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/3/ - 3DCG


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770682 No.770682 [Reply] [Original]

Welcome to the Blender General, where we discuss Blender, share our Blender-related works and ask for Blender-related help.

>What is Blender?
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing and 2D animation pipeline.

>Download
https://www.blender.org/download/

>Blender Market
https://blendermarket.com/

>Documentation
https://docs.blender.org/

>Useful tutorials
https://pastebin.com/tKhxuTJu

>Useful addons
https://pastebin.com/mMZqukF1

>Free resources
https://pastebin.com/cZLVnNtB

Previous Thread: >>766660

>> No.770684

I want them to keep that splash screen forever

>> No.770709
File: 38 KB, 163x224, 1597474898731.png [View same] [iqdb] [saucenao] [google]
770709

>>770684
Your wish is granted. This will be the last version of Blender.

>> No.770718
File: 10 KB, 540x540, surprise sloth.png [View same] [iqdb] [saucenao] [google]
770718

Just trying out Grease Pencil as my intro to the program since I'm a 2D artist first - Is there any way to make it so Undo doesn't undo all the tool changes you make?

>> No.770726

>>770718
That is a big problem, people keep nagging them about it and they're working on it. The issue is deep inside though so they most likely have to come up with a completely new undo system before this can get any fix.

>> No.770728
File: 25 KB, 1242x378, 1573845180232.png [View same] [iqdb] [saucenao] [google]
770728

This is really all I've ever wanted in the graph editor.

>> No.770729
File: 87 KB, 1000x750, 1569173018893.webm [View same] [iqdb] [saucenao] [google]
770729

>>770728
I'm excited.

>> No.770733
File: 51 KB, 500x382, 1551437205960.jpg [View same] [iqdb] [saucenao] [google]
770733

>>770729

>> No.770748

>>770718
change tool setting.
Create cube, delete cube
Start doing the actual thing.

>> No.770749

>>770682
Why are the whiskers perfectly symmetrical?

>> No.770757
File: 264 KB, 720x690, Why.png [View same] [iqdb] [saucenao] [google]
770757

crossposting because I need to fix this
I somehow made all my bones red in Weightpainting and now can't paint anymore. Restarting didnt help.

>> No.770764

How do I duplicate objects along a curve without the objects automatically rotating?

>> No.770766

>>770749
Because that's what mirroring does.

>> No.770767

>>770764
Use dupliverts.
Take vert, use the array and curve on that, make whatever you're duping the child of the vert array, then just go to the object properties Instancing>Verts
There ya go.

>> No.770778

How do I add compositing node effects to the video I'm working on in VSE? I know this isn't exactly 3d modelling but I use blender to edit videos as well so.

>> No.770784
File: 2.19 MB, 2934x1234, 2c50dcbf0b48f83729a978eee6284bb1569835d7.jpg [View same] [iqdb] [saucenao] [google]
770784

Is this possible with Blender?

>> No.770812

>>770766
It just looks bad, considering the rest of the face is not symmetrical.

>> No.770815

>>770784
Could I get a link specifying that technique?

>> No.770824

>>770784
Go watch the Procedural Shading course on Blender Cloud.
https://cloud.blender.org/p/procedural-shading/

>> No.770827

>>770778
help

>> No.770828

>>770824
Is this about OSL ? I want to learn it for Max though.

>> No.770860

>>770778
>>770827
The same way you do it in 3d, just go to the compositor and do it.
It'll apply like normal when you hit render.

>> No.770863

>>770726
Darn, that's annoying.

>> No.770942

Hey gang, I'm not super new to Blender but most of my know-how was from pre 2.8 days. All the tutorials are behind Blender Cloud now?

Anyone have a good resource for getting acquainted with Blender 2.9 without sifting through outdated/rubbish youtube tutorials?

>> No.770944

>>770942
>Anyone have a good resource for getting acquainted with Blender 2.9
Just fuck around with it. Not much is different. You'll stumble upon new features as you need them, and even then it's not too complex. With the exception of the new fluid/smoke sims. I still haven't bothered to figure that shit out.

>> No.770946

Guys, I want to learn simple 2D animation like south park, which software should I use for it?... is blender good for beginners?

>> No.770947

>>770946
Blender's probably pretty overkill for pure 2D animation but you can use it, yeah.

>> No.770951

>>770947
For what it's worth, in the case of South Park, they actually use Maya to animate the show. So I wouldn't call it overkill, maybe underkill as far as some anons here are concerned.

>>770946
Give it a try. I've seen some 2d animations that use a layer system like South Park done in Blender.
In any case you're going to have to learn whatever software you decide on. On the bright side, Blender has a drawing software built in, so it's less time spent going back and forth between programs.

>> No.770959

>>770951
>>770947
thanks anons... can you suggest any other software for layer based absolute 2D animation? (free or paid)

>> No.770961

>>770951
>in the case of South Park, they actually use Maya to animate the show
Wtf really? I remember doing South Park shorts back in 2012 or whatever in Flash
South park is one of the easiest and most brain dead shit to animate why would you use Maya

>> No.770970
File: 37 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
770970

>beginner beginner beginner
how about some intermediate shit for a change

>> No.770980

>>770709
Based

>> No.770981

>>770784
Yeah, you can use a vertex group on the base of the rock and copy the terrain's normals to it with a data transfer modifier and also use that group to drive a mix shader node between the terrain and rock texture. Although this is a manual process so it's a bit of a pain. Maybe you could speed it up a bit with dynapaint but I've never used it so I'm not sure.
This should also be easily scriptable, and I'm pretty sure I've seen addons to do the same thing or something similar.

Another way would be to bake an AO map to get all the rock/terrain intersections and use that to do all the blending with shaders, although I'm not sure you can copy normals from another object that way.


>>770970
Intermediate users already know about poliigon :^)

>> No.770982

>>770970
He would get less views if the tutorials were not for beginners.

>> No.770985

>>770959
Toon Boom Harmony.

>> No.770991

What should i do if cloth simulator and animation feature is notnworking i couldn't finish couch tutorial because of it

>> No.770992

>>770991
You should explain your issue in more details because "x is not working" doesn't give anyone enough details to even try to solve your problem.

>> No.770997

>>770992
When i press space nothing happens literally i put cloth simulator with pressure on editted plane. (Tutorial Pt.7) one thing incan't understand is when i made couch frame, this feature worked

>> No.770998

>>770970
It helps makes a retard like me feel less intimidated.

>> No.771021

>>770860
No, I need to have the output of the VSE as the INPUT in Compositing. I dont want to render a video from the VSE first then input it into compositing under a Movie clip node.

I want to add a few clips into VSE, edit it how I want it, then add the preview output in the compositing section.

>> No.771029

How can I clearly see diffuse only materials without them being affected by color management? I'm trying to match the scene with the scene in Unreal step by step, by comparing colors, clay rendering etc separately, but blender doesn't want to stop being retarded and play nicely like Unreal does.

>> No.771043
File: 3.05 MB, 280x280, 1499422731954.gif [View same] [iqdb] [saucenao] [google]
771043

>>770981
>Intermediate users already know about poliigon :^)

>> No.771046

>>771029
Use the standard view transform and use the diffuse color render pass
https://www.youtube.com/watch?v=djpTRs5bL9c

>> No.771055

>>770961
2d bone animation probably, and ease of use to crank out episodes in 7 days. You can do the same thing in Blender, but well, South Park is part of the industry.

>>770959
Maybe look into ToonBoom? It's another layer based animator, pretty heavy on tweening which is what South Park uses. Family Guy is made with TB if I remember correctly.
There's another one that released as open source a few years ago but I can't remember what it's called. I think it was proprietary software that Ghibli used though.

>> No.771057

>>770970
Andrew isn't capable of intermediate.
He's a perpetual beginner. He might be able to do things that are slightly harder than beginner, but if his renders and content outside of YT are anything to go by, his skills are pretty low to average compared to how much he makes shilling 3d shit.

>> No.771080

This will help push the boundaries for porn made in blender

https://www.youtube.com/watch?v=1o0JwoEZZxk

>> No.771093

>>771057
>He's a perpetual beginner.

Nah that would be Jayanam. There's also the perpetual idea guy, GameFromScratch.

>> No.771106

>>771093
>GameFromScratch
They do tutorials?

>> No.771123
File: 685 KB, 1600x900, 09.22.2020_CM.png [View same] [iqdb] [saucenao] [google]
771123

....

>> No.771136
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771136

Finally figured out how to fix and move clothes.
Alright, how do I improve this? Is there a way to make light reflection in glasses look more natural?

>> No.771139
File: 1.05 MB, 1171x715, softbody.webm [View same] [iqdb] [saucenao] [google]
771139

Greetings, fellow blendlets. I figured I'd try asking here before I drop this pile of shit and learn Houdini or something instead. How do you get usable soft body sims out of Blender? What I'm talking about specifically is if you have a solid object entering a hollow soft body smaller than it (this is definitely not inspired by a coomer animation I was making), the soft body doesn't retain its volume. The inner part of the mesh shrinkwraps around the colliding object, and everything else is treated like a hard shell floating in space. You could just as well cut those faces out and paste them into a separate object without a physics modifier, the result would be the same. Is there a "compression" slider I'm missing somewhere which controls how dense the object is supposed to be, or a plugin everyone else is using?

After half a day of Googling, the information I got was "Blender's softbody system is ancient and terrible, use cloth sims instead". The issue with that is that if I try to simulate a complex solid object with cloth sims, the whole thing fucking explodes no matter which parameters I tweak, presumably because it was designed with flat planes and, well, cloth in mind. The only example project I could find using cloth sims pins 90% of the mesh in place, which doesn't strike me as the best solution, and leads to the exact same result (you are by definition creating a hard outer shell which can never move, and only simulating the geometry inside it).

>> No.771140

>>771139
Sorry that I don't have an answer for you, but - how'd you get that highlighting on the edges? 2.8 feature I'm unaware of?

>> No.771141

>>771021
Bump

>> No.771142

>>771139
That's some advanced porn you're making

>> No.771143
File: 151 KB, 1387x851, Blender I don't think that's how physics work.jpg [View same] [iqdb] [saucenao] [google]
771143

>>771140
Probably this thing.

>>771142
You're goddamn right.

>> No.771149

>>771139
Looks like blender is just shit m8

>> No.771150

>>771149
I'm aware of that, but this seems like one of those "people figured this out in 1998" features, so it's much more likely that I'm missing something really obvious.

>> No.771152

>>771150
In 1998 we would've done that by mixing a series of blendshapes and a spherical deformer.
I'm sure you'll figure it out.

>> No.771154

>>771152
I mean sure, I could also simulate water by sculpting pretty waves onto a plane and moving it on an axis. The point is to avoid doing that.

>> No.771164
File: 633 KB, 800x450, Worm eating another worm.gif [View same] [iqdb] [saucenao] [google]
771164

>>771139
>>771150
Lattices bro.

>> No.771165
File: 998 KB, 690x388, worm rolling up on itself.gif [View same] [iqdb] [saucenao] [google]
771165

>>771164
>>771139
Here's a worm rolling up on itself too. You know, for science.
This one uses shapekeys.

>> No.771173
File: 607 KB, 804x590, COMPLETE_DESTRUCTION.webm [View same] [iqdb] [saucenao] [google]
771173

>there was an attempt

>>771165
yeah that works better than physics based

>> No.771175
File: 104 KB, 1111x790, return to monke.jpg [View same] [iqdb] [saucenao] [google]
771175

>>771164
>>771165
To be clear, I'm not looking for a way to visually replicate the same effect, there are a million ways of doing that. I want to be able to create a hollow tube made of jelly with a volume of 50 cm^3, put an arbitrary object like a monkey head or a teapot inside, and get a deformed tube stretched out around the object which still has a volume of 50 cm^3 (plus or minus some percentage depending on how much the material can compress or expand) with no intersecting geometry. Maybe with parameters you can tweak so if the surface area of the object stretches out to 200% of what it was originally, it will permanently deform or break apart, but that's a secondary concern.

The point is to be able to achieve this without having to do anything manually. Set up a blob of jello, and that's it. If you want to deform it, you press a collider against it. If you want to cut it, you move a thin object through it. If you want to put bullet holes in it, you have a projectile move fast enough through it. If you want bullets to get stuck in it, you give the bullets less velocity. That's the entire purpose of physics simulation, so you don't have to sculpt the cube into pieces yourself, or use shape keys to stretch it, or use a boolean modifier to have holes appear in it, you set up the physical properties of the material and simulate what would happen in real life. It's the same with rendering, you don't manually paint shadows and reflections and GI and subsurface lighting and caustics onto things, you place down objects and simulate beams of light, because it's much more accurate and takes significantly less effort on the artist's part.

>> No.771182

>>771164
Finally a non retarded poster

>> No.771186

>>771173
N..NO SENPAI! ITS TOO BIG

>> No.771193

>>771173
That's not how a vago or asshole behaves

>> No.771199

I hate it how so much roughness detail gets lost in cycles while in eevee it looks great. Same lighting conditions. What can I do make it more noticeable?

>> No.771202

>>771199
render in passes & tweak passes in compositing

>> No.771205

>>771202
Yeah, that's what I'm gonna do as well, but I want to get at least some detail in before compositing.

Also one more thing - is it possible that Blender fills up gpu vram with all textures in the project, even if they aren't used? I have to wait 1+ minute before it even starts rendering and I can't understand why that is when I pretty much use like 10 different texture sets in the scene atm, as a lot of pieces reuse the same trimsheet. However, I do have some older materials and textures I haven't deleted yet, so could it be that they somehow still add up to rendering time?

Tweaking has become unbearably slow, and Eevee for some reason runs even worse, I have pretty much been ignoring it for a while now.

>> No.771212

Really enjoying blender as my first creative program, boys.

Intuitive and slick

>> No.771213

>>771212
It is neither of those things, but I'm glad you're having fun.

>> No.771231
File: 1.00 MB, 2234x3583, 1597687597839.jpg [View same] [iqdb] [saucenao] [google]
771231

When the fuck is blender going to add dedicated official retopology that isn't the gay shrinkwrap modifier, the only reason I haven't completely ditched Maya is because there isn't a good retopo feature in blender.

>> No.771234

>>771213
What's better?

>> No.771242

What can I do if a large percentage of my scene has complex materials with multiple layers I vertex painted together? I realized it increased my render times considerably. I guess one way would be baking it to texture, but I assume that would mean having to bake every single object in the scene which will be time consuming as well.

>> No.771246

>>771242
Just an idea -- collapse the material parameters down to fewer textures, according to the masks you painted, and then use those to drive an uber shader.

>> No.771247

>>771175
Then look into houdini, because Blender nor any of the other 3d suites can do that shit.

>> No.771255

is there a way to only move a joint and not the bones in pose mode?
Im making an idle animation but I dont want to move the feet when i move the knees with the body

>> No.771256

Can I somehow tell blender to keep the scene in vram while rendering an animation? I'm trying to render out some tiny frames to visualize the final result, but the problem is that even though the rendering itself takes like a second, gathering all assets in vram takes about 30 seconds. So I'll still have to wait about an hour to see the result. That's quite painful.

>> No.771257

>>771234
Depends on what you're doing. For simulations and procedural shit, Houdini. For rigging and animation, arguably Maya with a shitton of plugins and Cascadeur. For architecture, SketchUp/ArchiCAD/Revit/Max. For textures and materials, Substance. For UV editing, Maya and C4D. For cloth, Marvelous. For sculpting, ZBrush. For mograph, C4D and After Effects. For video editing, any video editor. For realtime, Unreal. For rendering, Corona, Renderman, Octane or Arnold.

The strongest point of Blender imo is the viewport (post-2.8), the modeling workflow which is on par with Max's or Modo's, and the fact that you can run it from a portable directory without having to install 13 gigabytes of files and run five background services. It's also arguably the project with the most development momentum behind it at the moment, so there's the vague possibility that it will catch up to existing software or introduce more cool shit like Eevee in the next 5-10 years while Autodesk, Adobe and Maxon are busy shoveling money into a bottomless pit instead of working on their software.

>> No.771263

>>771173
>i'm ready to settle down

>> No.771264
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771264

>>771247
Cinema 4D is handling it a bit better (or I guess their defaults are saner), but I'm starting to get that feeling, yeah. I suppose if you want to do something right you might as well go all the way. Time to spend a year becoming a simulation chad instead of getting any work done.

>> No.771281

>>771175
You clearly don't have a lot of experience with how simulations work

Look into TyFlow if you're looking for an easier (and freer) alternative to Houdini. You can get that kind of simulation with a simple particle simulation and particle skinning. Basically you generate particles from the mesh volume, bind them together and set the parameters. You'll get a softbody capable of tearing, deforming, etc

>> No.771283

Just curious, what contrast do yall use when working with Filmic?

I used to set it to medium high and rarely High, but recently I started setting it to Very High as soon as I start my projects and I'm getting some better results than before

>> No.771296
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771296

>>771173
Finally

>> No.771298

>>771264
Godspeed, and good luck on your journey anon.
Hopefully by the end, your struggles to get perfect dong to vajeen deformation will bear glorious fruit.

>> No.771299

>>771283
Medium high to very high.
Anything lower than medium is pretty useless. I want those deep contrasts so I can crush them if it looks good.

>> No.771316
File: 87 KB, 1280x720, yesthisisdog.jpg [View same] [iqdb] [saucenao] [google]
771316

>>770682
Aight what happened in 2.9? Why can't I just plug principled volume into volume output of the world and have it work? Is there an extra step I need to take to have world volume now?

>> No.771317

>>771316
Why would you use world volume? It's shitty, slow and doesn't work with sun lamps. Use a cube, it's way easier. You're probably using a sun lamp so that's why it doesn't work

>> No.771322

>>771281
No shit, that's why I asked whether Blender's systems are capable of what I want. Thanks for the recommendation though, I'll look into it.

>>771298
ANATOMICALLY CORRECT

>> No.771331

I'm gonna make anime character as my first project in blender and no one can stop me.

>> No.771333
File: 143 KB, 571x940, First serious project.png [View same] [iqdb] [saucenao] [google]
771333

>>771331
You can do it and you will learn a lot!

>> No.771335

>>771333
Out of curiosity, how long did this take you? Hours? Days? Weeks?

>> No.771340

>>771335
More or less a month/month and a half, it's hard to say for sure because I started over from scratch many times.
I did have some experience with 3D and blender before starting but it was mostly extremely simple models or ~~~~abstract~~~~ renders which don't really count as real projects in my opinion.

>> No.771341

>>771340
How long would you estimate a similar result to take for someone who is completely new to 3D and blender? Double the time? More?

>> No.771345
File: 100 KB, 1376x1500, Blender.jpg [View same] [iqdb] [saucenao] [google]
771345

I heard Blender modeling tools on par with Maya is this true?
What are advantages for using Blender over Maya, beside price of course
Is anyone here have experience with both?

I would like to hear honest option

>> No.771346

>>771333
looks great anon. what was the hardest part? I assume the shading because it looks like you put quite some time into it. what is the poly count?

>> No.771348
File: 1.86 MB, 1024x576, book.webm [View same] [iqdb] [saucenao] [google]
771348

>>771345
In my limited and subjective opinion, Blender = Max = Modo > Maya = Cinema

All of them are usable, none of them have any "oh my god holy shit how could I live without knowing the true path" features (that I know of). Something like SketchUp might with its destructive extrude and pencil shenanigans, but it's only really suited to architectural modeling. And Houdini is unique because you can do wacky procedural shit like webm related, but it's not practical in any way if you just need to model a chair in two minutes.

Most people don't use Maya because its modeling toolkit is incredible, they use it because it's decent for character animation, rigging, XGen, UVs, etc, has a billion plugins, and integrates well with studio pipelines. The fact that you can also model or sculpt in it without having to switch to another application is just a bonus. Max is the other way around, it has strong modeling tools which are the primary focus, but while you're there you can also use it for rigging and animation.

>> No.771353

Does anybody know how is Blender (and other programs) calculating the amount of objects in the scene? Both Blender and Unreal show 50+ thousand objects, and I'd say I don't even have above 100 in total. Even if it's calculating every individual mesh they consist of, 50k still seems too much.

>> No.771356
File: 571 KB, 1038x843, 1578523082287.png [View same] [iqdb] [saucenao] [google]
771356

>>771341
It all depends on how much time you invest into it and how dedicated you are. I'd say probably a year or so.

>>771346
>what was the hardest part?
In general not procrastinating and starting over and over again whenever I realized I messed something so badly I couldn't possibly fix it.
On the technical side modeling the hands and having good enough topology to add anatomical details. For example it took me a really long time to get clean topology on the upper body area to add the scapula and clavicle. That's why I'm learning sculpting now, it makes it much easier. I also kind of gave up on the hair but now I know how to do them properly, maybe I should fix that.
Also rigging but that's because I half-assed it and didn't really do any research about how to do it properly.
>I assume the shading
There's no shading on that screenshot, it's just workbench's flat color mode with shadows and AO enabled.
Poly count is 27.6k faces (~50k tris)

>> No.771359

>>770728
how the fuck did you animate all this time?
is there more nonsense like this?

>> No.771360

>>770824
nah, post the course, I won't spend money on this

>> No.771361
File: 271 KB, 1909x975, uhhhh.jpg [View same] [iqdb] [saucenao] [google]
771361

Guys, wtf is happening? The spooky cup keeps appearing in render even tho I disabled all models, restarted blender, restarted PC. It has creepy circle reflections and shit sometimes.

>> No.771362
File: 33 KB, 336x407, 1593313414238.png [View same] [iqdb] [saucenao] [google]
771362

>>771361
You only hid them in the viewport, click the filter icon at the top of the outliner and disable them in renders.
Don't know why the devs though it would be a good idea to disable this by default.

>> No.771363

>>771361
Your Blender is haunted.

>>771362
"why the devs though it would be a good idea" is a good description of the outliner in general.

>> No.771364

>>771363
It has improved a lot lately

>> No.771365

>>771364
I started using Blender after 2.8, so contemplating what a lot of this shit was like 10 years ago legitimately scares me.

>> No.771369
File: 146 KB, 1920x1080, 1590753410218.jpg [View same] [iqdb] [saucenao] [google]
771369

>>771362
>>771363
Oh wow! Thanks a lot, this is not intuitive at all, holy fuck. Though I was going mental or my video card was dying. Google didn't help also, guess I wasn't formulating the problem properly. Weird reflections were from intersecting models too.

>> No.771370

>>771361
definitely haunted

>> No.771374

>>771363
The outliner is fine, what I don't understand is why they removed the "disable in render" by default

>> No.771382

>>771369
Just wait until you find out what the workflow for moving around and hiding a hierarchy of objects looks like.

>> No.771392

>>770784
https://www.youtube.com/watch?v=SjtItfeyHII

>> No.771399
File: 232 KB, 1080x1080, sadgoslingdonut.jpg [View same] [iqdb] [saucenao] [google]
771399

>>771382
I shudder to imagine, just organizing my limited scene with backup copies was already annoying.

>> No.771424
File: 61 KB, 300x240, 1592537641980.jpg [View same] [iqdb] [saucenao] [google]
771424

I need your help.

Is it possible to make a pose library and load it into whatever project you're working on, even if it's not the same character but with a _SIMILAR_ rig? Emphasis on similar because of course not every character is identical and some bones might be not there or others were added. Overall though mostly the same bone names.
Would this be possible or not? I thought about maybe using a day to make nothing but base poses and build a library which I then use to quickly load into the new characters and just fix the pose/do corrections to make it the pose work or use it as base for similar poses. Would be way faster than always doing the whole pose from scratch starting from the A/T pose and going through all that.

>> No.771425

>>771361
Your PC is haunted by Andrew Price

>> No.771428

>>771425
Your ass is haunted by andrew price

>> No.771432

>>771428
Your price is haunted by Andrew Ass

>> No.771433

>>771424
you can just copy with ctrl c on a pose and paste it with ctrl v into another rig if they have the same bone names.

>> No.771439
File: 52 KB, 1024x438, 1589829558827.jpg [View same] [iqdb] [saucenao] [google]
771439

When it comes to baking a high poly mesh onto a lowpoly one has anyone found a good workflow that produces the least amount of distortion and artifacts on the normal mapped texture?

Which workflow would be better?
1. Sculpt the high poly mesh first with all of the detail, then create a lowpoly mesh and bake the detail down to it.

2. Sculpt a medium detail mesh that has the basic shape of what you want to model, create a lowpoly mesh of it and then use multiresolution to sculpt the final details and then bake from the multires modifer.

>> No.771450

>>771439
I usually go with 2 I get better results the earlier I am working with the final mesh

>> No.771451

>>771359
just would've used another keyframe

>> No.771496

What is the Blender equivalent for NUTBs controllers and how to make attributes like in Maya, where you can make a hand close with just a slider?

>> No.771528
File: 283 KB, 640x496, 1588612991943.png [View same] [iqdb] [saucenao] [google]
771528

anyone know why baking this animation causes some of the bones to get fucked UP

>> No.771529

>>771496
you're going to want to look into drivers

>> No.771552

>>771528
this looks like a ported SFM model, please for the love of god use a script that fixes the bone scales before you try and rig anything

>> No.771562
File: 380 KB, 1041x446, 1596947026143.png [View same] [iqdb] [saucenao] [google]
771562

>>771552
not a ported sfm model (whatever that means)
it's the allied soldier from day of defeat source, imported with blender source tools; i have a normalized rig that drives the spherical bones because you cant use the spherical bones BST imports for shit
i then made an ik rig that drives this normalized skeleton for easy animation

>> No.771632

>>771562
sfm and source are the same thing and in general are so finnicky awful and dated to work with.

>> No.771665

Is retopoflow worth getting?

>> No.771691

>>771632
very true
I wish bst could just import bones normally while still being compatible with the models existing animations

>> No.771734
File: 55 KB, 200x200, pablomon_criticalmass.png [View same] [iqdb] [saucenao] [google]
771734

YOU CAN NOW QUICKLY SWITCH BETWEEN OBJECTS WHILE STAYING IN SCULPT MODE BY JUST HOVERING OVER THE OBJECT AND TAPPING D

>> No.771761

>>771665
you can get it for free here: https://github.com/CGCookie/retopoflow/tree/b280
I find it too slow and sluggish to work with.

>> No.771832

Can you increase the verticles of a model in blender? Or do I export it to zbrush and then back to blender again?

>> No.771834

>>771832
Use the subdivision surface modifier.

>> No.771852

Making chairs and donuts for the past few days reminded of the time I was doing a house project in blender for school in 2007 iirc and how fucking terrible of experience it was, especially for my sex filled brain. Almost as bad as creating anything complex in Flash. Stuff is so sleek and convenient now, feelsgoodman.jpg

>> No.771855

>>771852
Not nearly sleek and convenient enough. Fuck this time period, I want to live in 2030 and make coomer animations with voice controlled AI.

>> No.771860

>>771832
just select all faces in edit mode and right click subdivide

>> No.771864

I've got a really weird problem in 2.9. I have a rig made with rigify and I'm trying to do a 60 frames running animation. On the first frame I position the legs and hips for the first running phase, everything looks good, when I move the hips bone everything moves with it. However, when I go to any other frame than the first on and start moving the hips, some parts of the mesh will remain stuck, not moving, stretching the more I pull the mesh around. What would be the cause? I deleted every single keyframe for every bone but this still happens.

>> No.771883
File: 23 KB, 561x131, 2020-09-25-1601063328_561x131_.png [View same] [iqdb] [saucenao] [google]
771883

it is happening

https://twitter.com/pablodp606/status/1309556563787550720

>> No.771884

>>771883
That's nice, 10 years from now it might catch up to ZBrush.

>> No.771885

>>771884
do not doubt a man on his mission to make the best tools for producing the waifus he's been dreaming of

>> No.771886

>>771885
Believing one guy could out-code a whole army of Zbrush devs in a realistic time frame is delusional...but that's blendlets for you.

>> No.771887

So sculpting is shitty in blender? how do people go about making characters in it?

>> No.771889

>>771886
funny how you talk down on blendlets while thinking that speed is the only thing zbrush has over blender.
making it work with millions of polygons is not delusional at all.

>> No.771890

>>771887
It's not shitty but it gets a bit of slow above 1m polys, especially on shitboxes. People make characters by keeping their polycount in check, separating their models in multiple parts and actually working instead of arguing about which software is the best.

>> No.771893

>>771886
I mean, given enough time, it's possible. It's just unlikely, and it would require Pixologic to stop all development and milk their customers for the next 10 years Adobedesk-style, or for both software to reach some kind of zenith with nothing left to improve or innovate.

>> No.771905
File: 20 KB, 260x262, 1587469055824.jpg [View same] [iqdb] [saucenao] [google]
771905

>>771883
This might get interesting.
Zbrush is using a completely different way to do the viewport which is making it able to handle those absurd amounts of polygons even on midrange computers.
Blender on the other hand is using a conventional approach for its viewport so IF they can pull off speeding it up a lot it would be quite a big deal.

>> No.771925

>>771893
Yeah a monolithic corporation has never become simultaneously complacent while also eroding value for their customers with dumb attempts to get more money out of them (while providing less).
Oh wait, that's literally the reality of Autodesk right now.

>> No.771932

>>771925
I know, the retard who made that post clearly didn't mention it as an example.

>> No.771934

Can I get a realistic look at what I should be learning to 3D sculpt for 2D printing please? I've tried Blender and found the UI to be like pulling teeth. It doesn't respond in any of the ways I find natural and it's making even the most basic stuff frustrating. I want to design scale model terrain and creatures. Think dragons, castles and sci fi shit.

I'm tempted to learn Zbrush but it's not suitable for modeling buildings. I've learned to use tinkercad and enjoy how simple and effective it is at doing it's job but it lacks power and speed up texture type tools. I know I may have to learn Zbrush and another sculpting program but I'm hoping I can find one less "designed by a UI designer 15 times in a row" type of bullshit.

>tl;dr which 3d sculpting software is the more intuitive and gets out of your way as much as possible.

>> No.771937

>>771934
>I've tried Blender and found the UI to be like pulling teeth.
>I'm tempted to learn Zbrush
Heh. You're in for a wild ride, laddie.

>> No.771940

>>771934
>which 3d sculpting software is the more intuitive and gets out of your way as much as possible.
you sound like sculptris is your only choice

>> No.771945

>>771934
All the serious 3D packages feel like a convoluted mess when you start. Just take a couple of days to learn how to use the interface and navigate the 3D view. It's boring but it's the fundamentals and it is essential to learn.

>> No.771946

Damn. I learn more on japanese artists' twitter posts than on official channels.

https://twitter.com/tomo_/status/1308687866793320448

>> No.771954

>>771934
2D printing? You mean 3D printing right?

Honestly, you should power through Blender before you do anything else. You need to have a basic understanding of how geometry works before going into 3D printing, which requires a lot of tweaking that you can't do in Zbrush or other sculpting programs. Believe me: Blender is not nearly as hard as it might seem to you right now. Do Blender Guru tutorials for a week and you will get a good amount of understanding of how it works. THEN you can delve into Zbrush or sculptris, which will take more than a week of learning to get the basics out of the way

>> No.771955

>>771946
Holy FUCK I was looking for a tool like that just last week. Thanks anon

>> No.771956

>>771883
>it is happening
>https://twitter.com/pablodp606/status/1309556563787550720
What is he changing that enables such a large performance increase? I have asked many times what is the technical reason zbrush can handle so many polys but no one seems to know.

>> No.771957
File: 682 KB, 899x685, Untitled.png [View same] [iqdb] [saucenao] [google]
771957

>>770682
Total newbie here.

Trying to learn 3D for comic backgrounds. I have a strong 2D foundation, but I wanna use this to speed up my production process. Anyway, following this:

https://www.youtube.com/watch?v=l06RRz8w_4w&list=PLv6ShwihwvA8tyeh2R5NG-lzt6iJG8COq&index=5&ab_channel=PaulOCaggegi

And two major issues. 1 when I render the scene, nothing shows up. I did a previous render, and another set of buildings rendered in the bg, but the ones in the foreground did not.

2nd, and this one has happened a few times. After building my set, and closing the file. When I reopen it, everything clusters together like pic related. Why does this happen? How do I fix it?

Thanks in advance.

>> No.771961

>>771957
did you set the camera up properly?
i don't know what's happening in the pic

>> No.771964
File: 1014 KB, 1920x986, 2.png [View same] [iqdb] [saucenao] [google]
771964

>>771961
Basically, I set up my scene like pic related.

It's like 7 buildings. The camera. And that's it. Hit save (or export), close the file/program. And on reopen (or when opening the export), they've all been moved around, collapsed into a singular point like >>771957

>> No.771965
File: 369 KB, 1920x986, Untitled.jpg [View same] [iqdb] [saucenao] [google]
771965

>>771964
Additionally, there's these weird anchor points or whatever for each model that scatter all over the scene. They weren't there before when I first imported all the models.

>> No.771972

>>771956
>what is the technical reason zbrush can handle so many polys
Basically, you manipulate your model in 2D and behind the scenes it gets processed to changes to your actual 3D mesh instead of you directly moving vertices around.

>> No.771979

Where the fuck can i get crash logs?
I want to know why blender just spontaneous evaporates 3 hours into rendering an 8k image.
The same scene had worked before, only this time the shaders are slightly more complex

>> No.771982

>>771979
https://docs.blender.org/manual/en/latest/troubleshooting/crash.html

>> No.771983

>>771979
Some drivers/OS also just kill a process if it hogs the system in a certain way for too long

>> No.771984

>>771964
>>771965
You have keyframes on your object's location/rotation/scale so your building are probably moving around hence the clustering and your foreground buildings disappearing. If you drag the timeline at the bottom of your screen and select all of your objects you should see a bunch of yellow diamonds representing keyframes, delete those.
For the anchor points it looks like you parented some of your buildings to empties, find a tutorial about object parenting to learn how to fix that.
Activate windows

>> No.771988
File: 12 KB, 420x338, 31nWnPwkM+L._AC_SY400_.jpg [View same] [iqdb] [saucenao] [google]
771988

How do I do this? The top screen is slightly carved down. I'm trying to figure out the best way to do the same in Blender. Bevel clearly won't work here.

>> No.771989
File: 69 KB, 1320x957, Capture.jpg [View same] [iqdb] [saucenao] [google]
771989

>>771988
Where I am now

>> No.771994

>>771988
>>771989
I mean not just the top screen, but the top part entirely.

>> No.771997

>>771988
>>771989
Inset and extrude?

>> No.771998

>>771997
Figures but how do I smooth it afterwards?

>> No.772000

>>771998
>>771988
I have a feeling you got a horribly wrong workflow you have to fix first

>> No.772001

>>771964
>>771965
Are you doing all of it in Blender or another software? It looks like you imported an .abc file or something. In my experience it only gets glossy like that in the viewport when you don't have a proper converted mesh to work with, thus it doesn't show up in the render either.

>> No.772002

>>771982
>This is currently disabled for Windows.
rly?

>> No.772003

>>772000
Don't look at the texture. Just dropped something randomly.

>> No.772006

>>771998
bevel to define the edges and subdivision to smooth it
or weighted normals if you plan on exporting it

>> No.772007
File: 197 KB, 620x560, nint.png [View same] [iqdb] [saucenao] [google]
772007

>>772006
(pic)

>> No.772008
File: 338 KB, 1000x750, i-img1000x750-15353710161fgqvj948255.jpg [View same] [iqdb] [saucenao] [google]
772008

>>772007
I need it to bevel inwards. Look at top screen. If I inset, extrude and bevel it looks like shit.

Maybe I should try bool tools.

>> No.772009
File: 2.84 MB, 1920x1080, Test2.png [View same] [iqdb] [saucenao] [google]
772009

>>771984
Thanks, that worked perfectly.

>>772001
Blender. The models are from Kitbash3D. This particular set I pirated, since I had bought the Gothic set previously, and I didn't like what I got for what I paid. So I wanted to pirate the Dark Fantasy set first before deciding to drop money on it. Thus, the set that renders well is the Gothic set, since I can DL a .blender file from their site for that. But the Dark fantasy set, won't render in freestyle at all. Those models I have in .fbx and .obj format, but I made a .blender save after importing them.

I should note that it renders fine in other styles, it's just freestyle where its giving me headaches.

>> No.772011

>>772008
No, you need to learn about the subdiv modifier.

>> No.772025
File: 562 KB, 800x800, nint.png [View same] [iqdb] [saucenao] [google]
772025

>>772008
inset to get some width on the border, extrude downwards for the height and inset inwards to create the slope using subD oder scaling the first extrusion down

>> No.772029

are there any public domain/cc0 licensed torrents with thousands of models?

>> No.772051

>>770709
Considering how some people still use VS.NET 2005 to this day, this may actually happen one eventually.

>> No.772052
File: 2 KB, 251x83, 2020-09-26 15_24_04-_3_ - Free resources - Pastebin.com.png [View same] [iqdb] [saucenao] [google]
772052

This site doesn't seem to exist anymore. Are there any other tutorial sites for retards such as myself? Please assume I know nothing.

>> No.772055
File: 41 KB, 640x480, 1572831118944.jpg [View same] [iqdb] [saucenao] [google]
772055

what's the point of locked vertex groups if all of the operations (smooth, levels) ignore the locked state
was smoothing tits and now everything is spaghetti

>> No.772067
File: 83 KB, 862x506, iamshitatthis.png [View same] [iqdb] [saucenao] [google]
772067

I know not what I am doing.

>> No.772069

>>772067
Looks pretty good to me. You installed the software, overcame the fear of the unknown, added objects, moved them around, scaled them, and recognized the need to improve. At that rate, you're going to be a pro in a year.

>> No.772071

>>771989
Can someone explain to me what the fuck this abomination is?

>> No.772072

>>772029
Look at the free resources thread.
>>742962
They might not all be CC0, but there's a fuckton of free shit listed. Though you won't be able to download in bulk.

>> No.772116
File: 1.63 MB, 600x448, 74a28c008510e64d1e6f3e9b488e5ec1.gif [View same] [iqdb] [saucenao] [google]
772116

How difficult is it to learn to make 3D models in the style of old PSX games like Vagrant Story or Megaman Legends? I really loved this style growing up and want to make my own.

>> No.772118

>>772116
Easy to get into, hard to master.

>> No.772130

>>772071
Nintendo DS
>>772025
If I apply SubD to slopes I still don't know how to move them proportionally and not fuck up corners. If I apply SubD to the whole model it turns it into a cookie.

>> No.772131
File: 38 KB, 1204x834, Capture.jpg [View same] [iqdb] [saucenao] [google]
772131

>>772130
pic

>> No.772141
File: 172 KB, 975x742, messy.png [View same] [iqdb] [saucenao] [google]
772141

>>772131
Good enough for a base. You can just put a 2-segment-bevel in front of the subdiv and mark all hard edges with it, keeping them in shape. This requires okay-ish geometry and a few support loops, but that shouldn't be too hard with that shape.
If you're going for a subdiv workflow you might want to re-create the round corners near the hinge with a low-vertex version

Alternatively you could just use the bevel (1 segment) and fix the shading with face-weighted normals (modifier) which would be easy for this hard-surface object

>> No.772149
File: 38 KB, 1196x869, Capture.jpg [View same] [iqdb] [saucenao] [google]
772149

>>772141
>Alternatively you could just use the bevel (1 segment) and fix the shading with face-weighted normals (modifier) which would be easy for this hard-surface object

Thanks. This looks much better. Though I didn't use a modifier, but the option Mesh-Normals-Set from Faces. Not sure what that did but looks good enough. I'll probably finish the model in sort of low poly way and try face-weighting at the end.
Subsurfice Modifier still makes it look it's been in the oven. I guess it's not very good for presicion modelling?

>> No.772151
File: 40 KB, 1270x909, Capture.jpg [View same] [iqdb] [saucenao] [google]
772151

>>772149
Fixed a small issue. Now looks just perfect.

>> No.772169

First Blender lesson: Do not put viewport level to 10 or above, or your computer will scream and get an aneurysm.

>> No.772172

>>772169
Idk what this is.

>> No.772173
File: 22 KB, 331x305, 2020-09-27 01_26_55-Blender.png [View same] [iqdb] [saucenao] [google]
772173

>>772172

>> No.772175
File: 33 KB, 640x480, 19-113-620-V07.jpg [View same] [iqdb] [saucenao] [google]
772175

Do you guys think a 3990X is a good investment for someone who uses Blender as a source of income?

>> No.772176

>>772118
Any resources or suggestions?

>> No.772184

>>772175
No, buy Intel/Nvidia

>> No.772192

>>772184
Fuck that, buy PowerPC and 3dfx.

>> No.772207
File: 37 KB, 500x500, 1586961211481.jpg [View same] [iqdb] [saucenao] [google]
772207

>>771946
the way gpencil is going to handle internal holes in "strokes" with "holdout" is so fucking awkward. why doesn't he just separate "strokes" and "fills" as two separate objects, and have fills do boolean polygon clipping, like every other vector software
https://rogue-modron.blogspot.com/2011/04/polygon-clipping-wrapper-benchmark.html

>> No.772208
File: 473 KB, 2560x1400, Unity_LTi8wO74jg.png [View same] [iqdb] [saucenao] [google]
772208

Im trying to get into unity but I ran into a problem importing my blender model. Most of the materials import fine but the only texture I use isnt carrying over. Am I missing something on the blender side of things? I exported via fbx and through a .blend and I get the same result

>> No.772209
File: 813 KB, 2560x1400, blender_UJ9CP2i9v3.png [View same] [iqdb] [saucenao] [google]
772209

>>772208
This is how I set up the material. Its just a transparent texture

>> No.772214

>>772209
Pretty sure it doesn't take nodes into account when exporting. I have the same problem trying to make a bottle. I think nodes only work for blenders internal shader. I might be wrong on that though.

>> No.772216

>>772214
How do you export materials then?

>> No.772217

Bool tool is a piece of shit isn't it? Craps every time the geometry get a little difficult?

>> No.772218
File: 156 KB, 2112x550, 1574634679789.jpg [View same] [iqdb] [saucenao] [google]
772218

>>772217
Yeah but the boolean code will be updated for 2.91 thankfully
https://wiki.blender.org/wiki/Reference/Release_Notes/2.91/Modeling

Depending on how fucked your result it you can try fixing it with a weld modifier and/or bevel modifier and weighted normal modifier.

>> No.772219 [DELETED] 

>>772169
>or your computer will scream and get an aneurysm.
Yours maybe

>> No.772221

>>771361
>the spooky cup
my sides hurt

>> No.772222

>>772176
I'd suggest taking a peek on youtube or something, maybe look up ps1 limitations.

https://youtu.be/m3Wf-EegBgg

this video doesn't really show alot but it atleast showcases some stuff like texture resolution and such

>> No.772223

Is it possible to change the scale of a character after animating it? Im a total noob and I realized too late that my character is just too big and out of scale. I tried doing it but the animation got fucked up

>> No.772224
File: 124 KB, 1523x1014, Capture.jpg [View same] [iqdb] [saucenao] [google]
772224

How do I fix this? Geometry is detailed, but it's shaded low res. Object nearby has the same amount of geometry, but looks great.

>> No.772225
File: 2.70 MB, 1920x1080, shittyfuckingshit.png [View same] [iqdb] [saucenao] [google]
772225

How do i represent scale in my scene? These swords are supposed to be huge, but there's nothing in the image to convey that. I think adding something like a person might work but i can't model characters at all.

Note: i am fully aware that it looks like dogshit, i am dogshit at this, but i wanna try at least

>> No.772228

>>772225
Well for one the ground texture is waay too big if the swords are supposed to be so large make it smaller and see how it looks

>> No.772229
File: 310 KB, 1920x1080, 1570711588967.jpg [View same] [iqdb] [saucenao] [google]
772229

>>772225
Scale your textures down.
Place your camera lower.
You could also add birds if you don't want to model humans. Or download a free human model.

>> No.772230

>>772225
Also the camera is too high up and theres nothing to compare the swords to. Add a cart or something to the scene

>> No.772231

>>772225
Definitely add a human model

Ground textures are too big,scale them down. Also, at that scale your swords should have a lot more detail

If you add JUST a human, he will look like a dwarf. You should add small bushes, grass, etc. Maybe make the lamps smaller too

>> No.772232

I suddenly cant select any bones in the animation tab. Why the fuck is this?

>> No.772233

>>772232
Are you in pose mode?

>> No.772234

>>772225
Put a crow on one of the swords

>> No.772247

>>772233
Yes

>> No.772255
File: 90 KB, 800x850, shade.jpg [View same] [iqdb] [saucenao] [google]
772255

>>772224
i still have no idea how you did your shading

>> No.772257

Has anyone tried this yet?
Going to find a cheap kinect and give it a go.

https://m.youtube.com/watch?v=l0rWWT24TNE

https://m.youtube.com/watch?v=1UPZtS5LVvw

>> No.772304

>>772052
online courses club
or some big torrent sites like rutracker

>> No.772307
File: 99 KB, 480x516, xo4aujh8cxa11.png [View same] [iqdb] [saucenao] [google]
772307

Alright /3/ I've made my donut. So the obvious next step is modeling husbandos for internet hoes.
Been leaning towards learning mesh modeling, does anyone have any advice in terms of custom shortcuts and general things you wish you knew when you learned the style? Any good tutorial videos that you picked up along the way?

>> No.772308

>>772307
I only modeled waifus and it taught me I should really learn sculpting because adding anatomy details (especially muscles) with poly modeling is awfully difficult.

>> No.772310
File: 553 KB, 1080x2280, red-the-mechanic-31178c91431e454cb28fe3dd50754dbf.jpg [View same] [iqdb] [saucenao] [google]
772310

>>772308
Shit, so I'm gonna need a graphics tablet after all...
What if im trying to replicate a psudo low-poly style with the mesh modeling technique. Like pic related.

>> No.772312

>>772310
That should be fine. Investing in a tablet isn't a bad idea regardless, you'll need it to paint nice textures or when you inevitably stop being satisfied with low poly. Also the entry-level ones are pretty cheap.

>> No.772313

>>772307
https://youtu.be/JMBMHSca_j0

#1 tip is you'll never find "the best way to do [thing]" in one tutorial, you have to plow through as many as you can refining and taking from different sources as you go
Also you'll never find a good tutorial on HOW TO [make husbandos/robits/ponies] you have to accumulate the knowledge of how to make anything then apply it to make the thing you want

>> No.772314

>>772310
You can mouse sculpt, tablet is the standard because most artists learn to draw irl so tablet more easily translated those skills to 3d
A cheap tablet is $40 and will let you get 90% of the tablet experience

>> No.772317

>>770709
No dubs, go back to your hole.

>> No.772321

>>772310
>>772314
https://ali.onl/1Gok
This one is nice, i've been using it for a couple months. It's a good starter, though i think i've bought it for around 20-25$, maybe there will be a discount later.

>> No.772323
File: 175 KB, 272x363, glass_jar.png [View same] [iqdb] [saucenao] [google]
772323

How do I make a glass jar like this?
I made the jar but I just can't seem to make a good glass material. The default glass shader distorts the objects inside and is too black even tho I have light in the seen and no black object whatsoever.

>> No.772324
File: 287 KB, 2220x1080, 141b9f39a5186622573110e16d4cd849a03189e97e238db5370e4dfb2a43d7e3.jpg [View same] [iqdb] [saucenao] [google]
772324

>>772313
Thanks for the advice! So far I've been collecting resources and watching endless uncut videos learning how. Eventually, I'll replicate pic related that I saw on here.
>>772314
>>772321
>>772312
I'll look into a cheap starter one and try to win a bid for those really nice display ones eventually.

>> No.772329

>>772324
There are a lot of people who prefer the displayless tablets. Display won't really give you much advantage in 3D, in my opinion. I think i will buy a display one in a couple years though, if i don't throw the 3d modelling and will get any income from it.

>> No.772331

>>772329
I can’t see myself getting any money from the art itself. I personally use it as an artistic choice to make VNs. I might try my hand at character design for fighting games but my true goal is writing the stories for it.

>> No.772336
File: 362 KB, 1188x611, 2020-09-27 18_25_30-Blender_ [D__Blender_donut1.blend].png [View same] [iqdb] [saucenao] [google]
772336

>>772169
Now I understand why. I selected 3 and it gave me this much. 10 was just too much.

>> No.772340
File: 117 KB, 908x426, 2020-09-27 18_53_56-Blender_ [D__Blender_donut1.blend].png [View same] [iqdb] [saucenao] [google]
772340

Why is this happening?

>> No.772355
File: 121 KB, 720x1080, glass1.jpg [View same] [iqdb] [saucenao] [google]
772355

>>772323
You can just use the principled shader and pull the transmission all the way up. The distortion should only be wrong if the bottle doesn't actually has a wall thickness or if the the IOR is wrong (~1.49 for glass)
Make sure to to turn the transmission bounces (and total amount) in the light path settings up - if the ray doesn't make it out of the glass that spot will remain dark.
It's also common to switch from the principled/glass shader to a transparent shader if the transmission depth is high enough (>4) using the light path node. This helps with performance and requires less bounces if you have a lot of glass in the scene

>> No.772378

>>772216
you can't, you need to make your materials in unity because the shaders are different. i mean you could maybe bake a bunch of the data into a blender material and import but it would be a huge pain and probably not look as good.

>> No.772380

>>772255
Can you guide through how you made this figure? I've tried 10 different ways already. Always something goes wrong.

>> No.772381
File: 125 KB, 1403x871, Capture.jpg [View same] [iqdb] [saucenao] [google]
772381

>>772255
>>772380
My current issue is that subdivision didn't smooth it out. How do I smooth them out?

>> No.772383

>>772381
Hmm. Just discovered a magical Remesh modifier that seems to have fixed it :)

>> No.772402
File: 170 KB, 777x840, 1601095262729.png [View same] [iqdb] [saucenao] [google]
772402

How do I nail the anime look? Please for the love of God I'm going insane. Every thing I try, if I sculpt or box model, it comes out "western", putting on a toon shader doesn't help either. How do I make anime eyes? Do I have to make the whole model lowpoly?
Please bros, is there a guide or something, there's no tutorials that go all in on this. I get the facial proportions right with references but its the eyes and mouth. What the fuck do I do? :(

>> No.772407

>>772402
Be born japanese.

>> No.772419

It looks like the best way not fuck everything up is to triangulate everything. Am I right?

>> No.772422

>>772419
[subdivision modifier screaming from distance]

>> No.772424
File: 25 KB, 877x845, Capture.jpg [View same] [iqdb] [saucenao] [google]
772424

>>772422
Subdivision modifier destroys everything that isn't round to behind with.

>> No.772425

>>772424
pic unrelated

>> No.772428

>>772383
am i being baited? i feel like it

>> No.772429
File: 67 KB, 1390x649, Capture.jpg [View same] [iqdb] [saucenao] [google]
772429

>>772428
with subd

>> No.772434

>>772424
>>771988
>>771989
This guy is the perfect example of someone trying to brute force his way into 3D, shortcutting like fuck instead of learning the basics first.

Have fun with the hell you creating for yourself. Things could be so much easier for you in the long run.

>> No.772435

>>772434
Perfect example of a completely useless comment. If you want to offer an advice do it. I've already did the donut.

>> No.772439

>>772435
>I've already did the donut.
kek
Blender Guru was a mistake.

>> No.772441

>>772439
You're free to suggest a different tutorial.

>> No.772450

>>772402
Hey I'm this faggot
>>772324
I've been following this guy pretty closely https://youtu.be/P-ygm5Qhbvg he doesn't explain in detail at the beginning how to get his...edge/vertex/mesh? Type of style to oitline the anime head, however if you watch his videos all the way through he does show how to get what you're looking for.

>> No.772466

Pablo almost mentioned big anime tiddies on BlenderToday today

>> No.772471

>>772441
This is a good modeling course: https://elementza.com/mastering-3d-modeling-in-maya/
It will help you solve many of your current issues.

>> No.772472
File: 454 KB, 1365x1365, fisheye.jpg [View same] [iqdb] [saucenao] [google]
772472

>need a generic environment
>think i'm smart, create a material that chooses a random texture and color
>>771979
>give each texture type it's own material instead, only the color is random now
>60% faster render and it doesn't crash anymore

I'm kinda disappointed. I though materials and procedurality were the way to go right now.
What use do all these fancy super-complex and adaptive materials have if they tank the performance?
Why don't we just use plain textures with the same effect?

>> No.772541

>>772472
You might just not have enough ram or your CPU is crapping out or something calculating everything on top of it being an 8k image.

I do completely random shit all the time, often layered on top of each other.
Random PBR textures, random colors, random sizes/placement, even procedurals on top and I don't have any problems. It's really great for cities.
It might chug for a few seconds to calculate the shaders, but that's expected when you've got a lot going on.

Doing all of that and also doing it at 8k is a tough thing to do in any case. Downright impossible in Eevee. If you're using cycles, just use the render border to render in small sections and put them together after it's all done.

>> No.772569

>>772541
It's an hdri, the 8k image was already only 50% of the full thing.
In eevee the whole thing went much smoother for some reason (even though i dont want to use it to render); maybe it's really my cpu struggling.
I'm just surprised that simplifying the shaders had such a huge and constant boost to the render times when the shader output was still the same

>> No.772571

help me /3/, I'm literally retraded apparantly. I want to get multiple annimations on a model so I can export it as an fbx or something to godot, but literally everything I find just describes how to make a single animation, yet I swear I've gotten fbx files with multiple annimations before.

Please help

>> No.772594

>>772471
Thanks. Pirating it now.

>> No.772596

https://www.youtube.com/watch?v=d7To_fwZK2M

Can someone point me in the right direction on how to make an arm/hand rig as shown in the video starting at 3:29?
Thanks

>> No.772631

>>772569
Yeah everything in a shader needs to be calculated. The more you put on a shader the harder your computer will have to work to calculate it. Afaik I'm pretty sure it only has to be calculated once during render, so it's fine for animations.
But yeah, simplifying shaders is just as important as simplifying a scene.

>> No.772654

>>770682
Has CG Cookie ever produced anything that doesn't look like complete dogshit?

>> No.772665

I am a complete blender noob and I need some help. I have watched 5 different tutorials and still don't have a solution to my issue. I have an stl file that I am trying to rig and repose however after I parent the mesh to the armature if I try to edit anything in pose mode only the armature moves, the mesh stays static.
What the hell am I doing wrong? I tried making the entire skeleton myself to using the base human skeleton in blender and I still get the same issue.

>> No.772668

>>772665
Did you do it with automatic weights? Sometimes meshes with separated parts can cause trouble and the weights fail to calculate properly. Look at the console after parenting to see if there's an error.

>> No.772677

>>772668
I made the separate meshes one single mesh so there should be no issues with separated parts. If I am not supposed to use automatic weights what should I be using?

>> No.772699

>>772668
>>772677
I got the bone heat weighting error. The solution I found online says to create a copy of the mesh, then decimate, then weld. My new issue is my version of blender does not have the weld option available. Is it an add-on I have to download?

>> No.772703
File: 277 KB, 1082x616, section.png [View same] [iqdb] [saucenao] [google]
772703

I'm trying to section a heightmap up for a game but it keeps fucking up the edges. How do I stop it from wrapping like this?

>> No.772704
File: 275 KB, 1920x860, matthew-mckeown-wendigoturnaround.jpg [View same] [iqdb] [saucenao] [google]
772704

what's a good workflow to box model this type of fur?

>> No.772705
File: 84 KB, 1793x704, dayvi-a-wip.jpg [View same] [iqdb] [saucenao] [google]
772705

>>772704
nother example

>> No.772707

>>772704
You just fucking model it...seriously, do you need a tutorial for taking a dump in the forest?

>> No.772708

>>772699
The weld modifier does the same thing as the remove doubles operator.
Another method would be to separate your mesh by loose parts and then parent each individual piece one by one. Or you could remesh your model, do automatic weights on that and then project those weights on your original model.
Why are you using an outdated version of blender anyway?

>> No.772710

>>770682
Is there any tutorial about how to make this oleo paint effect in Blender?

Thank you very much for any advise...

>> No.772711
File: 15 KB, 438x211, 1582085898690.png [View same] [iqdb] [saucenao] [google]
772711

>>772710
there u go

>> No.772713

>>772710
>>772711
Come on... It's a serious question :-(
I need a clue....

>> No.772728

Does anybody know how can I match Blender's camera settings in UE4? When I import it in UE4, it keeps certain settings like DoF and focal length, but it doesn't keep the ratio (probably because that is being defined in another place in Blender.

I can define it in UE4 by inputing mm values, but in Blender I only defined the screen size and ratio by pixels, so I'm not sure how to translate that to mm.

>> No.772733

>>772704
push verts around to make it look like fur

>> No.772882

Topology is easy to grasp to me but hard in execution. Been studying different ways to get a handle on it for weeb shit but I find myself getting stuck at the lips and thinking that I have to many faces.
Maybe I should try box modeling instead of vertex.

>> No.772898
File: 212 KB, 832x512, 1588331546635.png [View same] [iqdb] [saucenao] [google]
772898

how can i make this text stand up on the curve
i'm trying avoid using the curve modifer since it bends the letters and some bad shading artifacts appear on the faces, so i'm using the text object's "text on curve property"
changing the tilt of curve doesnt do anything

>> No.772917
File: 66 KB, 816x536, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
772917

>>772898
Just rotate text in position you want before adding curve?

>> No.772924

>>772917
i don't think that solves his problem
sounds to me like he should apply the curve modifier and then rotate the text object

>> No.772929

>>772924
and by apply the curve modifier, i mean convert the text to a mesh and rotate it
same thing, basically

>> No.772943

After upgrading to 2.90.1, my unit scale appears to have reset. I've tried modifying it back and saving it as a startup file but every time I relaunch or create a new scene it's back to the .01
Anyone else seeing that? Suggestions on a fix?

>> No.772946

>>772943
Deleting the startup file and creating a new one upon launch appears to have solved the issue.

>> No.772955
File: 278 KB, 1810x992, Temp.png [View same] [iqdb] [saucenao] [google]
772955

I want to make a model but I don't know how to best go about it, I saw this video https://www.youtube.com/watch?v=0QT1GNMevfc on a interesting way to do it, but I'm unsure of how to best get the faces to contour to the design like I want, is it a good way to go about model creation? Or should I try sculpting it instead? How do you go about the process?

>> No.772967

>>772955
>how to best go about it
no rules, only tools

you don't need to do all the things that you see in that video since he has no eyes or mouth. you only need to think about edge loops around the arms, legs, and eyes, i'm thinking.

he's five pieces: two pupils, two buttons, a face mask, and his body

box model the body. sculpting is an option, but i imagine you want this guy to be mathematically perfect and smooth. metaballs are also a potential option, at least for a first pass if nothing else. it'd be a way to understand the volumes. blender's nurbs kind of suck, but it's an option, just letting you know about it.

for the face mask, create a plane with a solidify modifier and shrink wrap it to the model (there are other strategies which we can discuss but i suggest starting like that)

the buttons and eyes are the same thing as the face mask, but maybe start with a circle instead of a plane. maybe even a sphere that sits below the surface.

>> No.772971

>>772571
you need to use NLA (non-linear animation) view to create different animations. check out a quick youtube tutorial and they'll export in fbx

>> No.772974

>>772967
I'll keep a note of this for when I give it a shot again, thanks.

>> No.772979
File: 117 KB, 500x500, AlbumArt8SMOL.jpg [View same] [iqdb] [saucenao] [google]
772979

I spent ages perfecting the art for my new album and thought I should share it with you guys.

Made using Blender, HitFilm, and Paintstorm (pretty much free). The skull is from Quixel and it's the max poly 3d scan. I spent ages getting the lighting just right and applying subtle post processing so I'd love any opinions or criticism.

I also did some other renders which I used in the album music video:
https://youtu.be/7rUtI1JSafg

>> No.772985

>>772979
A interesting use of not denoising the renders so you could give your work a gritty feel, creative.

>> No.773058
File: 110 KB, 1006x506, 1595194147791.png [View same] [iqdb] [saucenao] [google]
773058

>>772924
>>772929
the whole point is avoiding using the curve modifer since it creates some nasty shading issues

>> No.773060

>>773058
that is why you remesh your text. text tool has utterly disgusting topology and that is no secret.

>> No.773064

>>773060
:(
what are some good remesh settings? i've seen the videos saying "just remesh lol" but it always looks even worse with little bits hanging off or the text getting mushy

>> No.773205

Where the fuck is this feature in 2.9?

https://www.youtube.com/watch?v=jD8rGN-F-2I

Is it gone? What happened? I wanted to try it to see if it can be a good alternative to Zbrush's polypaint, but now I see it's gone. It seemed like a performant solution compared to the current shit Blender has.

>> No.773222

Does blender seriously interpolates keyframes only on the global axes? Why can't you simply choose between local/global etc?

>> No.773245

>>773222
Pretty sure you can.
Animating the delta rotation/location is pretty much the same thing as local.

>> No.773261
File: 100 KB, 1024x678, 6158991924_76c247aba2_b.jpg [View same] [iqdb] [saucenao] [google]
773261

Anyone know of a good way to do pic related on the back of the tires? Like the vapor trail of water that's behind the wheels/car when driving on a rainy road?

Ideally I'd just use an alpha mapped plane with an animated texture of it, but I wouldn't begin to know how to search for something like that. I'm sure textures like that exist somewhere.
Not to mention a smoke sim seems like overkill, and the sim is confusing to say the least. It's not something I want to spend 3 hours tweaking 1 setting and baking over and over and then something breaks even though nothing is different.

>> No.773262

>Anno Domini 2020
>Blender does not have a hex-grid node for procedural textures
Bros how can they treat us this way? An octagon and square grid would be nice to, or maybe just a node that could do all sorts of polygon grids. But just Hexes alone would be amazing.

>> No.773264
File: 301 KB, 568x528, surfacedeform.png [View same] [iqdb] [saucenao] [google]
773264

Blender has no way of smoothing out the way the surface deformations happen with surface deform, besides using a multires/subD mod on the cage, does it? the interpolation falloff option has only a slight effect at maximum, but definitely moves toward what i want.

>> No.773309
File: 827 KB, 1909x1008, Temp.png [View same] [iqdb] [saucenao] [google]
773309

>>772955
Me again I'm pretty chuffed with how my mesh is turning out, but I'm wondering if I'm going about the eye area the right way, is extruding then scaling in the correct way?

>> No.773320

I dissolved a bone and although it's associated vertex group is gone and I weight painted other bones over it, it seems it's influence still exists and I cannot get rid of it. I even tried deleting the vertex groups and making new ones in the same place. What the fuck do I do now?

>> No.773321

>>773320
picrel, I have absolutely NO weight paint across all vert groups on the under side and side of the armpits, they move nonetheless because a previous helper bone I dissolved moved them. How can I reset it's influence manually to be unaffected by anything?

>> No.773322
File: 187 KB, 1305x706, bug.png [View same] [iqdb] [saucenao] [google]
773322

>>773321
Damn idiot I am, here's the pic

>> No.773332

>>773309
Try leaving only the outer ring of faces so its just one big hole, and use grid fill on the hole.

>> No.773334

>>773332
Ah fantastic! that worked great.

>> No.773335

>>773222
No...? Use delta rotation and location.

>> No.773336

>>772979
The lighting is very nice. Good job anon.

>> No.773337

>>773320
>>773321
>>773322
I loaded a previous backup and worked from there. Wasn't too much work but I wasted so much time trying to get over a bug. This is why you backup frequently, learn from my pain.

>> No.773343

>>771340
Render faggs on suicide watch.

>> No.773422

some of my arm bones connects to hair in some mysterious way and fucks everything up when posing.
they aren't even touching any hair
any tips for rigging?

>> No.773538

complete blender noob. i did something that fucked up the zooming. every tiem i try to zoom into something it takes me closer to the world origin, how do i fix this?

>> No.773575

>>771123
You know theres a program that will create 3d shapes from 2d images right

>> No.773579

>>772435
Hey friend, I learned how to do basic modeling in blender by watching the oldest CGCookie videos made by Jonathan Williamson.

>> No.773586

>>773538
try press numpad ,

>> No.773621
File: 566 KB, 1680x990, UV Question.png [View same] [iqdb] [saucenao] [google]
773621

This this a reasonable way to unwrap this model? I'm just totally retarded when it comes to UV unwrapping, and I'm trying to get better. I feel like this will end up with a lot of visible seams when I bake my procedural texture, but this also seems like a good layout for minimizing distortion.

>> No.773622

>>773621
sure why not, what is it?
If it's a pickaxe head try losing the seam on the top part to hide the seam on the underside

>> No.773707
File: 75 KB, 956x842, Capture.jpg [View same] [iqdb] [saucenao] [google]
773707

Hey guys. How do I create the rest of her head? What's the best way? Model doesn't have back of her head If I remove hair.

>> No.773712

>>773707
Before anything I'd start over and select everything, go into edit mode and press Alt+L to convert those tri's to quads.

>> No.773713

>>773712
*Alt + J

>> No.773716
File: 308 KB, 956x842, 1601817257038F.jpg [View same] [iqdb] [saucenao] [google]
773716

>>773707
try alt H see if it's hidden.
If not the best course of action is probably to just manually extrude loops, be sure to count the steps.
Extrude -> R to rotate -> S for scale.

You'll get pretty close fast.
There's no quick way to fix a caved in skull that I'm aware of.

>> No.773730

>>773712
Why? I'm sure the author of the model knew what he was doing.
>>773716
I tried something like that, but it's harder than it looks. I'll try again, thanks.

>> No.773732

>>773730
Makes it easier to work with, but you do you.

>> No.773734

>>773730
>Why? I'm sure the author of the model knew what he was doing.
Usually when these models are made they are made with Quads.
When they are exported to game engines the exporter usually converts the quads into triangles because of game engine limitations and how they shade things.

When these models are then ripped from games etc they don't normally come with quads but instead come with triangles.

It's not critical that you convert it to quads but working with a quad mesh is easier.

>> No.773739
File: 45 KB, 1049x844, Capture.jpg [View same] [iqdb] [saucenao] [google]
773739

Oh what the fuck. Is this because I didn't convert to quads?

>> No.773740

I seriously can't figure out what the hell are vertex groups and shape keys and how they are different. I try to move mesh around and press TAB and nothing changes. I select Basis shape key and now my changes work, but then some weird shit like this happens.

>> No.773741

>>773739
lmao no
What did you do to get this effect

>> No.773742

>>773739
She's turning into a Japanese school delinquent.

>> No.773744
File: 77 KB, 945x818, Capture.jpg [View same] [iqdb] [saucenao] [google]
773744

>>773742
>>773741
Tried to build a back head. This is how it looks in edit mode.

>> No.773747 [DELETED] 

Can you make Blender's cloth physics obey shape key changes? I want to change the size of part of a mesh using shape keys halfway through a simulation, but it only acknowledges shape keys at all if its on the first frame.

>> No.773753

>>773744
Could just be bad weights. Try this:
Select all the new faces you made.
Switch to vertex mode.
Shift+select one of the vertices at the lower back of the skull that isnt breaking.
In the N menu, Item tab, Vertex Weights section, press 'Copy'.

In general though, editing a mesh that's already rigged is prone to confusing results.

>> No.773802

>>773707
>Anon's into bald chicks

>> No.773808

>>773802
Chemo chicks fucking get me randy

>> No.773815
File: 535 KB, 1680x991, uv update.png [View same] [iqdb] [saucenao] [google]
773815

>>773622
Thanks for the fast reply. I implemented your advice and made a couple tweaks and I'm really happy with the result. The test textures I've baked to it (not shown here) seem largely undistorted, and seams aren't very visible at all. Thanks again.

>> No.773883

What's the best way to quickly retopologize sculpts that I'm not going to use for animation?

>> No.773885

>>773883
Remesh modifier?

>> No.773889

>>773802
I need to shrinkwrap something on her head. That said bald chicks are cool too.

>> No.773911

Is there a way to make cloth not fall down the plane when I sculpt on it? Make a limit on Z axis somehow?

>> No.773912
File: 31 KB, 1050x706, asd.jpg [View same] [iqdb] [saucenao] [google]
773912

>>773911
pic

>> No.773923
File: 991 KB, 3440x1440, Screenshot (74).png [View same] [iqdb] [saucenao] [google]
773923

Trying to mod the game Rise of the Tomb Raider
I have limited blender knowledge unfortunately

I'm trying to switch the in-game body of Lara(see the attached fbx file) with another one that is different and has extra hair particles.
I need to somehow tie the body to the bones group and original head mesh and export it as fbx

In the original fbx file Mesh_2_5 is the body, without the head and accesories, I've deleted that in the attached blender file and scaled the new body to fit, but that's all I could do.

If someone is kind enough to check this out, help me or even do it himself if it s not too much to ask, I would be grateful

>> No.773924
File: 2.13 MB, 3440x1440, Screenshot (73).png [View same] [iqdb] [saucenao] [google]
773924

>>773923
forgot to attach the link
https://mega.nz/folder/tcJgWLyT#4RPILzXsgaXls6zG0QcJgg

>> No.773995
File: 57 KB, 869x392, nodes.png [View same] [iqdb] [saucenao] [google]
773995

Haven't seen anyone talk about this before, so here goes:

You can add distortion to any texture using some simple vector math.

>> No.773996
File: 2.98 MB, 1024x1024, sample0001-0120 (1).webm [View same] [iqdb] [saucenao] [google]
773996

>>773995
Here's the result. Especially useful for voronoi. If you're smart enough you can make your own distortion textures to have even cooler effects

>> No.774129

>>773923
i read extra hair particles as extra pair of testicles lmao

>> No.774189
File: 1.62 MB, 3423x1276, Screenshot (75).png [View same] [iqdb] [saucenao] [google]
774189

So what am I doing wrong?
Made the particle hair>converted to mesh object>convert to curve from mesh/text>make mesh group Mesh 2_5 parent of the new mesh >export to fbx

Result is that the pubes are not tied to the body

>> No.774196
File: 983 KB, 798x765, 1557855451747.png [View same] [iqdb] [saucenao] [google]
774196

Why is viewport Cycles render many times faster than F12 render?

>> No.774201

>>774196
Because render samples are set much higher?

>> No.774204
File: 169 KB, 1080x1920, 0000-0039.webm [View same] [iqdb] [saucenao] [google]
774204

How do walk cycles anyone got any tips?
This the best I could do with like a day of deleting and remaking.

>> No.774207

>>774204
have you used reference?

>> No.774212

>>774201
No. It takes longer to render the same number of samples in F12 mode. Render resolution is set to 1920x1080 which is actually slightly smaller than the viewport.

>> No.774218
File: 171 KB, 1080x1920, v2.webm [View same] [iqdb] [saucenao] [google]
774218

>>774207
No does that help?
I think I maybe made it slightly better than it was but I'm not sure I could'ave made it worse.

>>774212
See if you're on a higher resolution %
Do you have models/assets with modifiers which have higher render fidelity?

There's a lot of reasons why rendering is slower, usually the quality is superior

>> No.774228

>>774218
There's a very obvious start/stop point, try to synchronize it more.

>> No.774299

>>774228
the first frame and last frame +1 is exactly the same

>> No.774300

>>774299
When her cycle ends she very obviously stops moving, try and make it less obvious.

>> No.774318

>>774300
Ok how

>> No.774331
File: 198 KB, 1080x1920, v3.webm [View same] [iqdb] [saucenao] [google]
774331

>>774300
I tried, not sure how to make that transition I guess.

>> No.774363
File: 499 KB, 1566x906, cyclic.webm [View same] [iqdb] [saucenao] [google]
774363

>>774331
make sure the curves of the first and last keyframes have a smooth transition.
There's an f-curve modifier that might help making it cycle, or at least show you if the curve isn't smooth at that point.

>> No.774372

>>774363
but if I make all the curves smooth then it will look like shit

>> No.774374
File: 1.35 MB, 1566x935, cycle.webm [View same] [iqdb] [saucenao] [google]
774374

>>774372
You're not supposed to just make all of the curve smooth.
Just that there's no sharp corner (unless intended) from the curve at the end to the beginning (loop part)

>> No.774376

>>774374
I can tell where yours stop and start though

>> No.774378

>>774376
after the cycles mod has been added?
the webm shows without and with (in case you didn't watch the whole thing)

>> No.774381

>>774378
I closed it a while ago I tried cycling I'm not sure it's different, but with V3 >>774331
it does have cyclic on.

>> No.774382
File: 266 KB, 1183x517, 1602147437386.png [View same] [iqdb] [saucenao] [google]
774382

How can I make material ID's and paint it to an texture in Blender 2.79? More info about material ID's in general would also be nice, what rgb values are used etc?
Pic related is from Quixel texturing software btw. Showing it identifying material ID's.

>> No.774384

>>774381
I'm not an animation pro, but to me it seems the upper torso is moving a little jerky. Possibly the head a little stiff, too.
Anyway, I have no real footage to compare it to.
I'd suggest you to just film yourself moving like you want the character to, or find some recording of what you want online, use it as reference for timings and movement and compare / fix where it's off.
Not sure if you can import and play videos in blenders viewport, but having it next to each other playing at the same speed, staying at the same frames would be best.

Working without reference will almost always yield results that aren't really good.

>> No.774401
File: 297 KB, 1245x916, 2020-10-08-152252_4480x2520_scrot.png [View same] [iqdb] [saucenao] [google]
774401

how to fix bone weighting error, I have correct geometry, no intersecting meshes and it fucks up like that

>> No.774415

>>774401
try apply scale to your model first.
If that doesn't work you'll just have to weight paint the issue.

>>774384
Well I wanted to try to add some jerkyness because when it's too smooth it looks retarded but I guess I can't into not retarded.

>> No.774562
File: 524 KB, 1902x998, Temp.png [View same] [iqdb] [saucenao] [google]
774562

Starting to do weight painting, never really messed with it before. Tried doing it with automatic weights and then cleaning it up, but it's just too messy to do it like that. Using the paint mask button seems like a better way of doing it, but I can't seem to loop select like I could in edit mode, am I missing something?

What's your workflow when you're weight painting?

>> No.774650

new thread >>774647
new thread >>774647
new thread >>774647

>> No.774885

>>772225
Put in trees or rocks/branches. Use the scatter addon or a hair system on the ground. Can also use camera depth of field!

>> No.775364

>>774401
Ok. Thats happened to me before too. How are the bones linked to the mesh? As Objects, or as an armature. If as an armature, try setting it to be modified as an object