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File: 864 KB, 1620x2025, 8fbf49f50330f945e83db82721830a28e5e52992.jpg [View same] [iqdb] [saucenao] [google]
693423 No.693423 [Reply] [Original]

Previous thread: >>690744

>> No.693425

any news on the sculpt branch progress?

>> No.693426

>>693423
She looks like she fucks dogs.

>> No.693432

Bow wow.

>> No.693433
File: 25 KB, 989x631, 2019-08-02.jpg [View same] [iqdb] [saucenao] [google]
693433

>>693426
Please don't say things like that I'm trying to quit porn.

>> No.693440

>>693426
Dogs need love too anon.

>> No.693441

>>693433
The thing you posted actually is porn over at that damn /mlp/ board

>> No.693442

>>693426
As she should.

>> No.693445
File: 38 KB, 663x579, 1548696796729.jpg [View same] [iqdb] [saucenao] [google]
693445

>>693423
...........

>> No.693446

>>693423
What is wrong with her top?

>> No.693450

>>693446
the meshes are clipping... at least it appears so..

>> No.693451
File: 85 KB, 314x262, 1486261039270.jpg [View same] [iqdb] [saucenao] [google]
693451

>>693423
>cigarettes are literally firecrackers

>> No.693453

>>693446
>>693450
may be clipping but I've seen some really fancy subtle camouflage tops, maybe I can find the link

>> No.693454

>>693451
You'll cowards don't even smoke firecrackers

>> No.693462
File: 219 KB, 5664x864, progress.jpg [View same] [iqdb] [saucenao] [google]
693462

Every day i do 30m sculpt.

>> No.693465

>>693462
Do you just do them off the dome or do you get a quick reference

>> No.693471

>>693454
I swore off firecrackers back in '96, been doing sparklers ever since.
It ain't gay. Ain't like I'm popping snappers.

>> No.693498

>>693462
Maybe try to apply yourself instead of making half-assed efforts to make you feel like you "did something"?

>> No.693501

>>693498
People dumb enough to fall for the "draw every day and you'll get better" meme deserve to fail.

>> No.693502

>>693501
What, no. Drawing every day will definitely improve your drawings skills... so long as you actually try to improve instead of making retarded "30 minute sketches" that you don't go anywhere with.
Drawing a stick figure a thousand times won't make you skilled at drawing an actual picture.

>> No.693505
File: 19 KB, 550x343, jjj.jpg [View same] [iqdb] [saucenao] [google]
693505

>>693423
Guess this isn't really a blender specific question, but fuck it.

I don't understand how to model things that are really close together / fold / need to open (think breasts, lips, labia, and so on), easily, and - perhaps more importantly - cleanly. Every time I do one of those things, it just devolves into a mess of unmanageable intersecting geometry that I always struggle to deal with, and that never feels quite right.

So what's the workflow for dealing with these areas of a model? Should I just model everything open / separated, and then pull them into place after the whole modeling process is done, or is there a more elegant way to do it? Any resources that could help me learn how to deal with these things?

>> No.693506

>>693502
> Drawing every day will definitely improve your drawings skills... so long as you actually try to improve
Exactly. Drawing every day won't make you better, necessarily; drawing every day mindfully will make you better.

>> No.693507

>>693462
At that point I would spend 30min-1 hour daily in a weekly sculpt instead, you could try more things like texturing posing render tecniques etc....

>> No.693515
File: 186 KB, 1096x1096, 1559107949490.jpg [View same] [iqdb] [saucenao] [google]
693515

>>693423
?

>> No.693518

I got a human body fully weight painted with bones and shape/vertex keys. Is it possible to copy them over to a similar sized body and without getting poor results?

>> No.693523

>>693515
Yes, he didn't fix the pose, it's barely show but it fucks the render

>> No.693554

i'm trying to make a mod for a character model but i'm not sure how i should approach making their body. is their any advice on how to utilize an existing mesh to try and bridge together parts and remake the body? like i have a head, hands, and feet, but nothing else. some bits of the chest. can i bridge them and add detail?

>> No.693556

>>693554
dynamesh them together in zbrush and carry on with sculpting

>> No.693557

>>693556
would i lose the face uv maps doing that? i'd like to keep the texture.

>> No.693561

>>693556
also when i import them in zbrush they get all mangled

>> No.693562

>>693554
>a character
>their body
Learn english and maybe we'll help you out, dumb zoomie.

>> No.693563

>>693562
i have a character model that had clothing on it. i took it off but it left gaps. i'm trying to close those gaps. i'm not sure what the best approach is for this. i was extruding individual faces but its taking too long.

>> No.693572

>>693505
I kinda always got this done by just getting close but not too close and then when everything is done pulling it together in sculpting.
Or also, the overlapping part added to a vertex group so you can easily mask out quickly the parts that should not get moved when you work in that area.

>> No.693573

>>693563
Ctrl+E -> Bridge edgeloops
To bridge a single gap just select both edges and hit F.

>> No.693575

>>693573
how do i mirror that on the other side? do i need to use the symmetry modifier? cuz that requires me to delete one side and i feel like that could cause issues.

>> No.693576

>>693575
You can mirror stuff without using a modifier, but that's destructive.
Google is your friend.
Also, you should probably start with something else if you don't know how the program works.

>> No.693577

Exported a body model and the mesh is incredibly blocky. I've tried sub/bevel modifiers and smooth but that destroys the model completely. The mesh topology looks fine and there are no double verticies. Any tips?

>> No.693578

>>693577
Never mind. Looks like the .psk importer is fucked. Every model is blocky I import

>> No.693583
File: 70 KB, 1594x662, blocky.jpg [View same] [iqdb] [saucenao] [google]
693583

>>693577
>>693578
just tried the Unreal .psk importer on 2.79 and it's the same with every model. Does anyone know why the mesh screws up?

>> No.693584
File: 223 KB, 1064x684, Untitled.jpg [View same] [iqdb] [saucenao] [google]
693584

i can't get the edge loop selection to work on this finger. the hell is going on?

>> No.693586

>>693584
I suppose you didn't remove doubles first in 2.8 merge vertices > by distance

>> No.693589

>>693556
ok explain to me how dynamesh would work here. cuz i just tried it and it's impossible to for it to merge even the closest parts. it just makes their density equal.

>> No.693592

>>693583

Have you put on smooth shading?

>> No.693593

>>693433
BIG WET VEINY KNOTS

>> No.693651

>>693498
Maybe try to apply yourself instead of making half-assed posts to make you feel like you "did something"?

>> No.693663
File: 43 KB, 567x392, 1555300247485.jpg [View same] [iqdb] [saucenao] [google]
693663

>>693651

>> No.693687
File: 407 KB, 1449x628, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
693687

What's causing this weird extrusion on the end? The curve is 2D, and I have no modifiers on it.

>> No.693688

>>693593
thx, that made me lose my boner fairly quickly

>> No.693689

>>693687
Do Select all + Scale + y + 0 to check if every point on the curve is lined in the y axis.
But I don't know if that's the problem.

>> No.693693

>>693563
I can't imagine you will get anything but shit results trying to do something so complicated while having zero experience
Post the model
You'd unironically be better off getting a Daz character deleting the pieces you don't need and connecting that mesh to the mesh you got

>> No.693696

>>693687
I'm not even sure which part is the problem here, do you mean the last point of the curve that's sticking out down the bottom?

Just delete that in edit mode

>> No.693699

>>693696
>>693689
Yeah, that's right, if it doesn't work you can apply the modifier then fix it.

>> No.693700
File: 430 KB, 1056x764, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
693700

>>693689
Curve was 2d, and I checked the points and found nothing odd. Maybe I just didn't check properly. Ended up fixing it after converting to mesh; not a big deal, but a bit annoying.

I'm facing another problem, however. I'm trying to cut 45º angles at the end here, but for some reason the boolean operator doesn't seem to be working properly. If I move one of the pieces it works, but as soon as the side of the cube is aligned with that corner vector it just doesn't seem to work.

>> No.693701
File: 547 KB, 1920x1080, Sword Attacks combined.webm [View same] [iqdb] [saucenao] [google]
693701

first attempt at rigging + animating + render

thoughts?

>> No.693702

>>693701
The foot need more work but it's fine

>> No.693703

>>693702
yeh the first swing was my first action and i realized after the foots were fucked, i think the second swing has improved on the feet though

>> No.693705
File: 36 KB, 647x690, Capture.jpg [View same] [iqdb] [saucenao] [google]
693705

>>693693
i'm not sure if daz has the right proportions for it. i guess i could get an existing body for this character then improve on it in zbrush, but i'd lose the UVs right?

>> No.693706
File: 116 KB, 1231x861, Capture.jpg [View same] [iqdb] [saucenao] [google]
693706

>>693705
here's the topology

>> No.693710

>>693706
What was the clothing? You might have been better off keeping it and using that

What you are trying to do is so weird

>> No.693711

>>693710
eh it was basically a onepiece swimsuit with ribbons and arm gloves. you're probably right, but i didn't know how to level things off properly so it would look like skin. i figured i was gonna delete them anyway due to that fact.

>> No.693715

>>693711
That body is pretty generic you could make a very similar one in Daz in about 5mins then bring it into blender

>> No.693716
File: 147 KB, 1920x1080, Ford3.jpg [View same] [iqdb] [saucenao] [google]
693716

>> No.693731
File: 47 KB, 1246x515, Untitled.jpg [View same] [iqdb] [saucenao] [google]
693731

>>693423
Why could this be happening? The normals are right.

>> No.693737

>>693731
Maybe lighting settings

>> No.693746

>>693701
0 Weight at all.

>> No.693840

>>693518
Just copy the armature, place it in the mesh,control+p to add automatic weight.
Then you can adjust the weight paint to that specific mesh.

>> No.693841

>>693576
You either start with a mirror then go freehand, or you’re just fucking yourself adding the modifier.

>> No.693858
File: 30 KB, 565x813, Capture.jpg [View same] [iqdb] [saucenao] [google]
693858

how do i parent this bone to the leg, so that it bends with it, while keeping its position? everytime i ctrl p it moves to the knee.

>> No.693859

Im having a lot of trouble lining up textures painted outside of blender but I hate blender's in-engine texture painting. what the fuck do I do?

>> No.693869

>>693859
proper mesh > proper UVS > export to substance
there's no way this doesn't work unless you fuck up something

>> No.693870
File: 22 KB, 226x224, viewport.png [View same] [iqdb] [saucenao] [google]
693870

>>693731
viewport clip start too small

>> No.693900

>>693515
there's so much sss she's glowing

>> No.693902

>>693858
You get an option when you press Ctrl-P, right?
Did you ever consider clicking the other option?

>> No.693907
File: 2.95 MB, 640x360, Pose brush - This new brush lets you pose your model simulating an armature deformation. - It is fully automatic. It does not need a rigged model, go.webm [View same] [iqdb] [saucenao] [google]
693907

>>693423
Sculpt Branch:
Pose brush
This new brush lets you pose your model simulating an armature deformation.
It is fully automatic. It does not need a rigged model, good topology, manual pivot points, transform gizmos or masks.

>> No.693908

>>693907
Holy shit. How does that even work?

>> No.693909

>>693908
Sometimes it is just a preview and goes to his branch in a week, I suppose we could download it from Graphicall in a couple of days if it is ready

>> No.693910

>>693909
No, I know that, I just don't get how the brush functions. Looks crazy. How does it know where the joints are?

>> No.693913

>>693910
Looks like it bends at the edge of the brush radius. Hope he can add some kind of overlay as well because that doesn't look great on its own.

>> No.693914
File: 90 KB, 320x320, 1517096710052.png [View same] [iqdb] [saucenao] [google]
693914

>>693907

MOTHERFUCKING SORCERY

>> No.693915

>>693913
>Hope he can add some kind of overlay
Why? looks faster than the Zbrush transpose and works with small parts like fingers and things like that

>> No.693920
File: 88 KB, 1217x792, examples.jpg [View same] [iqdb] [saucenao] [google]
693920

DECALmachine looks useful, but I feel like using the built-in decals would be plagiarism.

Am I being ridiculous?

>> No.693921

>>693920
Yes you are, but it's also incredibly simple to make your own on the fly. It comes with a built in decal maker that takes all of 10 mins to get the hang of. Then you can make bespoke decals until your heart is content.

>> No.693922

>>693915
I mean to say that the brush circle alone is not visually informative, as indicated by the previous poster's confusion on how it works.

>> No.693924
File: 2.82 MB, 640x360, The dynamic mesh preview and the grab active vertex option are now available in the sculpt-mode-features branch b3d.webm [View same] [iqdb] [saucenao] [google]
693924

>>693922
He has this in the build too but I don't know if it could work well in a dense mesh, looks like something for the multires

>> No.693929

>>693920
>Am I being ridiculous?
It's not ridiculous, but it's lazy. You wouldn't build a scene out of components from the Daz store and call it an original work, would you? This is no different.

>> No.693930

>>693498
let's see your work!!

>> No.693933

>>693930
You know how it goes: you show me yours, and I show you mine.

>> No.693934

>>693924
>>693907
Blendlets are getting too cocky, industry bros. Quick, we have to relativise it.
It will probably crash too often to be useful!

>> No.693935

>>693869
I think my mesh and UVS are right. what's substance? I'm using mediabang paint or whatever

>> No.693938

>>693593
Go on...

>> No.693940

>>693584
Convert your triangles to quads anon

>> No.693947

>>693907
you cam stop spamming posts with this model now; it suck ass and nobody cares

>> No.693948
File: 2 KB, 119x125, 1503442890238.jpg [View same] [iqdb] [saucenao] [google]
693948

>>693935
what the fuck is going on here

>> No.693949

>>693947
this

>> No.693950

>>693947
>>693949
you havent seen the puffy vulva yet

>> No.693953

>>693950
ok you have my permission to continue posting

>> No.693955
File: 75 KB, 681x1225, 123.jpg [View same] [iqdb] [saucenao] [google]
693955

WHY IS F12 ONLY RENDERING 1 FRAME
WHAT THE FUCK
IT WAS WORKING FINE YESTERDAY

I EVEN RESTARTED COMPUTER AND TRIED WITH A NEW FILE WITH JUST A CUBE SLIDING LEFT AND IT ONLY RENDERS A SINGLE FRAME WHYYYYY

just so you know, in the single frame, everything appears as it should, everything in the scene that should be rendered is rendering, the problem is its only rendering 1 frame instead of 124 frames

things iv tried
-changed the output location around
-tried different video formats including the img sequencer, still only renders one frame
-checked and unchecked compositing and squencer even though im not using them
im totally flubbered, yesterday i was rendering shit no problem now this is happening and i have no idea why

>> No.693956

>>693955
kek nevermind im a brainlet its right there in the post i was pressing f12 instead of ctrl + f12 hehehehehehehehehe

>> No.693969
File: 2.82 MB, 414x382, 1487978307507.gif [View same] [iqdb] [saucenao] [google]
693969

>>693956

>> No.693971
File: 220 KB, 308x400, 43bb20a796cfea8ae080f5671a1349f6.png [View same] [iqdb] [saucenao] [google]
693971

imagine being a 3D peon competing with hordes of poos and bugpeople for measly crumbs

>> No.693986
File: 205 KB, 505x431, 1552788398373.png [View same] [iqdb] [saucenao] [google]
693986

>>693971

>> No.693994 [DELETED] 

Why is scrolling in randomly shit for me?
I must have pressed something because this is happening to me all the time and I can't figure out why, but all of a sudden I can't scroll in close to the object I'm editing without it doing so very slowly and reopening the file doesnt fix it.

Help.

>> No.694003

>>693948
I can't get straight lines if I paint directly on the model in blender, so I export the UV to medibang paint, use the curve tool to paint what I want but straight and smooth, then export that texture back to blender. Problem is the lines on the model aren't aligned. What workflow do you recommend that let's me paint straight lines / smooth curves?

>> No.694011
File: 524 KB, 1280x720, Blender 2019.08.13 - 19.25.41.04.webm [View same] [iqdb] [saucenao] [google]
694011

>>694003
>What workflow do you recommend that let's me paint straight lines / smooth curves?

>> No.694012

>>694003
You can use this >>694011 in the uv editor too

>> No.694018
File: 645 KB, 640x360, The pose brush can also be used for twist rotation. Today I fixed some geometry issues and I implemented symmetry. It should be ready soon. b3d.webm [View same] [iqdb] [saucenao] [google]
694018

>>693907
>Sculpt Branch:
The pose brush can also be used for twist rotation. Today He fixed some geometry issues and I implemented symmetry. It should be ready soon.

>> No.694025 [DELETED] 

Finally getting into sculpting. Is there a way to remove the ugly bright edges in sculpting mode in 2.8? I had to go back to 2.79 because of that

>> No.694026
File: 394 KB, 1588x955, mouth.png [View same] [iqdb] [saucenao] [google]
694026

Finally getting into sculpting. Is there a way to remove the ugly bright edges in sculpting mode in 2.8? I had to go back to 2.79 because of that

>> No.694029

>>694011
>>694012
thanks a lot, I found everything really easily and can do what I need now, you're the best

>> No.694041

>>694029
Yw, if you want to learn more about texture paint you have a couple of youtube chanels that are great, I like Craig Jones for "realistic" textures, XRG81 and Grant Abbitt for handpainted toon things

>> No.694044

"Slow parent" doesn't exist in Blender anymore right?
Is there some sort of addon that brings it back, or some kind of workaround where I can do something similar?
Where you parent something to an object, and it lags behind a bit when the parent object moves? Maybe even a bit of overshoot as well?

I'd kinda want to avoid using the sims since they're not too reliable, and they don't produce consistent results.

>> No.694048
File: 55 KB, 445x378, 2019-08-13-1565732375_445x378_.png [View same] [iqdb] [saucenao] [google]
694048

made me laugh for some stupid reason

>> No.694051

How do you add a single edge to a face with the loop cut tool? i've googled a ton and they just say to use the knife tool.

>> No.694052

>>694051
>with the loop cut tool
No, you have to do this:
Edge select > select 2 edges > edge menu > subdivide

>> No.694053

>>694052
Thank you that worked. A timelapse video I was watching didn't bring up any menuing and just did it with the loop cut keybind.

>> No.694054

>>694026
Your pacman is looking nice

>> No.694088

>>693423
Gross..

>> No.694100

Do you guys texture in Blender or use some other program?

>> No.694102

>>694100
substance painter is pretty good. My computer can't run it without crashing though I need an upgrade

>> No.694103

>>693426
What breed?

>> No.694106

>>694103
they pretty much always virtue signal, especially on social media so they go straight for the pitbull

>> No.694107

>>694106
ah, the breed of peace.

>> No.694117

>>694100
I use substance painter, mostly because I was familiar with it before I got into blender so since I started using blender iv always just exported the obj out then painted then plugged in those maps and its worked like a charm

in fact painting in blender is one of hte only things i havent really dabbled in, im sure its alright but when i already got and am familair with SP, i dont see any reason to use the blender one instead

>> No.694122

>>694100
it depends on what you are doing, to do realistic things Substance is the way to go, you could try Mari too they have implemented a new smart material workflow but looks worse, to do cartoonish handpainted things Blender is all you need

>> No.694123
File: 16 KB, 366x484, 1557284368295.jpg [View same] [iqdb] [saucenao] [google]
694123

>>693506
>Drawing every day won't make you better
>drawing every day... will make you better
you sure do know your stuff

>> No.694126

>>694123
I'm not that anon, but if you just draw the same thing every day you'll plateau and hit a wall. Same goes if you just doodle or draw whatever.
It's important to challenge yourself and be mindful of what you're drawing and why if you want to improve. If you're terrible at drawing bodies, instead of avoiding it and drawing whatever else all the time, draw bodies for a week. You won't get better at drawing them if you draw anything else.

You'll improve definitely, you'll pick up techniques and practices as well, but focused study is the best way to get past the wall you hit when you "just draw". Same goes for pretty much anything else skill based like playing instruments, sports, math, anything that you have to practice to get better at.

Obviously you know all that though and you're taking the piss out of that anon for contradicting himself.
So carry on, friend.

>> No.694152

What does anon use for jiggle physics in 2.8?

I was using cloth sim w/ mesh deform + jiggle armature before and am curious if anyone has a better setup

>> No.694252

>>694152
The new Wiggle bones addon is basically the same as Jiggle armature.

>> No.694279

I'm watching a bunch of tutorials and the ones in 2.79 always face some problems with flipped normals appearing dark. Is this not a problem in 2.8 anymore? I don't really face any problem like that and I've done quite a few things without even caring about the normals.

>> No.694329
File: 271 KB, 624x476, 1544751239855.png [View same] [iqdb] [saucenao] [google]
694329

Khara/Q switching to Blender for real, will be used for the final Rebuild
https://japanese.engadget.com/2019/08/14/blender-khara/

>> No.694331

>>694329
>will be used for the final Rebuild*
*Partially, in parallel with 3DSMax although their plan is to transition to blender fully after the new Eva is done

>> No.694341

>>694329
WHO

>> No.694346

IN BLENDER WHEN

https://www.youtube.com/watch?v=_ymfMgL76mU

>> No.694348

>>694346
> WHEN
Min 21
https://www.youtube.com/watch?v=yHGz7nEI23E

>> No.694349

>>694348
>tfw a cat wielding a wrench and a pokemon are the ones propelling blender into the future

>> No.694350 [DELETED] 

>>694349
Don't forget this, I know it is a paid addon and it isn't even close to Substance Painter or Mari, but it is what the texture paint mode should be
https://www.youtube.com/watch?v=zaS83BySePc

>> No.694351

>>694349
Don't forget this, I know it is a paid addon and it isn't even close to Substance Painter or Mari, but it is what the texture paint mode should be
https://www.youtube.com/watch?v=JogQuGY1hSw
https://www.youtube.com/watch?v=zaS83BySePc

>> No.694365

why doesnt eevee have motion blur when even a real time engine like unreal has it ?

>> No.694368

>>694365
Eevee is new. Unreal has a long development history. Give the devs time and they might implement motion blur (or not, since it's Blender after all).

>> No.694369

>>694368
even viewport 2.0 has motion blur anon.

>> No.694372

>>694369
Same thing, Eevee is very new and we shouldn't be surprised it's lacking in features.

>> No.694375

What's better for rendering complex high-sample Cycles scenes, a high-end CPU like AMD's Threadrippers or a high-end GPU like Nvidia's 2080 ti?

>> No.694376

>>694375
imho GPU

>> No.694378

>>694375
Depends on how much memory your scene takes. GPU will always be faster but your scenes might not always fit in VRAM.

>> No.694379
File: 680 KB, 1191x828, front_view.png [View same] [iqdb] [saucenao] [google]
694379

>> No.694382
File: 87 KB, 438x235, adh.png [View same] [iqdb] [saucenao] [google]
694382

Why is my cloth modifier adhering to edges like this? How can I make it smooth like a table cloth?

>> No.694392

>>694382
too heavy

>> No.694395
File: 28 KB, 728x336, lesterholt_mycode-728x336.jpg [View same] [iqdb] [saucenao] [google]
694395

>some dude makes some addon for blender
>media just takes the script and just uses it as typical "le cyberspacehaXX0r1337" backdrop for news
https://www.blendernation.com/2019/08/15/my-addon-code-was-used-by-nbc-nightly-news-and-other-sites/

media really knows how to make efficient use of open source

>> No.694399

>>694395
First Man in the High Castle, then Next Gen, and now this? Blender is unstoppable!

>> No.694424

>>694379
so where is it

>> No.694425

>>694395
The funniest fucking part is that all the graphics on the show itself were probably made with Cinema 4D and After Effects.

>> No.694427
File: 91 KB, 960x540, blenderdobladorrodriguez.jpg [View same] [iqdb] [saucenao] [google]
694427

>>693433
Nice donut, how did you finish it?

>> No.694428

>>693706
imagine the smell

>> No.694429

>>694427
mmmmmmmmmm grains

>> No.694443

how do I set measure distance in the measure tool? is that even possible, like just type 5 meters and he gives me a line of that length?

>> No.694445

>>694443
measure tool is a piece of garbage and the person who designed it should be publicly hanged.

>> No.694465

>>694443
select a thing
press g to move (and F to pay respects)
press X Y or Z to move along any axis
write a number and then press enter
(there´s also a possibility to change the measurements to meters instead of voxels, but idk about that)

>> No.694491

>>694427
I didn't finish it I don't like Blender Guru. Learned more in 1 Grant Abitt lesson than the majority of donut shit.

>> No.694496

>all these outliner fixes getting committed to master
>voxel remesh in master
they really shouldn't have rushed to release 2.8

>> No.694501

>>694491
>Learned more in 1 Grant Abitt lesson
We Udemy now?

>> No.694502

>>694501
Grant seems to be an actual teacher who doesn't throw all the answers at you.

>> No.694503

>>694502
>seems to be
based on what?

Also literally who?

>> No.694512

hey blendlets.
I'm returning to blender after this latest update to check it out.
So far so good.

Should I use the new Blender keyboard config, or the industry standard?

I'm more used to CAD and Industrial design type modelers like Rhino, does that make a different?

>> No.694591

>>694512
why would it make a difference just use what's comfortable for you

>> No.694593

>>694591
yeah, and I don't want to take the time to faf about with one mode, then try out the other one, then make a decision.
I figured the default will likely be better supported in the future, make more sense when watching tutorials, and have more compatibility with add-ons.
But I've heard that the default hotkeys in Blender have been pretty shit, while the other industry standards have been refined and make sense.

>> No.694601

>>694593
if you're worried about industry standards then use other software. Industry doesn't touch blender

>> No.694620

How do I 'flatten' a model? I want to use it for something thats not related to blender and i need the material dimensions.

>> No.694623

>>694620
Pepakura is pretty nice.

>> No.694624

>>694623
theres no way to do this natively?

>> No.694625

>>694624
you can do UV unwrapping, but it's not quiet for knowing the physical dimensions

>> No.694626
File: 831 KB, 1055x845, file.png [View same] [iqdb] [saucenao] [google]
694626

I maek bicycle :D

>> No.694627
File: 30 KB, 480x360, 1558132628079.jpg [View same] [iqdb] [saucenao] [google]
694627

>studio khara switched to blender because of grease pencil
maybe we'll finally get a fucking eraser

>> No.694628

>>694627
try using alcohol, erasers don't do good on grease pencils

>> No.694630

>>694627
literally who

>> No.694632
File: 889 KB, 663x868, 1543817125233.png [View same] [iqdb] [saucenao] [google]
694632

>>694395

>> No.694633

>>694627
Are you retarded? We've had an eraser since before it became a dedicated animation tool.

>> No.694634
File: 828 KB, 816x459, 1548014456116.gif [View same] [iqdb] [saucenao] [google]
694634

>>694633

>> No.694635

>>694634
Again, are you retarded? Those aren't rasterized pixels. Like vector art in 2D, they are curves in 3D space.

>> No.694637
File: 24 KB, 400x225, 1540427842611.jpg [View same] [iqdb] [saucenao] [google]
694637

>>694635
https://www.youtube.com/watch?v=lMMtK-gkQTs

>> No.694645

>>694637
Those are the same as the lines, idiot. The fill is just extended between lines. You can erase lines the same way in Blender (and said "Lines" can be shaped any way you like).

>> No.694653

>>694496
>they really shouldn't have rushed to release 2.8
siggraph.
they fucked up with the schedule but really really wanted 2.8 to be out by then.
but that's okay, would have been worse if they decided to shit on the tradition and go straight for 3.0 in this state of things.

>> No.694675
File: 3.18 MB, 1920x1080, donut tutorial 8-17-19.png [View same] [iqdb] [saucenao] [google]
694675

That was fun but there is so much technical stuff. Do I just keep doing tutorials until I git gud?

>> No.694676

>>694675
Do tutorials until you think you got a basic understanding of things, then start going on your own adventure and experiment further until you want to do something that you can't figure out, then look that up again.

>> No.694691
File: 356 KB, 1440x844, alexi-vangorn-2019-001-screenchute.jpg [View same] [iqdb] [saucenao] [google]
694691

YO BLENDHEADS
check out this sick character made in blender
https://www.artstation.com/artwork/oOPKNJ

>> No.694730

>>694691
How do you even unwrap something like this to texture it?

>> No.694732

>>694675
Do a bunch of tutorials and then do shit on your own. You'll hit several walls and several things that make you think "I wish there was an easier way to do this" (which there is, probably) and you'll also realize that your topology is shit so you'll have to go after tutorials about how to subdivide properly. For that go to cgpeers and get the mesh modeling bootcamp tutorial from cgcookie. It shows some good guidelines for thinking about meshes/loopcuts.

>> No.694733

>>694730
Quite normally?

>> No.694736

>>694733
lewd
>>694427
oof that's grainy

>> No.694739

>>694691
Looks literally a bit pale around the nose, otherwise neat.
>no neat topo for the abs area
Shame though but probably not a real pro yet.

>> No.694740
File: 522 KB, 1920x1711, alexi-vangorn-2019-001-lucy-close.jpg [View same] [iqdb] [saucenao] [google]
694740

>>694739
Upon further inspection...
Just read she's intended to be a realtime character model so guess the lack of abs topo can be excused then.

BRAP

>> No.694755

>>694740
>textured in gimp
absolute madman

>> No.694759

>>694755
>textured in gimp
how !?

>> No.694761
File: 73 KB, 640x1136, 63e652c8c0831c9767aeafa4c319efdb.jpg [View same] [iqdb] [saucenao] [google]
694761

why doesn't the x-mirror function work on the fuckin weight painting mode someone please fucking help.

I was under the understanding that what I paint on say, shoulder.L for example would automatically be painted and on the opposite shoulder.R bone but it just isn't working dammit.

>> No.694763

>>694761
I think mirrored weight painting got introduced in 2.79.
Are you using some old version?

>> No.694766
File: 482 KB, 1347x671, fuckin bones man.png [View same] [iqdb] [saucenao] [google]
694766

>>694763
I'm using 2.8 And to scratch that, I figured out what my issue is, but now how to resolve it.

I have a left side of my armature set up to fit my mesh, and I used the ctrl D (duplicate), ctrl M (mirror), X (on X axis) to duplicate and mirror my bones. The bones duplicate in the correct ocation sure enough, but for whatever fucking reason they're slightly rotated so the vertices don't copy to the other side like they should. Any help with why?

In pic related the left are the originals and the .001 are the copies that are rotating. I already tried alt+R to clear the rtation but that doesn't work.

>> No.694768

Anyone know how I can get the maximum/highest value from an input? Not the math node, I mean getting all of an input and setting it all to whatever the highest value was. With numbers higher then 1 and a maximum that changes.

>> No.694782

>>694512
It doesn't matter you're going to use your own hotkeys and scripts in any program you use unless you're an absolute shitter

>> No.694856
File: 572 KB, 1656x955, blender_xwmum3CEsb.png [View same] [iqdb] [saucenao] [google]
694856

How's this for a first nose? Notice any mistakes?

>> No.694906

>>694766
>and I used the ctrl D (duplicate), ctrl M (mirror), X (on X axis) to duplicate and mirror my bones

There is built in function for creating mirrored bones in the right-click menu, you only need the left/right names set up on the existing bones for it to work.

>> No.694910 [DELETED] 
File: 248 KB, 1024x784, 1560480415713m.jpg [View same] [iqdb] [saucenao] [google]
694910

>>693423

>> No.694911

>>694910
Fuck off.

>> No.694919

>>694910
kys churchfag

>> No.694920

>>694906
Thank you for telling me that but it still doesn't exactly work like it's supposed to. I still get the right side slightly rotated.

>> No.694921

>>694906
One thing worth noting though is that when I mirror the right side, the bones still rotate so it's not like a problem with the duplication but with the bones or my mesh. Will this happen if a mesh happens to be uneven on both sides?

>> No.694923

>>694920
Use Symmetrize. The bone rotation should be exactly the inverse in all cases.
If you have problems with rotation you can use CTRL+N to reset rotations.

>> No.694924

>>694856
>Notice any mistakes?
Yes, you're looking for instant gratification.
Don't just practice noses (wtf) practice human heads as a whole because getting the whole basic shapes right is more important than going into detail for one thing while the rest is shit

>> No.694930

>>694923
Umm wtf it worked perfectly that isn't supposed to happen with Blender????? Thanks.

>> No.694963
File: 7 KB, 255x235, 1496522899432.jpg [View same] [iqdb] [saucenao] [google]
694963

Wait how do I mirror the weight paint because I didn't get an answer for it?

>> No.694985
File: 283 KB, 701x633, donuts.png [View same] [iqdb] [saucenao] [google]
694985

HOW ORIGINAL!
Mhh, delicious yt ad bucks

>> No.695009

>>694856
oy...

>> No.695013

>>694691
>YO BLENDHEADS
>check out this sick character made in blender
How did he do the hair? Too bad there's no tutorial, it would be interesting to see how he did it all using only blender and gimp.

>> No.695017

>>695013
Looks like Hair Tool. It's super easy.

>> No.695033

How do i make a bone rotate with another bone if its offset and not a child?

>> No.695036

>>695033
It will still rotate with the first bone if it's parantede with offset? What do you mean?

>> No.695053

Does anyone have Auto rig pro for 2.8? I remember one of you guys shared 2.79.
If not is Rigify and Blenrig good in 2.8?

>> No.695054

>>695053
never mind guess it was easy to find simply googling
however is it worth using over the other options?

>> No.695071
File: 28 KB, 603x566, Untitled.jpg [View same] [iqdb] [saucenao] [google]
695071

>>693423
Two questions:
Firstly, what did I do here, and how do I fix it? There's this frustrum cutting into my mesh and hiding everything outside.

Secondly, is there a way to have the same workflow as when you're working with dynamesh in zbrush? Dyntopo becomes way too slow way too fast, and I much rather have it the old way, where you just remesh and keep working. I know dyntopo allows us to flood fill a resolution, and I know there are things like the remesh modifier, but I was looking for something a bit more convenient than that.

>> No.695080

>>695013
>He needs others to post a tutorial
>He expects people to just post tutorials for anything they make that looks halfway decent
Just because Blender is open source doesn't mean people's knowledge is.

>> No.695082

>>694856
>Imagine making your first nose and telling your mom about it so she can put it on the fridge.
Stop being a millenial, man.

>> No.695083

Is use blender if it wasn't a huge piece of shit. Call me when you guys get an integrated uv editor like the big boys

>> No.695085
File: 84 KB, 397x659, Fd4p9fPEqd.gif [View same] [iqdb] [saucenao] [google]
695085

>>694963
h-here

>> No.695086

>>695071
Dyntopo is all there is afaik
The only big difference is dyntopo doesn't automatically run a boolean operation whenever you flood fill, so you have to do that manually if you have intersecting geometry and hope it doesn't fuck up.

>> No.695087

>>695071
Not sure if that's what you're looking for but check out today's Blender Today, there is a demo of the new voxel remesher.

As for your view being cut that's just an isolated selection, Alt+b should fix it

>> No.695139

>have mirrored model
>apply modifier
>uv unwrap
>draw on model
>it draws on the opposite uv map
lmao. how is this an official release when a crucial feature is buggy?

>> No.695146

>>695085
X-mirro symmetry does copy the weight paint, but only for one bone. If you weight paint the left shoulder for instance it will automatically apply it to the right shoulder, but for the left bone, if that makes sense.

What I'm trying to do is weight paint the left shoulder on the left bone and have is automatically apply to the right bone and the right shoulder. Or just copy the vertices to the other shoulder, but none of the YT tutorials work for me.

>> No.695158
File: 157 KB, 1000x413, BannerHairTool.png [View same] [iqdb] [saucenao] [google]
695158

Does anyone have experience with the HairTool?
Is it worth the monies?

>> No.695161

>>695158
i dont really see how its better than what you can do already in 2.8 with the particles
takes like 45minutes to learn how to add hair to anything and then its just
place particle > comb > hide > repeat

wow hair

>> No.695162

>>695139
you should have unwrapped then applied modifier you mong

>> No.695165

>>695161
Well it's main feature is speed.
You can pump out completely new hair designs really quickly. If time is something you have lots of then of course, you can achieve all of this manually too.

>> No.695167

>>695165
>>695161
>>695158
any good hair making guides in blender?
i get the basics, but i mean like fundementals of hair
i got short hair and no gf so its hard to find a good reference
what gets me up the most is the scalp, like im never happy with how the top looks especailyl after combing, usually theres always a spot on the scalp left

>> No.695169

>>695167
The thing is, if you use particles, the hair will START to look good once you increased the hair count so much your PC will collapse.
Cheaping out on hair count will look shit, making them thicker will also look like shit. Working with hair is shit.

>> No.695170

>>695169
maybe ill make a new post later asking for guides cos its not really exclusive to blender

>> No.695220

>>695161
>>695165
You fucking retards. It's not for speed, it's for performance. It's for making HAIR CARDS that you can use in realtime engines.
Particle hair is completely useless for anything other than pretty renders.
And yes, hairtool is like 10 USD or something and definitely worth the money.

>> No.695239
File: 124 KB, 680x680, akch.png [View same] [iqdb] [saucenao] [google]
695239

>>695220
>You fucking retards. It's not for speed, it's for performance.

>> No.695240

>>695158
Moot has some really fucking pretty wigs.

>> No.695241

>>695220
>It's for making HAIR CARDS
which happen to get done quicker than particle shit.

>> No.695242

>>695240
Alright, fine, FINE. (You) earned it

>> No.695255

>>695220
>It's for making HAIR CARDS
https://www.youtube.com/watch?v=X2GlucSORns

>> No.695291

>>695241
absolutely not necessarily true
it's just the purpose of both that's different..

>> No.695322

>>693423
is this model freely available? I need a good non-fucking shit models to test my 3d renderer.

>> No.695331

>>693426
link?

>> No.695332

>>695255
No one said it wasn't possible without hairtool. Hairtool just makes the process a lot simpler and easier.

>>695241
Absolutely not.

>>695239
Retard.

>> No.695340

Diffuse Color pass is black when using sss on principled shader, is this a bug?

>> No.695344
File: 300 KB, 2500x1766, blender-infographic-SM-2500.png [View same] [iqdb] [saucenao] [google]
695344

neat

>> No.695345

I've been thinking of giving Blender a shot after the hype about 2.8.

I have a very elaborate tutorial for 2.79 lying around on Udemy that I haven't gone through yet.

Can I learn 2.8 through a 2.79 tutorial, or is it so different that it will be a waste of time?

>> No.695348

>>695340
most likely a bug
>>695345
I'd fully concentrate on 2.8 there are enough changes that using 2.79 tutorials while being a noob and getting into 2.8 can absolutely severely fuck with you. don't do it and get 2.8 tutorials. if you knew 2.79 quite well it could be manageable yet a bit annoying but no way when you're still kinda beginner level.

>> No.695350
File: 501 KB, 1374x850, barbie head render-34642888.png [View same] [iqdb] [saucenao] [google]
695350

I think I failed.

>> No.695351
File: 12 KB, 351x140, 393871645.png [View same] [iqdb] [saucenao] [google]
695351

>>695340
No, it's a blender thing. To get a proper albedo pass you have to composite all of the color passes together if I'm not mistaken.

>> No.695353

>>695345
I would recommend against doing that if you are brand new to blender, because enough UI things have been moved around you will be bashing your skull every 10mins googling where X is.
You would be better off doing a few hours of basic blender 2.8 tuts to get an idea of where everything is, then go to the 2.79 tut if you still think it's awesome and you should be able to follow along much better.

>> No.695360

>>695344
>blender shortcut degree

>> No.695363

>>695350
keep failing anon that's the way to learn

>> No.695366

>>695344
All the functionality of Blender fits into a single poster. Sad.

>> No.695369

>>695146
c-could you show me..?

>> No.695375
File: 242 KB, 920x697, reimu_q.jpg [View same] [iqdb] [saucenao] [google]
695375

How to rename bones in pose in poselibrary (not armature) via python?

>> No.695382

>>695375
why
The bones are the same no matter what pose they're in.

>> No.695383

>>695344
What a mess

>> No.695387

>>695382
i have poses with different bone names, i dont wanna rename armature because .L, .R

>> No.695420
File: 189 KB, 647x418, gasgsadsad.png [View same] [iqdb] [saucenao] [google]
695420

I am trying to change the shortcut of this pie menu but I cant find it in the menu when pressing the button its the button below the esc key on a US layout. What is the name of his shortcut and is there a way to display the name of the things you use maybe a console or something? thanks

>> No.695423

>>695344
clusterfuck just like blendner itself

>> No.695425

>>695420
what?

>> No.695427

>>695360
>>695383
>>695423
What's with you people unable to read and/or memorizing some shortcuts? Genuine question because despite it looking pretty wild at first glance that map is actually cool to have.

>> No.695429

>>695427
Sorry, I can memorize shortcuts and did for the past 20 something years, just from reference cards that were not created by autists or complete schizos.

>> No.695431

>>695429
Very nice, now you only have to learn how to phrase sentences without using random buzzwords.

>> No.695434

>>695344
This graphic designer needs to be taken out to a field and shot.

>> No.695437

>>695387
That makes no sense. Why do you wnat the bones to chaneg names when you select them from the pose library???

>> No.695452
File: 221 KB, 459x801, 1510812532564.jpg [View same] [iqdb] [saucenao] [google]
695452

where can I hire a one on one tutor to help me out when I need it because I find myself in situations where I need a lot of fucking help

>> No.695458

>>695452
what discipline specifically and how much would you be willing to pay?

>> No.695466

>>695452
that's an ass

>> No.695474

>>695466
big facts

>> No.695476

>>695458
reviewing my meshes, rigging, and animations and discussing what I did right/wrong, and how I can improve with them. I don't know what the standard is or what your availability is like, but depending on your portfolio I would be willing to pay from $30 per hour, for 2 hours sessions at a time biweekly

>> No.695478

>>695452
If you want to discuss things further in email I can share my WIPs so you can gauge my knowledge I can be reached at pluschalk9@gmail com

>> No.695517
File: 45 KB, 739x566, 1564118718855.png [View same] [iqdb] [saucenao] [google]
695517

in 2.8 whenever i use undo on a linked rig, blender hangs while the console prints
>Checking OBWGT-upper_arm.fk.L...
>...in LIrig.blend (//rig.blend): FOUND!
for every linked object. is there a way to turn this off? is it a bug?

>> No.695532

>>693423
I have a image 44px by 44px, I've imported it onto a flat plane size 1x1. I have an orthographic camera size 1. My render size is 44px by 44px. I have turned off interpolation. I have set filter type to box. So why the piss is my shit still blurry?

>> No.695539
File: 596 KB, 607x534, aaaaaaaaaaaaaaaaaaaaaaaaaaa.png [View same] [iqdb] [saucenao] [google]
695539

I'm trying to export all textures on my basic map for TableTop as one single large texture. How would one go about saving a mesh as a texture or something that will let me lay it all on at once?

>> No.695550

>>695539
I don't really understand what you're asking, you might want to select all vertices in edit mode, press u, select 'smart uv project', press 'ok', go into 'uv/ image editor', click 'UVs', select 'export UV layout', save the file and then open it in your image editor. You might want to do that but I don't really know.

>> No.695553

>>695550
Nah that's not what I'm looking for
I've put several different textures onto a plane. I'm trying to export the plane while keeping all the textures where they're supposed ot be, i figured if I can just make a single large image that is the size of the board I could do it that way and want to make that image using blender.

>> No.695562

>>695553
I guess you could use an orthographic camera and just render it shadeless

>> No.695576

>>695420
you can also search by key combination

>> No.695586

>>695458
I hope I didn’t offend you with a shitty offer. Like I said I don’t know what the standard is for this kind of thing so I’m willing to be flexible

>> No.695614

>>695586
Think he already responded to you here >>695478 but just replied to the first post by mistake

>> No.695631
File: 118 KB, 380x247, 1444930113698.jpg [View same] [iqdb] [saucenao] [google]
695631

The Retopoflow guys are about to get massively BTFO if they keep waiting with their 2.8x port

https://twitter.com/pablodp606/status/1164624069955899393

>> No.695638

>>695631
hope they add a way to snap edge loop to surface.

>> No.695644

>>695631
What port, who?

>> No.695645

>>695631
How does he keep fucking getting away with it bros
Pokemon man is legit gonna go down in history as the man who changed 3d forever

>> No.695648

>>695644
retopoflow is a quite complex retopo tool that is actually really damn good.
https://blendermarket.com/products/retopoflow
the only problem is that it is so complex that they take way too much time to get it running on 2.80 while others are already working on their own retopo solutions. it's 86 bucks so if they don't get it ready soon they will lose fucktons of money.

>>695645
that pablomon is a fucking force of nature

>> No.695652

>>695631
It's much worse than that, honestly. Zbrush remesher (best in the business) is coming to Blender.
https://exoside.com/quadremesher/

>> No.695653

>>695614
That was mine and I accidentally responded to my post

>> No.695659

>>695652
Also Quadrflow will be integrated soon, Pablo did this to start testing it
https://pastebin.com/DJVyCQ8u

>> No.695661

>>695539
>>695553
This place is jampacked with incomptence. Don't listen to that other guy. Here's what you need to do:
https://www.youtube.com/watch?v=9airvjDaVh4

>> No.695662
File: 341 KB, 213x199, 1518675231730.gif [View same] [iqdb] [saucenao] [google]
695662

>>695631
I wish he would stop wasting time on silly nonsense like that and develop some proper texturing tools.

>> No.695669
File: 672 KB, 3024x1744, 01.jpg [View same] [iqdb] [saucenao] [google]
695669

This is the most recent character i created for my upcoming game. Feel free to rate it, it's still lacking rig so it's a WIP.

Left is Marmoset and Right Blender Eevee render. Can someone help me to set up this god forsaken shaders inside blender? Mostly everything except the emissive map are pretty poorly setup and honestly i have no clue to at least make it look something close to the left one.

>> No.695672

>>695648
>retopoflow is a quite complex retopo tool that is actually really damn good.
>https://blendermarket.com/products/retopoflow
>the only problem is that it is so complex that they take way too much time to get it running on 2.80 while others are already working on their own retopo solutions. it's 86 bucks so if they don't get it ready soon they will lose fucktons of money.
..what?
Nigger, have you tried to read your own posts and ask yourself - yeah, his gets point across to some random reader.
go fuck yourself with a rusty fork, really

>> No.695673

>>695669
How did you do her from the start?

>> No.695674

>>695673
Mostly i just connected the SBP textures to the Principled BSDF shader

>> No.695675

>>695674
I'm talking about whole thing. Sculpting?

>> No.695678

>>695675
Yeah i did everything in her. From sculpting to concept, retopo and textures

>> No.695679

>>695675

Mostly i just go to zbrush and sculpt the highpoly, bake inside SBP and set it up on blender for rigging and final render later on.

>> No.695680

>>695678
>>695679
r u artfag?

>> No.695681

>>695648
Honestly what's their fucking excuse for not having it working in 2.8 yet?


Without a doubt they had early 2.8 beta access being a popular add-on creator. Did they think people just wouldn't move over or what?

It's actually pretty rediculous.

>> No.695689

>>695662
>silly nonsense
That's a basic retopology feature in major DCCs, it needs to be in Blender too.

>> No.695695

>>695669
Are you using global illumination? If so, add real lights (probably a 3 point lighting system) and turn global illumination to black; if you want a transparent background go to Render -> Film -> Transparent; if you want to substitute your own color then add a Light Properties -> Is Camera? -> Mix Shader -> World1 / World2 node setup

Maybe show us your node setup for the material as well? Also is your specularity baked because Blender uses Gloss (or maybe it uses Rough? I forget which) so you might need to use an Invert node to swap (as in transpose) the black and white channels

>> No.695730
File: 684 KB, 813x647, 1563276997038.png [View same] [iqdb] [saucenao] [google]
695730

How can I make it affect the boob so it wont clip but deform a bit?

>> No.695736

>>695672
Have you tried visiting /3/ without being high as a kite?

>> No.695737
File: 10 KB, 305x301, 1541539863226.jpg [View same] [iqdb] [saucenao] [google]
695737

>>695644
>>695672
what the fuck are you even doing on this board if you literally don't know anything

>> No.695738

>>695681
>Honestly what's their fucking excuse for not having it working in 2.8 yet?
They waited for the feature freeze.
Then they waited for the 2.80 API freeze.
All this while they realized that getting it over to 2.80 needs tons of rework and now shit gets a bit hectic because everyone jumped on 2.80 but have to go back to 2.79 for retopo if they got used to Retopoflow.

>> No.695739
File: 35 KB, 351x351, 1543789348225.jpg [View same] [iqdb] [saucenao] [google]
695739

>>695652
WATTAFAAAAAAAAAAAAAAAAAAACCCKKKKKKKKKKKKKKKKKKKKK

Ridiculously neat and the thought of having text insta-quad'd almost made me cum.

>> No.695742

>>695737
>what the fuck are you even doing on this board if you literally don't know anything
Perhaps to learn the aforementioned "anything"

>> No.695765
File: 154 KB, 280x253, 1484251347460.png [View same] [iqdb] [saucenao] [google]
695765

>>695652

>$110 for a single purpose Blender addon

>> No.695780

>>694026
bump for this

>> No.695781

>>695350
failing is giving up fren

>> No.695796
File: 2.12 MB, 1146x1327, Capturar.png [View same] [iqdb] [saucenao] [google]
695796

>>695695
After some tweaking i got a better result, but somehow there is 2 problems over here. The hair texture looks awful (Can't blame actualy. I just got the alpha texture but still) and there is a weird shadowing over the ears that honestly i don't know what the actual fuck it is like that. Any suggestions?

>> No.695800

>>695669
Is this Drakengard 4?

>> No.695802

>>695796
Use hashed blending instead of alpha blending for the hair.

>> No.695805

>>695689
Just looks like Maya's Quad Draw. It's okay, but I still just use Blender for retopo every time. Don't see the purpose at all.

>> No.695811

>>695802
It alredy is with hash blending for both shadow and blend mode

>>695800
I'm trying to create a cyberpunk hack and slash game. NieR, Drakengard and DMC are my main references for the combat style

>> No.695813
File: 2.81 MB, 3152x1683, Capturar.png [View same] [iqdb] [saucenao] [google]
695813

>>695802
Please take a look at the shader. Idk how i can improve it though.

>> No.695830

>>695813
>>695796
show pucci

>> No.695833
File: 142 KB, 271x531, file.png [View same] [iqdb] [saucenao] [google]
695833

How does my rig look so far? Are the bones positioned correctly? This is so confusing.

It's my first attempt rigging a model.

>> No.695841

>>695833
Are the hand-prongs intended to be bendy? If not you'd be better off just tying each prong to one bone each.

>> No.695843
File: 112 KB, 332x367, file.png [View same] [iqdb] [saucenao] [google]
695843

>>695841
How would I do that,
Is there a way I can bend bones?

>> No.695844

>>695843
Oh and one more question,

Do my Bones HAVE to be Inside the model?

It gets quite tedious trying to keep all the bones from poking out

>> No.695848

>>695843
No need to bend them if the entire hand-prong is a rigid piece, it'll copy the open-closing rotation of a single bone just fine. Bones should outline how the model rotates, not necessarily its exact shape. If it's not a joint or some other locus of deformation, the bones don't need to form a joint there either. Not the person you were having the conversation with at first, just to avoid confusion.

>> No.695849

>>695844
>Do my Bones HAVE to be Inside the model?
No
You can use stick visuals to make them smaller

>> No.695850
File: 1.77 MB, 2561x1441, intersect.png [View same] [iqdb] [saucenao] [google]
695850

hey blendlets, I have this mutated self-intersecting mass and I want to rectify it into a single mesh with interior and exterior faces, for 3d printing.
I've been trying to use the face intersect (knife) tool, but it still doesn't seem to create a boundary between the two parts, so I can extract the interior guts.
Any help? Or is it likely I've got faces that are so coplanar, it farts out on me?
Thanks in advance.

>> No.695863

>>695850
Use the remesher in the sculpt branch

>> No.695880

WHY THE FUCK is the edit mode so slow in 2.8? What the hell?

>> No.695903

>>695880

Your wood pc might not handle, try closing the porn also.

>> No.695905

new thread: >>695901

>> No.695915

>>695880
What do you mean by slow it’s the same speed

>> No.695988

>>695053
AutoRig Pro is worth the money.

>> No.696304

>>695903
Okay done but it still runs like shit, that didn't happen in 2.79.
>>695915
Low fps when moving anything, like 3 or 5.

>> No.696478
File: 88 KB, 1024x584, lawnmowerman_avatar-1024x584.jpg [View same] [iqdb] [saucenao] [google]
696478

>>693423
What tutorials do I pirate to get good at sculpting in blender? Because from what I tried sculpting in blender looks like cancer.

>> No.696909
File: 90 KB, 305x269, lip.png [View same] [iqdb] [saucenao] [google]
696909

Tried making lips for once