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/3/ - 3DCG


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File: 53 KB, 860x588, 286-2864921_blender-logo-blender-3d-logo-hd-png-download.png [View same] [iqdb] [saucenao] [google]
757494 No.757494 [Reply] [Original]

Do not poly-model characters unless you are a retard. Blender has sculpting tools, use them.

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/

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https://blendermarket.com/

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

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

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

Previous Thread: >>754822

>> No.757513

>>757494
What can I do in blender that I can't do in cinema4d?

>> No.757514

>>757494
Can we all agree that speed retopo is the best retopology add-on?

>> No.757515

>>757514
>not retopologizing by hand
Amateurs.

>> No.757525

>>757513
UV with tools from the current decade

>> No.757532

>>757494
Is sculpting better than mudbox yet?

>> No.757536

>>757532
Mudbox is still around?

>> No.757540

is this "make a doughnut" tutorial a good place to start if i wanna get into blender?

>> No.757554

>>757540
Not really. there are better options, like cgcookie

>> No.757566

Is there a modifier that moves a mesh/verts such that the average vertex position is in some specified place? I'm using the array+bend modifiers to create rotational symmetry, but the amount of repetitions changes the center of the object, and I'd like to counteract that

>> No.757567
File: 2.48 MB, 560x460, Andrei-Mishanin-Mista-T1-1.webm [View same] [iqdb] [saucenao] [google]
757567

>NOOOOOOOOOOOOOOOOOOO! YOU HAVE TO USE THE SHITTY SCULPTING TOOLS! YOU CAN'T JUST POLY MODEL CHARACTERS!

やれやれだぜ。。。

>> No.757571

>>757567
>search ArtStation
>3D hobbyist
Well, there's a good reason he's not a pro

>> No.757598

>>757494
Some model pieces like toes get fused when I use remesh so I think I prefer to use a combination of both methods or just keep doing the good old poly-model.

>> No.757600

>>757514
I have been using retopoflow and it works well.

>> No.757604

>>757571
Remember you're talking to aggydaggylets (agdg), their standards are low and they just want to make shitty low poly games. Poly modeling basic bitch characters is probably enough for them.

>> No.757639

>>757604
better than falling head first into the uncanny valley by trying to compete with 300 professionals 3D artist and state of the art face tracking tech.

>> No.757641

why do my point lamps suddenly not work unless i turn the power to like 9999 W

>> No.757642

>>757494
How the fuck do you do fine details like clothes edges, button holes, etc through sculpting? I'm new at modelling and not able to get the detail I want through sculpting even with dyntopo

>> No.757654

>>757513
The best Hard Surface Modeling workflow out there (i come from Max/C4D so my opinion should be pretry unbiased).
With vanilla Blender you already have something superior to C4D with it's comfy hotkey based modeling workflow. But if you're willing to take the time in learning, the BoxCuter/HardOps addon combo is an absolute blessing from the gods. M3shMachine is really good too.

>> No.757655

>>757567
Totally off-topic, but what does「だぜ」mean there?

>> No.757664

>>757654
Not him, but can you elaborate? I bought them, but I don't really get what they offer over booltool that's worth 40 bucks

>> No.757667

>>757642
watch courses

>> No.757671
File: 32 KB, 800x400, largef-cb06bcb1e24e41d6180dd21ab69f1aa6.jpg [View same] [iqdb] [saucenao] [google]
757671

>>757654
>M3shMachine
>unf*ck tool
why do blender devs have to be this way

>> No.757675

Are add-ons even really worth the time? Most of them offer solutions to problems that I don't even know I'm having. And if I did know something was wrong with my mesh, who is to say I'd know which feature would solve my problem? To do that, you would have to understand every feature intimately. And who is to say I couldn't have solved my problem in a slightly-less-efficient-but-gets-the-job-done way using default tools? How often are you really going to get to use it to justify the extra expense, space and maintenance? And then there's the near inevitability that a maintainer abandons his add-on and nobody cares to work on it and merge it into main, or maybe there are licensing issues.

>> No.757679

>>757675
Addons are for workflow efficiency you retard.

>> No.757680
File: 365 KB, 2012x1205, 1595465269432.jpg [View same] [iqdb] [saucenao] [google]
757680

Get ready for even more Daz users shitting up Blender threads and communities. Daz to Blender bridge was just released.

>> No.757681
File: 131 KB, 1125x825, 20200723_122153.jpg [View same] [iqdb] [saucenao] [google]
757681

Is there a rip of the blender 2.8 launchpad course somewhere?

>> No.757684
File: 136 KB, 640x360, 1576513733835.png [View same] [iqdb] [saucenao] [google]
757684

>>757680
>Get ready for even more Daz users shitting up Blender threads and communities.

>> No.757691
File: 26 KB, 367x500, 1410520955226.jpg [View same] [iqdb] [saucenao] [google]
757691

>>757655
「だ」simply means "it is".
「ぜ」is a sentence ending particle that works like an exclamation point. But in this case, it's a very manly, informal sort of exclamation (compared to something like「よ」).

>> No.757699

Has anyone tried the 3DCoat/Blender bridge?

>> No.757710

Is UV unwrapping the most cancerous part of 3D modeling?

>> No.757712

>>757710
No, the transition from beginner to experience is. Just go look back at some of your first models.

>> No.757718

>>757680
why do all Daz/design doll 3D characters look so fucking souless holy shit.
I barely use the world souless but damn its making it hard.

>> No.757720

>>757718
Same base geo with minimal changes to the number of faces. Most characters are targeting the same demographic of 30+ year old boomers who have been rendering bimbos in spiked heels since the late 90s.

>> No.757725
File: 57 KB, 760x830, cat hands.jpg [View same] [iqdb] [saucenao] [google]
757725

>>757718
This is what always bothered me while discussing porn animations outside of /3/.

>dude models outta [porn_game_name] look like shit
Okay show me good ones
>shows concept designs done in zBrush by experienced people from industry or highly stylized cartoonish characters which would look strange in a lewd animation
Cool where do I get it so it can be animated?
>just learn modelling for 10 years and do it yourself ngmi kys

I've been sitting in front of a monitor trying to model a character for a month literally 8-12 hours a day taking breaks just to eat and defecate. While it was an interesting journey, even second try turned out to be an absolute ugly shit and I have neither motivation nor time to continue learning for over than a year just to be able to reach at least daz quality of human models.
Sure maybe daz and especially other porn games have no place on this board but it's a great thing for what it is: creating little cute animations for personal use.

>> No.757728

>>757725
It's ok I understand, sometimes you just want a small project and don't really care about the quality because it's a hobby in the end.
I've been doing it for 3 months (minus two weeks I was absolutely bombarded with homeworks and exams) and I still feel like I'm decades away from these pre-made models quality...

>> No.757730

>>757710
No, because its pretty easy.
All you do is place seams in a manner where it unfolds like some kind of bear skin to some hardwood floor near you. Like its in some kind of luxurious hotel.
Once you get it, its the easiest shit. Its literally inverse origami.

The only true cancer is rendering, exporting and 3D animation.

>> No.757734
File: 729 KB, 899x1270, 1576149941047.png [View same] [iqdb] [saucenao] [google]
757734

>>757730
Yeah I hated unrwrapping until I learn how to do my seams correctly.
Unironically while reading pic related I noticed how seams should be used.

>> No.757743

>>757571
Because any industry where you'd need to character model is wretched and pays absolute shit? You'd have to be a fucking lunatic to learn this for the sake of professional prospects which don't fucking exist.

>> No.757750
File: 74 KB, 1198x735, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
757750

How do I perfectly align these three rotating barrels so that they can rotate smoothly within a game? Hand placing always leads to wonky rotation.

>> No.757753

>>757750
Learn how the 3d cursor works.

Select all 3, go into edit mode, select the end faces of all 3, shift+s "Cursor to selection", go out of edit mode, Object>Origin to 3d cursor. Now you can rotate all 3 with a perfect center.

>> No.757754
File: 20 KB, 438x401, trianglefan.png [View same] [iqdb] [saucenao] [google]
757754

>>757750
You can use a dummy equilateral triangle as a snapping guide to perfectly align the barrels

>> No.757755

>>757754
based answer.

>> No.757759

>>757755
convoluted trash answer

>> No.757760

nobody told me how easy it is to attach the rig using the fucking cursor I feel cheated.

>> No.757761

>>757759
I love you like your family never did.

>> No.757765
File: 112 KB, 1061x487, 캡처.png [View same] [iqdb] [saucenao] [google]
757765

i can't past this part
when i tried to selected part of 'donut'
it just delete whole icing

>> No.757777

>>757765
>doing a donut tutorial

>> No.757780

>>757765
The """Blender Guru""" is a fucking retard and his tutorials are worthless. Go find a real tutorial.

>> No.757786

>>757777
>>757780
then what tutorial is good ? official blender tutorial?
nice quad anyways

>> No.757790

>>757786
Dont listen to them, theyre just poopyheads.

Whats giving you the trouble exactly? Selecting wont delete anything. Drag your selection. Press Shift-D to duplicate it, then right click your mouse to cancel the movement of the new selection, DONT deselect the vertices, keep them highlighted since now two sets of different vertices are occupying the same exact space. Press P, and select separate selection

>> No.757792

>>757790
i did that but what i can't understand is deleting verticle part

https://youtu.be/R2qjqqfkH6E?t=357

>> No.757793

>>757792
I see what happened. From 5:05 he stops with the progress of the tutorial and is just demonstrating an issue that some people may face, the tutorial resumes where he left off at 6:05. Just dont delete anything. If you have 2 objects in the outliner (excluding a light and a camera), then youve done everything right.

>> No.757794

https://youtu.be/vVziWi0vQkc

>> No.757796

https://youtu.be/jooIZHezXAg

>> No.757831
File: 103 KB, 278x334, paint.png [View same] [iqdb] [saucenao] [google]
757831

Any anons use the flip fluids addon for spilling paint like pic related?
What is a good viscosity to use and what are good velocities for emitters? also do you use friction on whatever you spill it on?

>> No.757840

>>757831
I need a similar answer - I want to create waterdrops sliding off the surfaces and falling down, but I don't know how to approach that at all.

>> No.757844

>>757831
>for spilling paint
Nice "paint", anon.

>> No.757848
File: 110 KB, 1024x576, gerka.jpg [View same] [iqdb] [saucenao] [google]
757848

>>757844
>>757831

>> No.757864
File: 1.70 MB, 960x540, i am painting.webm [View same] [iqdb] [saucenao] [google]
757864

>>757831
aaahhh yes i am paaaaiiiiinting

>> No.757865

>>757864
You aren't fooling anyone. That's not paint, that's wallpaper paste.

>> No.757866

>>757864
needs some sss or alpha or something

>> No.757876

how do you make a rgb image into a normal map with the nodes? i've seen people do it with color ramps but i don't understand the process

>> No.757893
File: 1.40 MB, 960x540, secondpaint.webm [View same] [iqdb] [saucenao] [google]
757893

>>757866
youre right i just put the flip fluid milk material while messing around and forgot to use the paint material

>> No.757901
File: 225 KB, 726x532, 1577388611610.png [View same] [iqdb] [saucenao] [google]
757901

uhh why is my latice not working?

>> No.757903

>>757893
i would turn it down some

>> No.757904

>>757901
i don't know, i don't use that tool very often, but here is some shit to try

>apply all transforms
>center origin to geometry or whatever the modifier requires
>make normals consistent
>confirm the order of the modifier stack
>merge [vertices] by distance
>clear parent

>> No.757905

>>757904
thanks!

>> No.757912

How should I even begini retopologizing sculpted hair?

>> No.757917
File: 417 KB, 677x663, 1564331408284.png [View same] [iqdb] [saucenao] [google]
757917

>>757912
Edges along ridges and "valleys" and then fill what's in-between with quads?

>> No.757918 [DELETED] 

how do i access the blender add-ons menu?

>> No.757924

https://www.youtube.com/watch?v=rPukdwfenD8

>> No.757941

>>757924
Taking modelling characters in last fall session, whole class was just how to use maya and box modeling. Teacher was an animator for shitty small companies after graduating 10 years ago.
Am I wasting my parents money going into 2nd part of class animating characters?

>> No.757967

>>757912
they show this in the stylised character course on the blender cloud.

Like anything you just gotta start with a single strand and move out.

>> No.757969
File: 1.62 MB, 1864x752, pitch black void of doom.png [View same] [iqdb] [saucenao] [google]
757969

can I get some help here, I keep getting that black void in the left corner of my render, I tried moving one of the lights that was close to the camera and it improved a bit but it's still there
what am I doing wrong?

>> No.758034
File: 1.03 MB, 1920x1080, Sword model.png [View same] [iqdb] [saucenao] [google]
758034

rate my second ever model (and shitty 2 minute texture)

>> No.758071
File: 385 KB, 588x942, Capture.png [View same] [iqdb] [saucenao] [google]
758071

>>758034
I'm a beginner too, I've also been making weapons as practise, here's the first sword I made. I like yours, it looks like we done a lot of similar things

>> No.758080

>>758071
Yours has a lot more detail than mine, mine feels like it's from a PS2 game kek.
That hilt is pretty sexy tho senpai

>> No.758082

>>757654
>The best Hard Surface Modeling workflow out there
How is that even possible with Blenders lack of any real NURBS tools?
I mean, relative to Rhino3D or even Maya?

>> No.758090

Is there a scult option which is like sanding a surface?

>> No.758102
File: 1.58 MB, 1920x1080, GREENWAVE_CC.png [View same] [iqdb] [saucenao] [google]
758102

Made this today. Not a huge fan of vaporwave or whatever, but it was fun to do. Making the sky was the most fun part.

>> No.758104
File: 43 KB, 433x590, Annotation 2020-07-25 201123.png [View same] [iqdb] [saucenao] [google]
758104

What's the best way of weight painting something like this, where I want each loop to be split 50/50 through both their adjacent bones?

Assigning weights manually works fine, but I was looking for something more automatic, since I want to be able to do it easily for any amount of segments.

>> No.758139

>>758102
fucking horrible anon.
I get that you probably started yesterday, but jesus.
Why did you think putting a bright as fuck flash in the middle of the screen that drowns everything out was a good idea?

>> No.758141

>>758104
There's either an operation or an addon that you can take a chain of verts and turn it into automatically weighted bones for shit like this.
I can't remember what it's called, but it seems like something you'd be into.

>> No.758158
File: 394 KB, 377x284, paint_weight.gif [View same] [iqdb] [saucenao] [google]
758158

I am an absolute dipshit, why is the headband deforming on what seems to be a separate pivot point from the head? They both are 1.0 to the same bone.

>> No.758162

>>758158
It's possible that the head band has weighting influences across different bones.

You can tell if you go into weight painting mode and click on different bones.

Anything other than blue colouring in weight paint means a bone has influence.

When it comes to static accessories like this, I tend to "cheat" and make the accessory a separate mesh, then assign its parent as a single bone with keep offset, in this case, I would use the head bone.

If you can upload your project files somewhere, I wouldn't mind taking a look.

>> No.758163
File: 5 KB, 145x335, multires.png [View same] [iqdb] [saucenao] [google]
758163

This is what I see when blender crashes after trying to bake normals from multires. Nice piece of software you have here =)

>> No.758167

>>758162
Yep, it had multiple weighting influences. I thought weighting was a zero sum game but it's possible to have influence on other bones despite something being set to 1.0.

Clearing the weights from the vertices has been a nightmare though, I don't understand why it's not possible to select multiple vertex groups and remove the weighting from all of them simultaneously. With a lot of bones this is a pain in the ass.

>> No.758172

>>758167
It's something you would have on say, a complex joint or a piece of clothing, where you want multiple bones to affect the shape of the mesh so that it doesn't just collapse, but stretch and deform in a specific way.

But like I said, for objects like a headband, a bracelet etc, they will pretty much be fixed to a part of the body, so that's why I set a whole mesh's parent as a single bone so they move uniformly in relation to it.

>> No.758178

>>758102
that's not how you make a sun, son
also
>vaporwave
fuck off

>> No.758183
File: 79 KB, 294x549, mint_wave.gif [View same] [iqdb] [saucenao] [google]
758183

Got Mint to wave for a test. Now to actually model, rig, texture, and animate something from scratch so I can throw it in Unity.

Thanks for the help.

>> No.758203

>Change Hotkey in one mode
>It doesn't replicate to other modes so you have to set the hotkey up in that mode too

How the fuck do I fix this because it's driving me insane? I just want Q select W move S scale R rotate, I'm losing my fucking mind over here

>> No.758205

Any good videos for "stylized" character modeling, or is most of it just watching timelapses for general workflow? I was watching Daniel Kreuter's older playlist and he's ass at explaining most of what he does.

>> No.758207

>>758163
>do thing wrong
>"It's the software's fault! Not mine!"

>> No.758215

>>758205
Dikko on youtube has a decent series.

>> No.758216

>>758215
yeah this stuff looks way better, thanks.

>> No.758234
File: 43 KB, 449x401, 1474435440361.jpg [View same] [iqdb] [saucenao] [google]
758234

>>757941
>box modeling
yes you are

>> No.758252

is there a way to have my model cast shadows on itself without exposing how low-poly it is?
the emission shader covers up how rough and low poly my models are, but it also means that they don't cast shadows on themselves

>> No.758253

Does anyone know how the decal add-on works internally? Looks like it uses a plane with a shrinkwrap modifier and some kind of texture to project the decal

>> No.758254

>>758234
t. brainlet

>> No.758406

>>757691
Thank you.

>> No.758413
File: 64 KB, 492x421, miyamoto_shigeru.jpg [View same] [iqdb] [saucenao] [google]
758413

>>757691
残念な

>> No.758414
File: 240 KB, 220x228, tenor.gif [View same] [iqdb] [saucenao] [google]
758414

>>758413
uh...wtf

>> No.758425
File: 827 KB, 1920x1008, Bot.png [View same] [iqdb] [saucenao] [google]
758425

Why isn't my mesh following the bone despite being completely weighted to it?

>> No.758426

>>758425
try applying all transforms

>> No.758427

>>758426
I tried it on the mesh and the armature it didn't do anything.

>> No.758428
File: 363 KB, 2342x1399, sdf.png [View same] [iqdb] [saucenao] [google]
758428

So I'm trying a donut youtube tutorial and somehow I ended up with this weird 2 part stair shit happenig.... Is there any way to fix this or do I have to start over?

>> No.758431

>>758428
looks to me like something is intersecting, maybe duplicate faces

hide the icing and see if it goes away temporarily? if so, you might not have done that step correctly.

>> No.758432

>>758427
>>758426
>>758425
the bone wasn't a aligned properly it was a bit higher than the mesh

>> No.758434
File: 405 KB, 1646x1120, sdf.png [View same] [iqdb] [saucenao] [google]
758434

>>758428
the icing is already hidden. If its really because of duplicate faces is there a way to merge everything into one so I can just smoothen it?

>> No.758435

>>758434
edit mode
select all
f3
"merge by distance"

could also be:

camera clipping
inconsistent normals

>> No.758436
File: 884 KB, 1946x1251, sdf.png [View same] [iqdb] [saucenao] [google]
758436

>>758435
That didn't work either. I guess the mesh is fucked up somehow. If I delete the vertices that are wrong it looks fine again but theres probably a way to auto select all the wrong ones instead of doing them one by one

>> No.758443
File: 17 KB, 289x264, firefox_OALATxJLh5.jpg [View same] [iqdb] [saucenao] [google]
758443

Seems it's much more profitable to do drama on Youtube than actual news or tutorials.

>> No.758445

>>758436
well, there are some strategies for fixing that, so i would either upload it somewhere and let me fix it and explain how i did it, or you can start over

>> No.758449

>>758443
Who cares what non-industry dramafags say

>> No.758454

>>758449
They WERE in the film industry, working as """creature artists""" or whatever.

Imagine being a creature sculptor.
That being said, imagine being a weapon """artist""".
Imagine being a fucking rock sculptor or a sky artist.

Any other cringe 3D title you guys can think of?

>> No.758455

>>758454
>>Any other cringe 3D title you guys can think of?
"Blender Artist"

>> No.758457

>>758455
Gottem

>> No.758463
File: 814 KB, 1920x1008, Bot.png [View same] [iqdb] [saucenao] [google]
758463

I'm making spider robot that has 4 legs on each side is there a way I can weight paint all of them at once?

>> No.758474

>>758454
Daz artist

>> No.758475

>>758454
I've seen 2 "gimmick artists" in Resident Evil 2 Remake credits, which was pretty funny. Probably a mistranslation though.

>> No.758479

Any good videos for sculpting in blender?

>> No.758485

>>758479
yes

>> No.758494

I got a weird question. Color accuracy on my monitor is ass, but I have an ipad with better color accuracy. There's an ios app called forager that let's you sculpt and texture. I was thinking about importing my blender models to this app and painting it that way. Has anyone tried this?

>> No.758496

what are some good animation tutorials
i tried it once and it was horrible
i didnt know what anything did
and my rig went spiraling everywhere
and i wanna give my giant camel a walk cycle

>> No.758502
File: 363 KB, 1366x728, WTF HELP.png [View same] [iqdb] [saucenao] [google]
758502

Hey, beginner here.
After mirroring the arms+legs and joining them with the torso, sculpting with the x axis symmetry works all wonky, putting the symmetry at random locations. How do i fix this? its blender 2.83. Noticed that after joining them together despite the torso originally being at x 0 it changes to x -0.12 or something like that. Changing it to 0 doesn't fix the issue though.

Also yes, my workflow is really bad.

>> No.758505

>>758502
(op) If I mirror it on the object tab (sorry, my english isn't all that good, but its not the mirror modifier, its an option that says something along the lines of "mirror x global") it produces a tilted/rotated mesh, if thats any help. I also have a backup with the separated parts so that's not a problem if the solutions there.

>> No.758508

>>757494
>Do not poly-model characters unless you are a retard. Blender has sculpting tools, use them.
ignore this peak DK retard

Most of the board are hobbyists working on personal projects. Whether you sculpt or poly model depends on your level of detail, style and how much time you have. You should know which you should be using, so it's not subjective, but it's not objective because doing one over the other all of the time is not necessarily an effective use of your time or appropriate for your work.

>> No.758515

>>758502
ok i solved it. stupidly enough it was related to the order in which i selected them before joining.

>> No.758522
File: 320 KB, 2560x1400, AxKT60b.jpg [View same] [iqdb] [saucenao] [google]
758522

Hey blendniggers Im trying to have my eyes uvs be mirrored AND symmetrical but Im totally lost as to how to manipulate the islands size rotation and location to get that result. I tried bruteforcing it by guessing but I can never get it to look just right. Is there a function in the uv editor I could use? I dont even know what to search to find a tutorial

>> No.758524

>>758479
I used this course, Its from 2.79 but I managed to get to the end
https://online-courses.club/mastering-sculpting-in-blender-udemy/

>> No.758525

>>758522
There should be the option to fuck around with the UVs if you're using a mirror modifier. Should be as easy as checking the appropriate checkbox to flip the UV but leave geo alone..

>> No.758588

>>757494
Is there any reason to bother with Radeon ProRender or it's a waste of time? Does anyone use it for anything? There's basically no discussion about it on the internet, but it seems to be in active development, has a pretty nice documentation and is supposed to be faster than Cycles.

>> No.758614
File: 765 KB, 1000x1000, untitled.png [View same] [iqdb] [saucenao] [google]
758614

le monke

>> No.758618

Is there any good tutorials on how to get into hard surface modelling?

>> No.758620

>>758618
where would you like to start, anon? this is a topic that interests me and i would be glad to help

here's an introductory video

https://www.youtube.com/watch?v=pSFeDo7aOp4

>> No.758631

what the fuck are custom split normals and why is blender having so much problems with them?
>convert CAD to triangulated fbx
>manually delete some faces and add them again
>loooool enjoy your shading issues bro
>autosmooth unable to fix jackshit at any angel
>fbx export is fucked, obj works mostly but sometimes smooth shaded objects just appear flat shaded in the export
>do all the above in cinema4D or maya, literally none of the issues present
I mean I like blender but my productivity has just hit rock bottom as I'm just busy trying to fix stuff instead of "create"

>> No.758632
File: 175 KB, 1628x1474, Thumbnail.jpg [View same] [iqdb] [saucenao] [google]
758632

Are there any addons or options to display a an assigned image on the image texture node itself? I know we can click the drop down to the left but it would be nice to have a larger view similar to what's available in unreal.

>> No.758635

>>758620
>where would you like to start
Don't really know, would like to watch/read some more simple tutorial on how to make robots and other metal stuff with some tips, im not completely beginner so i don't need those 1 hour videos on how to use blender

From what i seen looks like most hard surface tutorials are paid
I will watch that video you posted thanks

>> No.758636

>>758632
how about adding a new area and setting it to the image editor? would that work for you?

>> No.758637

>>758635
there's an older video that might help, but little has changed. you will need to google some things (or ask me)

https://www.youtube.com/watch?v=E_uWnOxKTP0

you're in luck, because modelling robots happens to be my main area of interest. if you can learn to bevel and extrude, then you are 90% there

>> No.758638

>>758636
With that method, I'd still need to select the image from the UV editor's drop down?

>> No.758641

>>758632
>>758636
>>758638
Someone made a paid addon. $10
https://gumroad.com/l/PbmIF

>> No.758642

>>758638
yes, but it will update based on the object selected

>> No.758644

>>758637
Well I know how to bevel and extrude, guess i go and practice making something

>> No.758646

>>758644
yeah, just practice working with the mesh primitives
bevel things, extrude things, scale things, add edge loops, use edge split modifier, use solidify modifier, use knife tool, use boolean modifier (enable booltool add-on), experiment with procedural bump maps, use displacement modifier, use curves/vertices for instancing, shrinkwrap modifier, mirror modifier, mirror tool, etc. it's just repeating those things over and over and over again

>> No.758655
File: 2.68 MB, 700x401, decalmachine.gif [View same] [iqdb] [saucenao] [google]
758655

what is this modifier doing?

>> No.758659

>>758655
modifying

>> No.758660

>>758655
randomly placing decals?

>> No.758663

>>758655
relief mapping or something

>> No.758675

Would setting render scale output over 100% work or is there a better method at rendering a FUCKHUGE resolution?

>> No.758680

>>758675
at the end of the day, it's going to be a ratio no matter what

>> No.758684

>>758675
Inputting your fuckhuge resolution directly?

>> No.758686

>>758684
Same thing as setting 200% no?

>> No.758692

I want to put the 'Smooth' button in the weights menu as a quick favorite, but while in edit mode instead of weight paint mode. How do i do this when the menu is different in each mode?

>> No.758702

>>758692
I don't think you can since blender is modal

>> No.758710 [DELETED] 
File: 76 KB, 553x510, blendmenu.jpg [View same] [iqdb] [saucenao] [google]
758710

>>758702
>>758702
i managed to do it before somehow. Could've been from imported settings from older versions with different menu layouts, but it was definitely 2.8+. Search menu works well enough at least.

>> No.758711
File: 76 KB, 553x510, blendmenu.jpg [View same] [iqdb] [saucenao] [google]
758711

>>758702
i managed to do it before somehow. Could've been from imported settings from older versions with different menu layouts, but it was definitely 2.8+. Search menu works well enough at least.

>> No.758715
File: 92 KB, 894x606, Smile.jpg [View same] [iqdb] [saucenao] [google]
758715

>copy a few assets to buffer
>try to open another scene
>crash
>relaunch
>paste worked fine still
>MFW

>> No.758717

>>757941
No. Learn from class, supplement with tutorials if needed. If your class sucked, the tutorials are still there anyway. Pure self teaching has a much higher risk of developing bad habits than following a structured class. Also youre clearly just trying to find excuses not to have to go to school. Box modeling is fundamental. You have to master it, even as it applies to characters, regardless of whether or not it will be how you make your characters in the future.

>> No.758721

Is there a way to "save" an animation within blender? I don't mean saving it to a seperate file.

if I have a character named Abby, and I have her walk animation, and an idle animation, can I jave both animations within the same blender file? The way I seen someone save seperate blend files but this seems like it's a bit much, isn't there a way to switch the current animation within blender?

>> No.758726

>>758721
Yes, it's called actions.

>> No.758741

knowing fuck all about 3d scultping but knowing a lot about traditional sculpting, how hard is it to make a human figure in blender to print out on an SLA printer? Im considering buying one just to prototype, but from what I hear its a nightmare to work with blender for this purpose

>> No.758775

How would I go about making a global slow down effect in the middle of an animation?
There's a section of an animation that I'd like to go gradually from normal speed to slow motion.

I took a crack at it and just manually slowed each object's animation down. But isn't there a global way to do it?
You can't animate the time-remapping value, which was my first thought.
And I'd rather not have to render that section at 8x the frame rate.
I don't want it to be one cut at normal speed, and then another cut at the slower speed, but a shift from normal speed to slow.

>> No.758778

Is it worth learning python for a blender hobbyist?

>> No.758783
File: 1.28 MB, 330x312, 1594157136010.gif [View same] [iqdb] [saucenao] [google]
758783

>>757494
>>What is Blender?

Blender is shit

>> No.758788

>>758783
GOTTEM

>> No.758791 [DELETED] 
File: 542 KB, 1272x951, 캡처.png [View same] [iqdb] [saucenao] [google]
758791

>>757494
how can i fix this?

>> No.758793

>>758778
If you've ever used the command line in a video game like Skyrim, Minecraft, Quake, Fallout, etc. to give yourself extra powers, then yes, you may find that learning to code is worth it to yourself.

>> No.758794
File: 634 KB, 1542x970, 캡처.png [View same] [iqdb] [saucenao] [google]
758794

.

>> No.758803

How can people charge for addons for blender, doesn't the licensing prohibit that?

>> No.758805

>>758675
What is the problem here? That percentage just increases the numbers you put in by a certain amount so you don't have to calculate yourself. So for a higher resolution, either manually input a resolution you want or just use a higher percentage.

>> No.758812

>>758803
I may not have this completely accurate, but my understanding is that you can sell GPL software (you can legally sell Blender to computer illiterates, no strings attached, except those laid out by the GPL), but you *have* to provide the source code and a copy of the license when you do. So they are going to know you "scammed" them. "No, sir, I sold you the USB drive. Blender was just the cherry on top." And they either have to give you the USB drive back, or you can keep their money.

So when you buy the add-on you're more or less making a donation and paying a convenience fee to download it. Most add-ons have a GitHub page -- even the "commercial" and "big name" add-ons like RetopoFlow, but not all of them do, nor are they required to.

You might be thinking, "OK, but I can't find the source to so and so anywhere." Right, just because someone makes an add-on, does not mean they have to share it or the source code with you. But once you purchase it, then they have to honor the terms of the license.

So you can put add-ons behind a paywall and have people pay for them. After all, someone has to pay the server fees.

>> No.758813

>>758812
Oh, and a clarification: I believe it's *any* time they distribute the software they have to provide you with the source and license, or a link where you can find them. So selling *or* giving it away for free invokes the GPL. If there's no public link to download the add-on, then there doesn't have to be a public link to the license or source. You can paywall that shit, but it only takes one customer to make your source public.

>> No.758814

>>758813
>You can paywall that shit, but it only takes one customer to make your source public.
Which is why the AAAs rarely contribute anything, because blendlets are the types to say "fuck you and your paywall" and distribute your shit and make it very easy to find. They leave the little guys (and each other) alone. It's basically mafia strats.

>> No.758822

Is there a way to copy a pose and pate the pose with an offset?

>> No.758831

>>758741
Just try it

>> No.758849

>>757641
Are you sure your models are to scale with the software unit system ? (E.g. if you model a 3x3m room, it may look like ok to your eye but the actual dimensions could be 300x300m.) Always look at the scale.

>> No.758850

>>757671
Did you change the ui font?

>> No.758851

>>757671
>that name
>be me
>imagine the sculpt menu with names like that
>inflate = THICCEN
>smooth = CURVER BOI
>creases = CRACC

>sorry, I'm leaving 4chan

>> No.758877
File: 1.91 MB, 500x281, 1581007154366.gif [View same] [iqdb] [saucenao] [google]
758877

how do I make NPR tinted glass in which I can control the highlights?

>> No.758879

>>758814
But AAAs love free software when they can get new features and bugfixes for free from the larger community. The Linux kernel for example is developed mainly by people employed by big corporations like Intel, Google, etc. They can get a complete OS kernel for a fraction of the cost of making something similar in-house.
You're starting to see that too in Blender with, for example, Tangent animation and Ubisoft hiring a couple of devs for their specific needs which are providing changes to the rest of the community while simultaneously having the advantage of getting other features for free. Everyone involved wins. Try doing that in a proprietary ecosystem.

Sure it sucks for addons devs when someone forks their work and release it for free but it doesn't happen that often (and even the Blender foundation tends to avoid replicating features from popular addons). And let's not kid ourselves; a lot of small studios are pirating everything anyway, proprietary or not.

Also you're not obligated to distribute your whole addon under the GPL, only the parts using blender's API, like VRay for example.

>> No.758884

>>757718
No SSS and low-res texture does that. Also their hair used to be really terrible. These autists told you the wrong reasons. But I get it, it's a newbie board after all.

>> No.758895

Is it possible use the blur weight painting tool across all bones? Multi-paint almost does it, but its definitely limited in some way by the bone you have currently selected, so I end up having to select each bone group individually and blurring it anyway.

>> No.758915

https://twitter.com/pablodp606/status/1288566334025064448

>> No.758920

>>758915
I might use it for one of my scenes, but I think this is a waste of time and it will probably break somehow in the future and they will strip it out like the game engine.

>> No.758921
File: 957 KB, 422x302, seriousdthefuckup.webm [View same] [iqdb] [saucenao] [google]
758921

>>758915
>mfw all these nice additions but then realizing we still don't have normal ass bitmap layers in texture painting

>> No.758923

>>758921
Does Blender still flatten your tif/psd layers when you re-save the file inside Blender? lel

>> No.758925

>>758775
Anyone have any ideas?

>> No.758931
File: 96 KB, 831x564, 1596057779918.jpg [View same] [iqdb] [saucenao] [google]
758931

am I gonna make it?

halfway done with this tutorial

>> No.758933
File: 454 KB, 616x900, file.png [View same] [iqdb] [saucenao] [google]
758933

Found it on japanese web.

>I can't comprehend having to pay for the tools
>So I go Blender.
Looks like piracy was never an option.

>> No.758935

>>758921
Just do the texture edit on photoshop gimp or whatever stuff.
You can't expect a program be all in one.

>> No.758936

>>758933
Proposing "haha jusd birade id :DDD" instantly reveals that you've never worked in a professional environment

>> No.758937

>>758935
>You can't expect a program be all in one.
This is LITERALLY the whole philosophy of Blender though.

>> No.758940

>>757681
>>758931
also interested in this

>> No.758948
File: 755 KB, 352x212, ghost.webm [View same] [iqdb] [saucenao] [google]
758948

>>758915
looks like some lost soul

>> No.758958

>>758915
>>758948
Why is the cloth sim slow and dildos when you use it normally? What the fuck, it's the same solver.

>> No.758959

>>758958
Because it's not slow. You're supposed to use it on lowish-poly meshes and enhance it with a subsurf modifier after the sim is done.

>> No.758961

>>758793
Thanks, sounds interesting.

>> No.758979

>>758959
I know that. It still can't handle live playback, have to bake first.

On closer inspection it looks like there is no self-collision in that video, which would explain why it's fast and not fucking up all over the place.

>> No.758989

My object origin is set to (0, 0, 0) xyz but it's still not aligned with the axes? What could be wrong?

>> No.758992

>>758989
Solved this: moved the origin, converted the transformations to deltas

>> No.758995

>>758940
I'm the guy that asked. I ended up buying it. Still looking for their other courses too. Especially the sculping one. If I wasn't on metered internet I'd upload it for you.The full course is around 9GB

>> No.758998
File: 26 KB, 347x447, ba06a695853b5b822e5f9ad51efa3fd7.jpg [View same] [iqdb] [saucenao] [google]
758998

do you think this can be poly modeled, with the aid of subsurface division and good texturing? of course sculpting would be more suitable but can it be done?

>> No.758999

>>758995
How are you liking it? I'm somewhat familiar with Blender but still a total beginner.

>> No.759000

>>758998
You can polymodel just about anything, anon. Sculpting is far less important for stylized models like that too.

>> No.759004
File: 626 KB, 177x178, 146876871487.gif [View same] [iqdb] [saucenao] [google]
759004

>try new pablobrush
>doesn't work
>think I've fucked up my startupfile because the brush is working when reset to factory defaults
>find out you can simply reset any brush by using the reset brush function
>brush now working

>> No.759035

What is the best rigging tutorial?

>> No.759041

>>758998
This doesn't have any details complex enough to be worth sculpting. If you don't know a couple folds/wrinkles in some hair and clothing can be modeled without sculpting, then the 'sculpt vs poly model' debate isn't relevant.

>> No.759042
File: 10 KB, 379x245, 1590177603731.jpg [View same] [iqdb] [saucenao] [google]
759042

>>758998
Of course, you simpleton.

>> No.759043

>>759035
rig anything with riggify

>> No.759045

>>759043
>t. blendlet

>> No.759046
File: 1.72 MB, 424x848, smaller.gif [View same] [iqdb] [saucenao] [google]
759046

>>759041
that's what I had in mind when I made the question, I want to make something well done like that but bake some maps and use them in a even lower-poly model, so the wrinkles and folds are really important to me. pic related is my shitty last model (made it a couple of weeks ago, never touched blender again cuz I've been really busy). I've never modeled anything so detailed and convincing like the boy in the previous pic. I'll go and try to find some guides on how to make these folds, but you happen to have any in specific to recommend, please do. thank you either way, anons

>> No.759047
File: 318 KB, 1000x591, Untitled.png [View same] [iqdb] [saucenao] [google]
759047

what the hell is this? it doesn't render at all

>> No.759048

>>758494
cant you use the ipad as a second monitor or mirror your monitor to it?
ive heard ipads display have a nice color accuracy

>> No.759052

>>758822
https://twitter.com/JanvandenHemel/status/1288535050708045827

>> No.759107
File: 12 KB, 124x149, 2020-07-30-1596138264_124x149_.png [View same] [iqdb] [saucenao] [google]
759107

The absolute madlad actually did it
https://twitter.com/pablodp606/status/1288839877040185344

>> No.759110

>>759047
What are we even supposed to look at here?
Did you check if the collection with the stuff you want to render is actually set to render?

>> No.759114

>>759107
We had that in Marvelous Designer for a long time and you can do that with dynamics in many other tools.

>> No.759120 [DELETED] 
File: 301 KB, 1000x575, Untitled.png [View same] [iqdb] [saucenao] [google]
759120

>>759110
here is solidview

>> No.759123
File: 1.39 MB, 1827x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
759123

>>759110
ok i fix problem but it takes forever to render with 970

>> No.759131
File: 558 KB, 3706x2059, 1573546036492.jpg [View same] [iqdb] [saucenao] [google]
759131

What's your opinion on Microsoft Blender XP?

>> No.759132

>>759114
>We had that in Marvelous Designer for a long time
That's good for you but I meant turning his demo rag into a ghost

>> No.759134
File: 414 KB, 595x1019, 1468736242852.png [View same] [iqdb] [saucenao] [google]
759134

>>759131
I have conflicting feelings about that

>> No.759135

>>759048
I was looking into this as an option, I guess even sensitivity works too. Thanks

>> No.759136

Poorfag here
What is the place where i can get some of those premium courses for free
Only know about online courses club and cgpersia
club is missing lots of shit and cgpersia is cancer

>> No.759140

>>759136
You don't necessarily need those courses at all.
Persistency is what gets you further.

>> No.759143

>>759140
Typical blendlet.

>> No.759144

>>759140
Yes yes but what if i REALLY want some of those
surly there must be more places to watch/dl it

>> No.759145

>>759143
If that was the case, we'd have tons of actually good professionals using Blender in the industry

>> No.759150

>>759145
There's probably tons of professionals using it, they just don't talk about it or jerk their e-peen for using free software.
But when you limit your sample size to /3/, everyone using any program is shit. Everyone is terrible here. Anyone good stops here for a day or two, gets either chewed out by anons for having better work than them, or they see the limitless software threads and peace out.
Which leaves the Blender newblets, and the people who don't use it being sourpusses because they can't bump elbows with people that actually know what they're doing in their program of choice. So they're constantly bitter that they have to share a board with people they view as "lesser", even though they're part of the reason that good anons get scared off. The Blender people are part of the reason too.

It's no wonder people here use Blender as the scapegoat for why the board is so terrible. Really though, it's the people themselves. Constantly flinging shit, and so anyone on the outside looking in doesn't want to be a part of that.

>> No.759158
File: 1.74 MB, 2560x1400, blender_Er1v5Z6Oi0.png [View same] [iqdb] [saucenao] [google]
759158

>>759150
Hey dudes Im banging my head against the wall trying to make his eyes. Tried with an UV Warp modifier and with a sphere and a lattice but it didnt work out how I wanted. Now Im trying to have the pupils be a separate mesh and sliding them across the eyes but I ran into the problem of actually making them slide around the eyes without distorting or clipping through the eyelids.
I have them with a shrinkwrap constraint as seen in the pic. Is there a practical way to do what Im trying to do?

>> No.759159

>>759158
Didnt want to reply to that post though lol

>> No.759161

>>757728
I started trying to make a realistic female character model about 2 years ago. And in total probably spent 5 years modelling, slowly cracking it, not really consistently. It’s really been torturous and I have lost much time and relationships focusing on it. And I question is it really worth it. I even developed a weed addiction to help deal with the stress.

But last year I was able to get a motion graphics job from home by impressing/emailing a company with a DAZ level quality character model of a female with MD clothing etc. I lost it cause I’m a little emotionally unstable and quit cause the pressure got to me having a company demand more and more, while living overseas. It seemed like a dream working from home but I couldn’t keep. More so, I think it was due to the fact it wasn’t 3D modelling but design.

Well anyways, I’ve spent a year to now further developing it. It’s the first time I’ve ever felt hopeful in my life cause you can’t deny your own perseverance and skill when you are able to make something somewhat beautiful. Don’t give up hope for this shit lads.

>> No.759186

>>758999
I've done 3-4 youtube tutorials previously so I wasn't a complete bigger. The first half of the launchpad course is really basic tool explanations as if you were starting from zero. Even still I learned a few little tricks from those sections. Overall I like the course and it covers almost every basic feature like modling, shading, textures, particles, lighting, etc.

>> No.759191

>>759158
You can parent the pupil mesh to a bone then use a shrinkwrap constraint on the bone sticking it to the eye mesh. Then use a shrinkwrap modifier (not constraint this time, don't mix them up) with a little offset on the pupil mesh to stick it to the eye mesh. Make sure the pupil mesh actually has some geometry for the shrinkwrap modifier to work with. With this method you would have to move the pupil bones for each eye independently though. You can make a rig that lets you use a proper eye target to move the pupils, but it's a bit complicated and would be difficult for me to explain, you'll have to figure that out on your own.

>> No.759194

Have a BEER
https://www.youtube.com/watch?v=DhX9KMgY0Nk

>> No.759195
File: 2.06 MB, 1920x1058, wat do.webm [View same] [iqdb] [saucenao] [google]
759195

>>757494
Wat do?
Changing axes of the constraint or space to local doesn't help.

>> No.759196

>>759158
That's nice.
But why reply to me?
You got my hopes up thinking someone was trying to have a civil discussion, or at the very least call me a faggot.

>> No.759197

>>759195
Did you apply rotation?
I think this is one of those cases where you shouldn't.
Using local should work in that case.

>> No.759198

>>759195
Did you forget to apply the rotation?

>> No.759200

>>759150
>But when you limit your sample size to /3/, everyone using any program is shit. Everyone is terrible here.
I don't think that's true, there are a few good artists lurking on this board. The reason it looks like everyone is shit is because it takes a long time to make something worth posting but beginners get excited whenever they learn a new trick and feel obligated to share everything they do, so a lot of ugly stuff gets posted. I think we all went through that phase. Also this may be confirmation bias speaking but whenever I'm done with a project I really like I post it on my portfolio which is tied to my real identity so I avoid also posting it here because I don't want to scare potential clients/employers by being associated with the notorious racist hacking site 4chan.
I agree that the constant software fanboyism is getting old.

>> No.759201

>>759195
Rotate along normals

>> No.759202
File: 2.66 MB, 1920x1056, fixed.webm [View same] [iqdb] [saucenao] [google]
759202

>>759197
Yeah, rotation was applied.
Now it works.

>> No.759215

Can I get a link that's actually not fucking dead to good video-gamey realistic face texturing?

I tried looking everywhere and I still dont know where the fuck to start or how to powerfully map UVs since Projection Painting sucks ass in 2.8

>> No.759216

>>759215
Substance painter.

>> No.759219

>>758775
Bumping this question one last time before I move it over to the Blender stackexchange.

Figured I'd ask here first, because stackexchange has a habit of just linking shit that has nothing to do with your question and dismissing your question as answered. e.g.
>duplicate question: -link to random question that's completely different to your question-. You're welcome.

Or they just give some answer that's completely extraneous to what you're asking, or question your workflow in general.
Basically, I kind of hate stackexchange.
It's a real mindfuck, but I have more confidence in you guys than I do them.

>> No.759238

Did you guys have to learn drawing before you could realize your characters? I was about to learn character modeling, but I needed to learn how to draw to create a reference. It's kinda discouraging because I'm completely cucked by my inability to draw.

>> No.759284
File: 279 KB, 393x373, callmecarson.png [View same] [iqdb] [saucenao] [google]
759284

Why do all uvmaps keeps the same seams?

>> No.759396

What is the best resource for learning sculpting?

>> No.759398

>>757494
>>micropenis just entered blendlet chat

all the other software BTFO

>> No.759401

>>759396
Michelangelo

>> No.759424
File: 271 KB, 645x815, sculpt.png [View same] [iqdb] [saucenao] [google]
759424

Fucked up ears and torso aside. Does this look good enough? It's my first try at sculpting

>> No.759425

What does the Blender logo symbolize?

>> No.759450

>>759424
What is it with beginners and the sculpting tools? They *always* post the first turd they push out.

Your eyes need to be reset. Go do something else for a few hours and come back. It will be clear to you that this is 1.) terrible and 2.) you shouldn't have posted it.

>> No.759454

>>759425
...A blender, duh.

>> No.759455

>>759424
>>759450

Hey, for a first sculpt, it's not that bad. I've seen much, much worse on /3/ alone. This guy could be half decent in a couple of months, if he puts the effort in.

The phenomenon is real, though. Honestly I blame youtube.

>> No.759456
File: 115 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
759456

>>759425
White Power symbol, rotated to not be immediately obvious. Look it up, pretty sickening stuff actually.

>> No.759458

>>759455
>This guy could be half decent in a couple of months, if he puts the effort in.
I'm pretty sure that's what these types are wanting to hear you say. "Woah, bro! You made this on your first time? You're a fucking genius!"
He got some volumes to vaguely look like a human bust -- so fucking what.

>> No.759461

>>759456
You are a fucking idiot.
It was /pol/ who spread the rumour that the OK sign is an White Power symbol (which it is not) to highlight to the whole world how stupid and gullible people on the left and in the media are.
And guess what, it worked perfectly.

>> No.759462

>>758915
Is there a way to use this feature yet, or is it too experimental? I've tried every combination of collision and soft body modifiers for the cloth and the collider (what goes on which?) on the latest 2.91 Windows buildbot and still nothing. Have I missed the secret ritual, or is there none yet?

>> No.759463
File: 449 KB, 857x683, blender_6p2QacgNEf.png [View same] [iqdb] [saucenao] [google]
759463

How can I make this look not as shit as it does? Why do hands fucking suck?

>> No.759464

>>759238
I can't even do a proper stick figure but I'm trying to learn character modeling anyway. Planning on pumping out a couple existing characters I like using official references, so I can learn some basics and get a feel for how to make characters in a 3d space, before hobbling together some OC from a bunch of ref images.

>> No.759465

How do I select one set of overlapped UVs on a mirrored model, without unwrapping again, and without using side of active which isn't working well? It's too late to go back.

>> No.759467
File: 500 KB, 1280x1707, 1429886221821.jpg [View same] [iqdb] [saucenao] [google]
759467

>>759461
Woah, dude. Really? Don't drop redpills just like that.

>> No.759469
File: 145 KB, 960x640, rooster-4270243_960_720.jpg [View same] [iqdb] [saucenao] [google]
759469

>>759454
It looks like a cock's head to me

>> No.759471

>>757494
how to rig a fully armored character?
It's always stretching the armor instead of only bending and stretching at the joints

>> No.759493

>>759463
Take a picture of your own hand from top-down.
Put it in your scene as a translucent reference image so it overlays the model.
Use sculpting or proportional editing to push around parts of your model until it matches the general shape of the hand picture.
Fix any topology that gets fucked up in the process.
????
Profit

>> No.759498
File: 397 KB, 1440x839, blend file.png [View same] [iqdb] [saucenao] [google]
759498

Anyone knows why is this happening in blender 2.8?
I'm trying to open this .blend file in another PC and getting this strange blue overlay.

>> No.759506

>>759498
It happends when u gay

>> No.759508

>>759461
And then literal white supremacist murderers embraced and used it because there was no univeral hand sign for such a thing before.

Memes. The DNA of the soul.

>> No.759516

Is there a way to set a bezier's control point to a given face normal?

>> No.759527 [DELETED] 

>>759191
Sorry man I clicked on your post to get the reply box and forgot to delete the tag

>> No.759528

>>759196
sorry dude I clicked on your post to get the reply box and forgot to delete the tag

>> No.759529

>>759191
That worked amazingly. Thanks man

>> No.759530

New bnpr show
https://www.youtube.com/watch?v=_gZQOL2HCeE

>> No.759535

>>759458
I never said he was a genius. It's not an impressive sculpt, it's merely above average for a first attempt.

He has a long way to go, and it won't be easy, but he's off to a better start than most.

>>759461
>getting baited this hard

>> No.759539

>>759424
give up

>> No.759544

hey how do I import .anim formatted animations into blender?
is it possible or is this just for maya?

>> No.759550

>>759544
I dunno

>> No.759554

>>759550
I can't even google the answer
I'm trying to mod some game animation and the modding tool export options don't contain fxb or whatever format blender uses

>> No.759564
File: 28 KB, 352x350, JPEG_Image_352_350_pixels[1].jpg [View same] [iqdb] [saucenao] [google]
759564

My face when I open somebody's Blend file and see a "Game Logic" tab at the top of the screen

>> No.759572

>>759528
No worries. I do the same thing all the time.
Though I've never left the tag.

>> No.759578
File: 12 KB, 195x82, 1567799867497.png [View same] [iqdb] [saucenao] [google]
759578

can someone please tell me what the fuck is the difference with these?

I just want to parent my armature with no weight paint so I can do all the weight paint manually

>> No.759591

>>759578
They're all pretty self explanatory, anon.

Empty - The vertex group data will be empty. Ergo, there will be no weights and you'll have to paint them all yourself. This is what you are asking for.

Envelope - Everything in the bone's envelope will be weighted based on its distance from the center of the envelope.

Automatic - Use some mathematical guesswork to try figure out what should be weighted. It will produce similar results to Envelope weights, but you have no control over the initial parameters as you would with envelope weights.

>> No.759597

>>758921
Still waiting for face and surface constraints for modeling toolset.

>> No.759647
File: 71 KB, 806x607, 1580509090960.jpg [View same] [iqdb] [saucenao] [google]
759647

Is there a way to have keyframes update mirrored keyframes automatically?

>Keyframe 0 is contact pose
>Keyframe 12 is passing pose
>Keyframe 24 is mirrored contact pose (0)
>Keyframe 36 is mirrored passing pose (12)

I'd like to edit the frame 0 keyframe and have that show up in the keyframe 24 pose automatically instead of having to duplicate the pose all the time.

>> No.759654

I know none of you will even care but I need to get this off my chest because otherwise I will gouge my eyes out with a spoon and eat them.

For absolutely 0 FUCKING reason, it ruined 11 hours of work today because I did not fucking notice that ever since I saved the first motherfucking shit cunt iteration of my Project Blender decided on its own, as if it were deliberately trying to FUCK ME IN THE ASS, to completely ruin my project with no MOTHERFUCKING way of recovering it. I'm close to going insane, I literally feel like shitting in my hand and drawing the Blender logo over the walls of my office. The pure, essence of raging anger and fury is pumping through my veins with the force of a Neutron Star. I'm so unending, infinitely, completely filled with pure hate I can not find words to comprehend it. I swear by everything that is still holy in this world, I will drive 5 hours to the netherlands tomorrow press my bare ass against the glass door of the blender foundation office and SHIT a massive Turd right between the slit.

I'M FUCKING BROKEN. A HUSK. FUCK ME. FUCK YOU. FUCK BLENDER.

>> No.759656

I am suppose to convert 1 quad into 2 tris if im doing models for games??

>> No.759657

>>759654
You're not even able to recover an auto save? Not "recover last session" (that has a habit of opening year-old projects that's nowhere near "last session").
Any time mine crashes or does something similar, I'm able to recover and only lose about 2m worth of work. Even better since I have it save several iterations.

Just let it be a lesson to you, and keep a backup that's not on your computer. Save to a cloud drive or something that only updates every few hours (or daily), so that if something like that happens, you have multiple versions of backup locally, and a version on the cloud that's untouched.

I'm extremely paranoid about losing files.

>> No.759658

>>759657
Every save down to the first one and every auto save after it is completely irreperable fucked beyond saving in a way that is not obvious while working on it until the last finishing steps of the entire thing.

I wasn't kidding. I'm going to shit on their door. I'm 100% serious about this one.

>> No.759661

>>759658
Take a vid.
Were the saves corrupted or something? Were you doing anything weird in the project with scripts or anything?
It's a long shot, but try opening the file in a previous version, or newer version. I doubt it'd fix anything, but it might be worth a look if you're irate enough to shit on Blender's front porch.

>> No.759671

>>759461
next tell us about how the swastika is actually a buddhist symbol
fuck off you racist shitlord

>> No.759676
File: 51 KB, 344x312, Swastika_iran.jpg [View same] [iqdb] [saucenao] [google]
759676

>>759671
マジ卍w
How about you eat shit and die, baizuo. Swastika is older than your entire civilization and will outlive it, too.

>> No.759678
File: 1.16 MB, 900x900, file.png [View same] [iqdb] [saucenao] [google]
759678

Blender noob here, are Grant Abbitt's tutorials of any value?

>> No.759693

>>759678
I took a quick glimpse at his channel. There's not a clear learning path that I can see -- which is true of most YouTube tutorial peddlers. You need to be setting goals and meeting them regularly. Start small and build your way up. If, during the pursuit of one of those goals, you need to reference one of his videos, then yes, his tutorials have value. The only thing that has value is that you're creating reachable goals, running into problems, finding solutions and workarounds, and so on.

>> No.759694

>>759678
For noobs, yeah, he explains his workflow and thoughts pretty well.

>> No.759709

any tips for making the surface smooth when sculpting?
I like to model stuff like big juicy asses in blender and I can sculpt them decent enough but end up with the surface having that cellulite look which I want to get rid of, I assume I should do it with the smoothing brush? how should I configure it so that it smooths just the surface lumps without starting to mess with the overall shape?

>> No.759715
File: 46 KB, 449x628, 1af[1].jpg [View same] [iqdb] [saucenao] [google]
759715

>>759676
Was this made with jew gold?
Pulledd off from the charred remains of jew teeths?
Also, the OK hand symbol in some countries actually mean 'fuck you in the ass'

>> No.759750

>>759678
Yes. Start with his beginner course. If you enjoy this, continue to intermediate. If you still enjoy it, pay 15bux to a video tutorial site, such as CGCookie.

>> No.759762
File: 3.26 MB, 1271x897, file.png [View same] [iqdb] [saucenao] [google]
759762

i tried playing with the particle system
dont really know what i'm doin

>> No.759767

i want to cover my robot with tiny details like screws, but i don't want to use heavy parallax occlusion mapping add-ons

what's the general process of 3d model -> normal map -> stamping on another model

in an ideal world, i'd be able to click and it would add a screw to the assigned normal map, failing that, maybe do some kind of uv project where i put a plane where i want it to go, maybe even prefer that workflow

>> No.759769
File: 1.21 MB, 1080x1080, Render6.png [View same] [iqdb] [saucenao] [google]
759769

First thing I made in Blender other than tutorial stuff. Foam still looks a bit fake tho, but whatever.

>> No.759783

>>759769
Looks great!

>> No.759851
File: 534 KB, 1832x544, SKULL.png [View same] [iqdb] [saucenao] [google]
759851

My first sculpt after doing a bunch of CGCookie courses.
Was really frustrating fighting with the mesh, some tools just didn't add topology (with Dynatopo on) and I ended up with some weird low-poly areas...

Any tips or criticism is appreciated.

>> No.759853

>>759767
you want Decalmachine

>> No.759854

>>759851
use the remesher to keep even face size when stretching stuff.

It's way faster than dyntopo

>> No.759856
File: 250 KB, 1079x1849, 1595813997926.jpg [View same] [iqdb] [saucenao] [google]
759856

blendlet here, what would be the easiest/fastest/bestest way to do pic related?

>> No.759869

>>759856
Download already existing models with already existing rig and pose them?

>> No.759880

>>759856
Look on smutba.se, i think those models are exactly what you are looking for, and you can sort by license for your specific purpose.

>> No.759919

New thread:

>>759918
>>759918
>>759918

>> No.759920

>>759919
kek
>>757501

>> No.759963

>>757969
yeah what the fuck are you doing wrong?
maybe try increasing the size of the backdrop
maybe trying making sure your clipping distance isn't too short
maybe try turning it on and off again

>> No.759966

>>759123
turn up the lighting indirect clamp under render settings, ffs.

>> No.760004

>>759880
Thanks, but how is it deformed? physics sim? rigging? sculpt?

>> No.761007

>>757494
>Blender has sculpting tools, use them
Any non-video tutorial about that? Heck, I'll even take a video tutorial where it isn't about the youtuber promoting themselves instead of explaining shit

>> No.761179

recommend me a comfy tutorial for tonight. will post results.

>> No.761183

>>761179
https://www.youtube.com/watch?v=29yfS-icS3M