about.

>> No.737601

>>737574
>Literally semantics.
no. you're saying mysterious "additional software" is needed for hw acceleration, i'm telling you it's always hw accelerated because it's an opengl application. opengl libraries are compiled into the program and your gpu driver supplies the implementation. opengl is integral to the application and there is no "additional software" the installer would need to supply to make it work.

>If Blender has them included in the portable version
what possible motivation would the blender devs have to develop a whole software rendering pipeline just so they could build a special slow non-opengl version to stick in the zip file? why wouldn't they just zip up the normal version? not only is this an incredibly implausible scenario but it also takes like five seconds to verify that it's not true. why are you writing walls of text about a completely imaginary technical problem?

of course you're going to tell me i'm "twisting your words" again because you never said "software mode" in your post but what i'm actually doing is explaining to you what your own vague statements actually mean. if the installer was installing new gpu drivers it would be replacing the old ones, if the portable version was not using a hw 3d api it would be software rendered and so on. these are the consequences of what you wrote. you just didn't see them as you were writing because you are a comically tech-illiterate person that just strings random terms together into nonsense like a parrot.

>I specified from the very first post (...) that I don't know
and that's why i've asked you, repeatedly: why do you speak at all when you don't know? don't you think people trying to learn 3d have enough real problems without you confusing them with this fake nonsense? why are you compelled to concoct these elaborate falsehoods when it would be so much easier just to keep your stupid mouth shut?

>> No.737602

>>737601
Ok dude, you're right, I don't know anything and everything you've said I wrote is the correct interpretation of my stupid and ignorant posts.
I spoke without knowing because I'm just a retard who knows nothing and therefore everything I say comes from a place of ignorance.
Please forgive my stupidity (and malice, considering I also knowingly lied on this Anonymous image board) that contributed to the very significant problem of misinformation on the Internet.
I promise that from this point on, I will exclusively speak of things that I know about, and never speak of anything I'm ignorant of, which is 99.99999% of the time.

>> No.737603

>>737602
oh ok then, thanks

>> No.737613
File: 55 KB, 200x200, pablomon_criticalmass.png [View same] [iqdb] [saucenao] [google]
737613

ohshitohshitohshitohshitohshitohshi

https://twitter.com/pablodp606/status/1255893498823348225

>> No.737616
File: 1.04 MB, 976x767, 1567635028355.png [View same] [iqdb] [saucenao] [google]
737616

>>737613
OH SHIT

>> No.737618
File: 176 KB, 312x322, 8FRnRis.gif [View same] [iqdb] [saucenao] [google]
737618

>>737613
that's hot

>> No.737620

>>737613
and just like that he has made every sculpting course outdated.

>> No.737621
File: 988 KB, 2080x886, merge at cnter.png [View same] [iqdb] [saucenao] [google]
737621

hey, i dont like the look of this hexagon at the top of this tree. If i select the hexagon, ALT M, select merge at center, what does it do? Has it deleted all extra vertices leving only one single one as the point? Or are ther 6 overlapping ones?

>> No.737622

>>737620
>>737618
>>737616
holy samefag

>> No.737623

>>737622
holy retard

>>737621
>Has it deleted all extra vertices leving only one single one as the point?
Yeah

>> No.737625

>>737163

lmao wtf are you doing? There's no reason not to use a texture, especially for a wall so flat. If you don't want to find one online you can make procedural textures in Substance Designer.

What are you using it for?

>> No.737627

>>737621
it will make it a single vertex. if you're ever unsure about this sort of thing you can do "remove doubles" and see if anything gets deleted.

>> No.737638
File: 130 KB, 380x458, 1583113296291.png [View same] [iqdb] [saucenao] [google]
737638

>>737613

>> No.737651

>>737627
>remove doubles
It's called merge by distance now

>> No.737653

>>737651
oh yeah i forgot

>> No.737670
File: 25 KB, 572x720, 1545704880405.jpg [View same] [iqdb] [saucenao] [google]
737670

>>737613

>> No.737687

>>737613
>all that tech
>pedos on twitter make underage chars
fug

>> No.737691

>>737687
Sounds like a win/win to me.

>> No.737693

What's a good way to simulate a claymation look using nodes?

>> No.737700

>>737613

Can we all agree that Pablo is a pedo?

>> No.737702

>>737687
>>737700
Trying too hard.

>> No.737705
File: 11 KB, 584x556, begging.png [View same] [iqdb] [saucenao] [google]
737705

Hey, i'm not sure if this is a normal thing to ask but i been trying to learn about blender and other modeling/animation software, the thing is i want to try some stuff but i need a human male and a female body for that, (no, nothing porn related).
I know there are free 3d models out there but they're kind of shitty, and since a lot of people here use blender and some of you may actually have some good meshes that you bought or got from somewhere else, maybe you could share some of those?

Look i'm specifically looking for this pack, Nothing else;
https://sketchfab.com/3d-models/base-meshes-character-starter-kit-rig-a2ed47a5dc4941eeb828eb3a7a8f0a9b

If any of you already have it or you could show me a way to get it (for free of course) I will be eternally grateful.
As i said i'm just trying to learn and spending money on something that i would never use will be a waste, so please help me out

>> No.737712

>>737537
Because they're popular addons.

>> No.737714
File: 54 KB, 640x853, think.jpg [View same] [iqdb] [saucenao] [google]
737714

What does the best resource to model a character step by step for a beginner.

>> No.737715

>>737613
Neat.
Can someone explain why this is so big/important to a non-sculpting brainlet?
I never touch the sculpting side of Blender, though I really should.
When I do though I just spam multires a bunch of times and sculpt and leave it at that. The way I understand it though that's not how you're supposed to do it. But now it is? I'm confused.

>> No.737723

>>737715
high subdivision is usually total ass to work with, especially if you want to do bigger changes later on. now you can freely just jump back and forth or even import a model that is highly subdivided but now you can quickly undo that subdivision and work with it almost as if you had the original low poly base.

>> No.737726
File: 62 KB, 500x695, moomins.jpg [View same] [iqdb] [saucenao] [google]
737726

>>737714

>> No.737739

>>737715
A great workflow for sculpting is to start with the big general shapes and work your way down to smaller details. With the current workflow it can be a bit tricky to redo big changes in areas that are already detailed. This will allow you to seamlessly jump back to a lower poly mesh, do you big fixes and go back to a higher resolution where your details are preserved, a bit like a layer system.

>> No.737770

>>737723
>>737739
Thanks for the clarification.
For some reason, I had always thought there already was a way to do that, I just didn't know how since I never messed with the sculpting much.

How is it different than just turning the number of subdivs down on the multires modifier? Any time I needed to go back and do overall changes I'd just turn the number down, do what I needed to do and then turn it back up. Seemed to work out fine (though it's been a while so I could be wrong).

>> No.737785
File: 930 KB, 417x303, 1581403180219.gif [View same] [iqdb] [saucenao] [google]
737785

>>737687

>> No.737807
File: 380 KB, 587x640, tumblr_1d10e277d74a0268f266fb9e6946126b_06af9326_640.png [View same] [iqdb] [saucenao] [google]
737807

any idea how this guy got his hair to do this?
what sorta node set up is it.
I wanna try emulating it but i'm shit and new at blender.

>> No.737810

>>737807
Just use a stretched out noise texture and plug it into a bump map, maybe use a color ramp to add some coloration too. Seperate the RGB of a uv map to adjust the start/end colors of the curves too

>> No.737825

How do I actually go about learning how to use nodes and shit?

>> No.737827

>>737825
A good reference here https://youtu.be/cQ0qtcSymDI

There's tutorials all over the place but this guy does a good series. https://www.youtube.com/playlist?list=PLFaEpHfMsQ2uvtFjBDGwFlTm_QrnOzslc

>> No.737849
File: 1.35 MB, 1920x1080, 0001-0180_VP8_001.webm [View same] [iqdb] [saucenao] [google]
737849

So how do i stop the cube from breaking apart like this before the ball drops on it? Everything I do either makes the cube keep exploding before anything hits it, or they end up acting like the planes (which are passive objects)

>> No.737890

>>737849
keyframe the moment it should become dynamic

>> No.737892

>>737849

Don't be an art tranny. Write a script that detects collision and actives the object

>> No.737901

>>737892
Not that anon, why does it explode to begin with? Seems like your suggestion would just be a workaround that ignores the original problem.

>> No.737915
File: 1.05 MB, 1500x1500, wheat.jpg [View same] [iqdb] [saucenao] [google]
737915

I want my wheat to go fluffy.
Would it work to put hair particles on a wheat model which then gets used as a particle itself?

>> No.737928

It's that time of the month
https://www.youtube.com/watch?v=zVcxjH6OGK4

>> No.737938
File: 40 KB, 414x368, conforming_to_standards.jpg [View same] [iqdb] [saucenao] [google]
737938

oh look who arrived

>> No.737939

>>737938
Looks like shit and I'm glad you can turn that off. You know that you can also see these metrics in the bottom right where it doesn't obscure the viewport?

>> No.737940

>>737939
>You know that you can also see these metrics in the bottom right where it doesn't obscure the viewport?
Not in 2.90

>> No.737946

>>737940
What the fuck? Fuck you Pablo and your industry buddies.

>> No.737947

>>737946
It makes more sense this way. Watch today's episode of Blender Today.

>> No.737953

>>737947
He better have a damn good reason

>> No.737967

>>736439
Does anyone use an asset manager for Blender at all? If so, which one do you use and why?

I've been getting pretty impatient waiting for the library/manager to finally be added to Blender, so I figured I'd just get a 3rd party one. I've got a whole shit ton of assets that I've made and materials and stuff that are all nice and separated out from each other, but it'd be nice to be able to just browse through and load them in without the whole linking business. Linking is easy, but it's a whole bunch of clicks that don't need to be done.

Not to mention, folder thumbnails fucking when? Makes looking for materials a huge pain in the ass.

>> No.738016
File: 3.08 MB, 1268x1444, nodehairtestrenderman.png [View same] [iqdb] [saucenao] [google]
738016

>>737810
Not OP, but I tried this out on a low-poly model, and it worked pretty well. Thanks for your tip.

>> No.738059

>>738016
Can I see your nodes?

>> No.738061
File: 206 KB, 1093x1042, skinandhairnodes.png [View same] [iqdb] [saucenao] [google]
738061

>>738059
This any good?

>> No.738066

>>738061
Thanks dude, I really appreciate it.
I'm having trouble with connecting stuff together.

>> No.738069

>>737901
no idea.

From my personal experience, the simulator is never consistent with how cell fractured objects react. Sometimes it blows up like in my webm. Other times, it waits until something hits it before it blows apart.

Hence why I'm asking for a workaround. I'm not a scriptkiddie, so >>737892 is out of the question for me. Animating's a similar deal as the above paragraph, a hit-or-miss situation at the best of times. And there's times where I don't actually want to animate something (like in the webm) because I want to just dick around in Blender and get familiar with its non-animation/texturing/modelling features.

>> No.738070

Any good resources for learning how to use Blender for animation?
I've used SFM, but blender is clearly superior.
Any plugins, good sources for (R-18) models, ect, I should look out for?

>> No.738075
File: 344 KB, 485x523, weird hair.png [View same] [iqdb] [saucenao] [google]
738075

I'm using the model from https://www.deviantart.com/crazy31139/art/Final-Fantasy-7-Remake-Tifa-Teen-840127792 and I've imported the fbx file to Blender and added the textures to the model, but my normal maps are all fucked up. I've double checked that the UV maps line up but they still look like pic related. See those weird polygons in the hair? They appear when I add the normal map in. Anyone have an idea what could be going wrong?

>> No.738082
File: 50 KB, 1456x464, Capture1.jpg [View same] [iqdb] [saucenao] [google]
738082

Why does it turn into unholy mess when subdivided? It only has quads, shouldn't it be nice and smooth?

>> No.738083

>>738075
What exactly is fucked up?

>> No.738091

I'm new and I did some of that donut tutorial thing but now my blender just closes whenever I set the preview to material preview or render preview in eevee, doesn't crash on cycles though
anyone know what's up?

>> No.738096
File: 21 KB, 261x271, 1583227475047.jpg [View same] [iqdb] [saucenao] [google]
738096

>>737940
oh for fuck's sake

>> No.738106

How do i make my work to always follow the grid? There doesn't seem to be allot of guides for it...

>> No.738109

>>738106
Turn on snapping, google it for details on how to set it up for grids.

>> No.738133
File: 84 KB, 1100x800, beveljpg.jpg [View same] [iqdb] [saucenao] [google]
738133

>>738082
All quads sadly isn't a guarantee for good subdivision. Once the shape of the outter faces collapses during subdivision, the geometry will overlap the edges of the box.
If you're using the bevel modifier you can mitigate this problem either by setting the miter style to patch/ arc or by leading the problematic edges somewhere away from corners.
The former is the easiest solution, but creates non-quad-geometry. Even though that usually isn't a problem, try to keep the amount of beveled edges at an intersection even if possible.

>> No.738134
File: 827 KB, 1872x974, button color.png [View same] [iqdb] [saucenao] [google]
738134

just experimenting right now, making a shitty controller as practice. Im having a LOT of trouble recoloring things using materials, wtf am i doing wrong? Id say the most frustrating part of blender is trying to get the fucking materials to change. What seems to be the issue here? im trying to make this button gree but its just staying grey (the color of the original object i copied it from in the center)
also//////// is coloring using materials a waste of time? what is it for should i just be using a uv map?

>> No.738135

>>738016
hey can you make a space dandy in that style?

>> No.738136

>>737807
im more interested in what sort of anon idealizes tumblr tier characters like this....unless you are just trying to learn the hair technique.

>> No.738139

>>738016
you don't actually understand what low-poly means

>> No.738140

>>738136
its joke from persona 5 dummy

>> No.738141

>>738140
a lot of the new persona designs seem pretty sjw if you ask me

>> No.738144

>>738141
cant argue there
i just like his hair though

>> No.738147

>>738144
pic related seems like the sort who would try to cancel you because they dont like you, and would smear you on twitter

i like the hair though so see the appeal in that detail, godspeed anon

>> No.738148

>>738133
I see, thank you.

>> No.738152

>>737613
how many more tools will pablo add before he considers the sculting mode finished? does he have a roadmap I can check or something?

>> No.738160

>>738134
Did you assign the vertices to your material? As in press that assign button under your material list.

>> No.738163
File: 52 KB, 964x827, Intake_Manifold (2).jpg [View same] [iqdb] [saucenao] [google]
738163

Is there an easy way to bend pipes in Blender?
I made this intake manifold by hand, but I'm looking at how I could have done it differently.

>> No.738164

>>738163
Perhaps the solidify modifier

>> No.738177

>>738163
Using curves

>> No.738190

>>738160
i pressed the assign button yeah. i fucking hate the materials system. I really am curious if there any point in using it or not though, from what i understand, materials dont even export into other programs or into games so i might as well just UVmap everything at this rate. unless im missing something.

>> No.738197
File: 43 KB, 480x640, District 9 prwan mecha version 3. 037.jpg [View same] [iqdb] [saucenao] [google]
738197

Request for all you kindly anons.
I'm trash-garbage tier at animation and want to learn. What courses would you recommend?
What I'm actually interested in:
-In depth work with the Graph Editor
-Examples on the principles of animation
-How to best place keyframes / tweak your graph curves to get things like follow-through etc.
-Good workflow for pose-to-pose
-Optionally , some good addons to ease me in.
I want to animate a mech, specifically something like pic attached. So it's not completly deformable , but I still expect it to have fluid motions.

>> No.738201

>>738163

Don't use blender

>> No.738204

>>737967
anyone?

>> No.738205

>>738075
Are your shadows and transparency set to alpha hashed? Also it seems like the red channel for the ff7 normal maps is inverted, at least for the ones I've looked at.

>> No.738208

>>738163
use solidworks instead for machinery and parts

>> No.738209
File: 146 KB, 583x465, 2020-05-02-1588453729_583x465_.png [View same] [iqdb] [saucenao] [google]
738209

https://twitter.com/pablodp606/status/1256681282156859392

>> No.738210

When character modelling, what lens should I use in perspective view? It feels as though that could affect my modelling, if I only ever use the default 35.

>> No.738213

>>738190
You can always bake your materials for export to games, gets an alright result if your UVs are good.

>> No.738219

Okay, can somebody explain gamma setting to me? What should I set it to for the best realism, how does it work etc. When reading about archviz, I've seen they always mention gamma 2.2. If I set it to that value, the colors are really washed out, though.

>> No.738226

Is there some mega brush pack I can download for free? I'm not giving kikes any money for them.

>> No.738229

>>738219
Nobody can explain it in a couple of sentences, its esoteric shit. You gotta dive deep and understand the whole thing. You can't just mess with the gamma without understanding what you are doing.
Color grading and color spaces is a complex topic.

>> No.738247

>>738208
Dude... I am an engineer, I use Solid Edge at work, I want this to be a more artistic thing.

>> No.738249

Holy SHIT this technique is great.
Take notes, waifus modelers.
https://www.youtube.com/watch?v=lo_FxdSe_F8

>> No.738251

>>738209
can I multies cunny into super-detailed puffy cunny?

>> No.738252

>>738205
On looking at the normal maps, something is really wrong. On parts of it, the red is inverted, but on some part it isn't.

>> No.738276

>>738219
2.2 is standard, if it looks washed out you should make adjustments elsewhere such as contrast, that said there's no rules against using other standards such as 2.4 for a darker and softer look.

2.2 is a safe bet to base your models around though.

>> No.738284

>>738247
Oh sorry then. Have no idea how to bend pipes in Blender.

>> No.738285

>>738190
no idea what's wrong with your materials, but if you just want simple colors like that without uv unwrapping then you can use vertex painting. vertex color should export to anything without issue. use the face selection mask if you want a sharp color edge on connected geometry.

>> No.738288

>>738109
I tried but it doesn't solve my problem, every time i try to move it on the grid it doesn't follow it at all, it jumps one square or two before snapping. Also on UV mapp grid, it doesn't want to snap to grid when i scale it, all i want is for the stuff i make to follow the grid and nothing more, if i want to add more squares to the grid i'll just add but it doesn't want to follow at all. its so not precise it makes me rage, and i can't find any useful information on google.

>> No.738291

>>738288
I assume you have read the documentation then (i'll link it just in case), i haven't really messed too much with grid snapping but absolute grid snapping sounds like what you want, as for UVs i think you have to set snapping for that specific window as i don't think it adheres to the global snap setting, don't quote me on that though.

https://docs.blender.org/manual/en/latest/scene_layout/object/editing/transform/control/snap.html?highlight=snapping

>> No.738292

>>738291
I have it on, the problem i have is the UV grid snapping, i can't align my island to grid, when i try to manipulate the vertex it jumps outside the grid and stretches the texture.

>> No.738299
File: 22 KB, 480x360, anger_guru.jpg [View same] [iqdb] [saucenao] [google]
738299

>I've told you ten fucking thousand times

>> No.738302

What's the best way to attach clothes to a body mesh and have it follow the body morphs like in Daz Studio? Is it just the Mesh Deform modifier?

>> No.738308
File: 82 KB, 669x723, webm.jpg [View same] [iqdb] [saucenao] [google]
738308

What's the best way to render a webm for this board?
The video has a resolution of 1000px 60fps, with a file size of 10mb.
But since we're still living in 2019 the maximum file size is 5mb and the brand new efficient vp9 codec isn't supported, which means i have to shred the video through a bunch of converters fist.

What are the optimal render settings i should use - and how do i convert this from whatever format and codec i've been using to webm vp8?

>> No.738309

does anyone have any good blender resources? How is CGcookie? Im a noob, and am making steady progress, but its so slow that its unacceptable. I need to go faster. Looking through youtube isnt efficient.

>> No.738312

>>738308
You can either learn to use ffmpeg with the command line or render your animation at maximum quality and use webm for retards to encode it at a lower quality to post it on 4chan.
https://gitgud.io/nixx/WebMConverter

>> No.738313

>>738299
He's getting old

>> No.738314
File: 1.02 MB, 3435x1347, Screenshot (1).jpg [View same] [iqdb] [saucenao] [google]
738314

Any idea how to erase tatoos
Tried the clone tool but it doesn t work

>> No.738318

>>738314
>it doesn t work
No anon, it works you're just not using it right. Besides the tattoo looks like a mask, is it there on the base texture or is it added through a shader?

>> No.738319

>>738314
How does the node look?

>> No.738320

>>738318
>>738319
trying to look into it
I noticed the clone tool works on the right windows, saw some changes to one tatoo but it wasn't deleted, it was as if it had a layer

>> No.738323
File: 1.27 MB, 2781x1295, Screenshot (2).png [View same] [iqdb] [saucenao] [google]
738323

>>738318
>>738319
Made them dissapear by playing with + - sliders , after I turned white to black

>> No.738334
File: 571 KB, 3415x1300, Screenshot (3).jpg [View same] [iqdb] [saucenao] [google]
738334

How does one go about enlarging or deflating breasts without messing up the nipples?

>> No.738341

>>738312
Thanks, this did work.

>> No.738343

>>738334
You're being pretty vague, i'd assume masking them would do the trick and then move/scale them in edit to fit the new shape.

>> No.738348
File: 33 KB, 416x435, 1572527843204.jpg [View same] [iqdb] [saucenao] [google]
738348

How to Cycles render viewport in Blender? I am looking for solutions for 3 days now and I can't find an answer. Playing with camera just doesn't work for me because I want to have orhogonal front view of my object, besides that it's just more easy to find right position this way for my purpose. Any ideas? Why does it only work in Eevee render?

>> No.738349

>>738299
>you idiot
>you imbecile
>you absolute cretin

>> No.738350
File: 57 KB, 295x600, 1570385548470.jpg [View same] [iqdb] [saucenao] [google]
738350

>>738348
>I am looking for solutions for 3 days now
I think 3D is not for you

>> No.738354
File: 107 KB, 1000x795, We+all+know+what+pepes+been+up+to+then+_363370272bf7d657a09e81204bd7dfb0.jpg [View same] [iqdb] [saucenao] [google]
738354

>>738350
What do you mean by that? I mean, why are people just insulting instead of trying to help someone.

>> No.738358

>>738354
He's saying it shouldn't take you that long to figure out how to set your camera to orthographic.

>> No.738361

>>738358
I am asking if there is any other way since it would make work much easier, and why can't you viewport render in Cycles while you can with Eevee

>> No.738369
File: 121 KB, 585x419, 2020-05-03-1588542530_585x419_.png [View same] [iqdb] [saucenao] [google]
738369

https://twitter.com/pablodp606/status/1257064166541664258

>> No.738370
File: 172 KB, 807x361, 2020-05-03-1588542798_807x361_.png [View same] [iqdb] [saucenao] [google]
738370

>>738361
>why can't you viewport render in Cycles
you can

>> No.738407
File: 355 KB, 621x558, shitty fucking tits2.png [View same] [iqdb] [saucenao] [google]
738407

I think I've got the general shape down, but no matter what smoothing technique I use (auto-smoothing, subdivision surface, smooth vertices), the smoothing results in hard edges, and I think it's because of my garbage mesh. Is there any way to recover from this?

>> No.738428
File: 71 KB, 500x500, 620e512e769c7e678f1602d3ef55cb04.jpg [View same] [iqdb] [saucenao] [google]
738428

https://twitter.com/ChrisMasnaOk/status/1249878373901447168
If anyone can tell me how to make a mouth where the lips fit together perfectly and the teeth are covered like in the twitter link I'll love you forever.

>> No.738435
File: 707 KB, 1071x606, Screenshot_212.png [View same] [iqdb] [saucenao] [google]
738435

Sculpting beginner here, why do all my sculpts look very low res? I cant get any sharp edges either and dyntopo instantly ruins the entire mesh when I turn it on?

>> No.738442
File: 658 KB, 1116x636, tree.png [View same] [iqdb] [saucenao] [google]
738442

I made a shitty leafball thing as a proof of concept, just messing around with alpha textures n shit. Now how do I put the nodes on it so it has some kind of roughness rather than looking all flat and shiny?

>> No.738445

>>738435
have u tried to change the dynamesh brush density?

>> No.738450

>>738445
theres dynamesh in blender?
turns out i just needed to subdivide the mesh a bit more, thought a subdivision surface modifier of 5 would be enough

>> No.738458

>>738252
So it turned out the green channel was the one that was inverted and that fixed most of the normal map issues with the skin. But when I extrude the mesh to finish the rest of the body and then try to paint over the new part of the mesh with a normal to match the original mesh, some really messed up shit happens now. The normal map is fine, but for some reason it renders the normal map on the new part of the mesh as if the colors on the normal map are darker and the green channel is reinverted. This shit is too hard for me.

>> No.738460

>>738334
Blender has the ability to do operations with a smooth falloff, called "proportional editing" . Try scaling / moving using that, try out which curve interpolation gets you what you want.
Additionally, try setting the pivot of the transform to the 3d cursor, and move the cursor to where you think/eyeball the scaling/movement would look best from.

>> No.738475

>>738428
drivers controlled by the jaw bone control a shapekey that makes the lips slightly part or close

>> No.738494

I was watching some of the newer CG Cookie courses for game assets, and took note of how the instructor triangulates the low poly mesh before unwrapping, rigging etc.

Does the same apply for organic models like characters? Isn't it unintuitive to rig a triangulated character model?

>> No.738498

>>738494
far as I'm aware, the triangulation happens after rigging and animation. I don't know what the reason for that is.

Also, anyone care to explain why you need to convert to tris for a game asset?

>> No.738507

>>738450
um yeah bro, blender has dinamic sculpting since years ago.

you don't need to subdivide the mesh, just lower the density of the brush.

>> No.738517

>>738407
>those tris
Don't steal models.

>> No.738543
File: 41 KB, 300x381, Lumion_logo_2017_Transparent_300.png [View same] [iqdb] [saucenao] [google]
738543

Experience with Lumion 10 anyone?
Could it be better at posing or animating?
Tried importing a fbx model converted from Blender but it looks whack

>> No.738547

>>738299
>I've told you ten fucking thousand times
>donut ever do that!

>>738210
also pls respond. I've been moving the camera around my figures more, until they feel right from many angles, but I'm really curious about this lens. It doesn't feel like something people change.

>> No.738552

>>738498
>Also, anyone care to explain why you need to convert to tris for a game asset?
Game engines can only render triangles.

>> No.738559

>>738547
https://youtu.be/i6KKp8UpjYI?t=1070
This guy says 28mm, my take is as long as it's in perspective and not extreme it's not that important.

>> No.738560

>>738559
70-80mm I mean. 28 is the zbrush number.

>> No.738561

So I rigged my object to do stuff and I rendered the animation. But the only thing I can save is a still image? What gives I thought I would get a 100 frame short video

>> No.738562

>>738561
https://docs.blender.org/manual/en/latest/render/output/index.html

>> No.738568

Are we allowed to share paid Blendermarket addons here?

>> No.738569
File: 57 KB, 427x458, 1439007406469.jpg [View same] [iqdb] [saucenao] [google]
738569

>>738547
>donut ever do that!

>> No.738570

>>738568
No, but rules can only ever be as effective as their enforcement.

>> No.738573

>>738568
It's free software, you have the right to redistribute the software and its sources.
https://www.gnu.org/licenses/gpl-3.0.html

>> No.738583

New thread when

>> No.738586

>>738568
Yes, you are.

>> No.738587
File: 1.10 MB, 1920x1080, beta render final.png [View same] [iqdb] [saucenao] [google]
738587

I finished this today

>> No.738588
File: 101 KB, 680x608, 1578543697993.png [View same] [iqdb] [saucenao] [google]
738588

>>738568
i'd like to try out freeik and voxel heat diffuse skinning if you got em

>> No.738589

>>738587
You gonna post a link to the full one?

>> No.738591
File: 447 KB, 644x554, hnS7bJu.png [View same] [iqdb] [saucenao] [google]
738591

>>738589
here you go buddy

>> No.738592

>>738591
That's just evil.

>> No.738594

>>738592
If i was better and more efficient at character modelling perhaps

>> No.738597
File: 17 KB, 350x350, 1577228271236.jpg [View same] [iqdb] [saucenao] [google]
738597

>>738592
I mean it's a devil.

>> No.738605
File: 269 KB, 1077x537, leaf.png [View same] [iqdb] [saucenao] [google]
738605

look at that bush (just not too closely)

>> No.738616
File: 67 KB, 456x517, fuckedup.jpg [View same] [iqdb] [saucenao] [google]
738616

Why is shrinkwrap fucking up my retopo? There are artifacts like this all over the mesh.
I added mirror>subdiv>shrinkwrap

>> No.738673

Does anyone know about or can anyone make, a tutorial on box modeling a vagina? Want to know how to be anatomically correct.

>> No.738682
File: 1.06 MB, 1917x945, blender clouds issue.png [View same] [iqdb] [saucenao] [google]
738682

Noob here, does someone know why the black part is appearing when I get close? I want the black part gone. Cheers for any help

>> No.738685

>>738605
looks closely bushy

>> No.738698
File: 75 KB, 1340x855, coj2NIa.jpg [View same] [iqdb] [saucenao] [google]
738698

>>738673
I had to do that recently. And it was hard finding references for the topology, i mainly had to wing it, and got feedback from some vagina having friends.

Look at closeups of vaginas to do a good job

>> No.738705

>>738698
desu anon that is not particularly good job, especially in the department of appeal

>> No.738707

>>738705
There is a lot of loose flesh involved so it's hard doing a great job while not ending up looking at a mess. If you have feedback though imma listen

>> No.738825

>>738682
Are the clouds a separate mesh that has the same shape as the earth below?
Blender doesn't like overlapping geometry, try to elevate it slightly to prevent this.

>> No.738842

>>738587
Nice! How did you make hair?

>> No.738848

>>738842
https://www.youtube.com/watch?v=t2XjdzzWCqI
basically with this

>> No.738855

>>738698
>>738705
>>738707
Thank you for your help. The picture looks better than what I'm able to do.

>> No.738858

What books would anyone of you recommend for character animation in Blender? Something simple please. Thank you for your time.

>> No.738894

>>738698
Labia Majoris is way too small on that

>> No.738946
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738946

Sorry for noob question. But are there any easy way to sculpt these two parts together? Like how with real clay you just put clay there. Because when I sculpt regularly the surfaces doesn't merge.

>> No.738955

>>738946
You needa make em touch, either sculpt em together or drag em together in edit mode.

Then click the Remesh button under the N menu.

If everything is either too high or too low res afterwards, go a step back, and make sure the settings for remesh is right

>> No.738956

>>738955
Great! Thank you!

>> No.739143

New thread

>>739140
>>739140
>>739140