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/3/ - 3DCG


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File: 248 KB, 1600x800, Blender.jpg [View same] [iqdb] [saucenao] [google]
615405 No.615405 [Reply] [Original]

Discuss Blender, give tips and help, post work.

>> No.615407

>>615405
Autodesk and bloatmax shills kys.

>> No.615408

I'm surprised nobody's rigged VR for it yet.

>> No.615409

>>615407

Blendlets choke on donuts

>> No.615410
File: 229 KB, 500x765, urmom.png [View same] [iqdb] [saucenao] [google]
615410

>>615407

>> No.615417
File: 91 KB, 650x650, Dont be shitty.jpg [View same] [iqdb] [saucenao] [google]
615417

>>615407
>>615409

>> No.615419

>>615408
A vr plugin would be sweet. It's not to hard to render for a vr headset though. Just render once, then move the camera 2.5 inches laterally. Then stitch them together.

>> No.615541

When is 2.8 coming out?

>> No.615542

>>615541
When they get enough shekels

>> No.615544

>>615542
So blender is technically not free software

>> No.615545

>>615544
it was never
ever since its release they hired people to work on it
the people that do it for free are only fixing bugs

>> No.615548

>>615544
Free to use but they encourage donations.

>> No.615573
File: 19 KB, 472x472, 7394e500fe2d129dbf653547c605a3ee--zara-home-tableware.jpg [View same] [iqdb] [saucenao] [google]
615573

Have: picture of this tumbler (or similar)
Want: flat texture

How can I achieve this using Blender?

I thought about modeling the glass as a solid, camera with exact same perspective and FOV, project the photo on it, cut off the front half of the glass

Easier way? I'm lost.

>> No.615574

>>615573
mix shader with albedo connected to the transparent png. the other one is glass shader.

you can also mix the principled instead of diffuse if pbr matters to you

>> No.615576

>>615574
I want to extract the coral texture from the photo
not render a similar picture

Need the texture to get a new glass printed

>> No.615577

>>615576
not possible, the only chance you have is to commission the texture from an artist

>> No.615579

https://www.youtube.com/watch?v=W4ob92GVZWk&t=4s
Made with Blender

>> No.615582

>>615544
Not free as in beer, but it is free as in freedom.

But, at the end of the day, it's also free as in beer.

>> No.615583

>>615577
>t. concept artist

>> No.615592

Thoughts on this addon?

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

>> No.615593

>>615592
looks very good.
especially for indie devs

>> No.615600

What some good tutorial on topos? How I get better on my topos? I don't want shortcut, just a direction is enough.

>> No.615601

>>615600
I recommend Jonathan Lampel's mesh modeling fundamentals course.

>> No.615616

>>615601
Thanks, anon.

>> No.615626

>>615600
>>615601
>>615616
Sorry, meant to say Mesh Modeling Bootcamp*

>> No.615639

>>615573
why would you want blender for this? just trace it over in 2d image editor

>> No.615648

Blender: where creativity starts and ends in failure.

>> No.615652

>>615410
dank meme bruh, got it without the text?

>> No.615653

>>615573
the best way is to take a picture of it in a hallway, or anywhere that has nice traceable perspective lines and then the the BLAM add-on to set your camera's perspective and what not (unless you're already 100% sure what your camera's focal length is.
then you model the glass, go to orthographic side view, and project uvs from view.

>> No.615760

>Almost 2 minutes long Blender porn
What happened? I thought even 2 seconds would take hours to render

>> No.615762

>>615405
>give tips and help
best advice you're gonna get regarding blender is to pick a real software and stop wasting your time

>> No.615765

>>615762
I was on this board last time like 2 months ago and everyone was praising it.

>> No.615769

>>615762
Tired old meme.

>> No.615772

>>615762
I bet you buy software too.

>> No.615776

>>615769
>Tired old meme.
blender in a nutshell

>> No.615777

>>615765
Everyone was praising Blender in one of the safe-space threads like this one.

>> No.615779

>>615776
>>615777
It's open source and constantly updated for free. Has multiple functions and user made plugins for anything it can't do.

Meanwhile 3DMax is £1,350.00 a year and still doesn't support 4K, despite everybody in the forums crying out for it and they actually removed functions to make them pay-to-use plugins.

>> No.615781

>>615779
There are several alternatives to the Blender swaps of death. Not open source, but cheap.

>> No.615782

>>615781
Why seek alternatives when it's a good program?

>> No.615784

>>615782
People like you need to be banned. Stop replying to the obvious troll, you piece of dogshit

>> No.615786

>>615782
If you think Blender is good software, you should seek an alternative hobby.

>> No.615787

>>615784
Even if it's a troll, I like to hear their reasoning. If it turns out to be repetitive nonsense, then I ignore it.

>> No.615788

>>615787
While the industry ignores you and your UI-less pet software.

>> No.615789

>>615784
People who call other people names like yourself should be banned.

>> No.615859
File: 48 KB, 500x333, halp.jpg [View same] [iqdb] [saucenao] [google]
615859

What's a good place to find references with front - side - top views of things like drills, toys, cars, etc. For free, preferably. Want references to make basic stuff from.

>> No.615884
File: 2 KB, 275x401, Screenshot_7.png [View same] [iqdb] [saucenao] [google]
615884

Hey guys, why is it that if I remove a edge and then I connect two vertices with the F key, my Knife can't snap on that new edge compared to before?
On the left, I have my knife passing through the edge, it can snap on it. On the right, I have deleted that edge and recreat it with the F key, but now my knife can't span on it. Why is it?

>> No.615889

>>615884
If you are creating an edge between two vertices on a face you should be using j, not f. F will create an edge separate from the face, j splits the face.

>> No.615892

>>615889
Thanks anon.

>> No.616021
File: 25 KB, 640x646, 26a82h.jpg [View same] [iqdb] [saucenao] [google]
616021

>f12 key sometimes gets stuck (not psychically)
>press f12 to render
>after two hours it's almost finished
>it's done, but f12 key is being pressed continuously
>rendered image gets deleted and blender starts rendering it again
>mfw

>> No.616023

>>616021
Rebind the button to something else, I'm sure there's a menu for it.

>> No.616038

>>616023
There's something wrong in the way Blender handles mouse and keyboards events. It's always been like this.

>> No.616039

>>616038
I've never heard of this issue and Google isn't pulling it up, I think it might be your hardware or how your system itself handles events. "It's always been like this" doesn't mean "this is the way it works by default". I don't know what to tell you.

>> No.616042

>>616039
It's mostly odd and quasi random response delays and it's been like that since the first GPL release. I'm sure many have noticed it.

>> No.616046

>>616042
>been like that since 2002
>no results on google for repeated input events
You might have some some unique issues, I'm afraid.

>> No.616047

>>616046
And that translates to *that* feeling of flimsiness, cheapness and nastiness that really is Blender's defining factor.

>> No.616053
File: 123 KB, 942x943, nigga.jpg [View same] [iqdb] [saucenao] [google]
616053

>>616047
>I have a unique problem which nobody else can find, solve, or has heard of
>I can't point to where anybody else has said they have the same problem
>that means this program is bad and it's definitely not my fault

>> No.616055

Is there some sort of infographic or wiki of the best Blender tools and plugins? I don't have anything specific in mind, it's just that I use zero tools right now

>> No.616057

>>616055
Skimming the Add-Ons tab should be helpful, there's a lot of plugins that are available by default but aren't enabled. The only third-party tool I can think of is TexTools ( http://polycount.com/discussion/197226/textools-for-blender ) which helps with UV stuff.

>> No.616070

>>615859
not sure if good but try the-blueprints

>> No.616103
File: 195 KB, 1816x916, lamborghini-murcielago-03.gif [View same] [iqdb] [saucenao] [google]
616103

Easy black and white two dimensional photos to help you trace model.

When you search for these types of photo references in google use words such as...
Vehicle Blueprints, outlines and trace.

You can also try proper blender forums to avoid the immaturity of this community.

>> No.616108
File: 45 KB, 500x360, Wiesel Mk20 A1 [LIMITED to 500px].jpg [View same] [iqdb] [saucenao] [google]
616108

>>616070
>only free pics are 500px
I knew of this site, but it isn't free for anything worth a damn.
>>616103
I know that, but is there any kind of site like the-blueprints that doesn't charge up the ass? Finding decent references for things I don't have available IRL is a lot harder than I thought.

>> No.616114

How hard is animating in blender? I never hear anyone talk about animation in blender.

>> No.616115

>>616114
blender has a pretty competent animation suite. the guy who did all the reload animation for Titanfall 2 used blender.

>> No.616150

>>616114
Animating in Blender is pretty good except you need to go to the Dope Sheet Editor to edit the animation time line instead of being able to adjust the Keyframes in the Timeline.

>> No.616160

>>616103
You mean proper Blender safe spaces and indoctrination centers where you're free to waste your time achieving nothing but cringe and feel good about it.

>> No.616161

>>616114
>>616115
>>616150
The animation system in Blender is broken just like the rest of Blender. It's a mess which requires you to "make extensive use of external tools", as they do at the Blender Foundation.

>> No.616167
File: 118 KB, 594x820, 1522877083402.jpg [View same] [iqdb] [saucenao] [google]
616167

He's trying REALLY hard, guys. Don't give him the time of day

>>616114
It offers everything you'd need to animate whatever. The only thing limiting you in it is your own skill.

>> No.616169

Are there any plugins for automatic sprite cropping with PNG offset metadata support?

As in, I want to render an RGBA image sequence and have each image cropped to the smallest size, and have offset metadata to find the original center point once I import it into a game.

>> No.616170

>>616167
As you said the problem with Blender's animation system is that to be able to use it, you must be skilled enough to be able to write your own. There is no point in using Blender.

>> No.616180

>>616161
t. didn't make it

>> No.616182

>>616180
>responding to bait
Why?

>> No.616203

>>616182
Are you new? He's /3/'s buffoon, we all get some laughs out of his shitposting. Sometimes he gets creative, that's when it turns worthy to have triggered him.

>> No.616218

>>616203
Keep telling yourself "it's just one guy".

>> No.616219

blender a shit

хaхaхaхaхa

>> No.616253

>>616218
I know for a fact it isn't, since I myself sometimes partake in the trolling, for teh lulz. But you're the original, the only one who does it unironically.

>> No.616272
File: 16 KB, 438x438, extru.jpg [View same] [iqdb] [saucenao] [google]
616272

>>616253

Any way I can extrude at angle then extrude again while keeping the angle straight/ the same with a plane?

>> No.616278

>>616272
If you're extruding a face, you can try switching from global orientation (or whatever) to normal orientation, via the controls at the bottom of the 3D viewport.

>> No.616280

>>616278

I'm just trying to extrude the verts.

>> No.616290

>>616280
You can only extrude vertices along an axis specified in the toolbar. For example if you hit e to extrude then x to lock to the x axis (don't know if this is local or global), then x again while in normal transformation mode, you will extrude outward on the x normal. The modes available are view, local, global, gimbal and normal.

You can also extrude on two axis by holding shift and pressing the key of the axis you don't want to use. For example e to extrude then shift+z, will lock extrusion to the x and y axis.

>> No.616330
File: 681 KB, 1392x1024, 0001-0250.webm [View same] [iqdb] [saucenao] [google]
616330

>>616272
>>616280
If I understood well what you're after, this may work.

>> No.616338
File: 835 KB, 245x210, 1516013208884.gif [View same] [iqdb] [saucenao] [google]
616338

>>615410
>your mom is fucking hot is somehow an insult

>> No.616385
File: 1.48 MB, 1920x1030, wip1.png [View same] [iqdb] [saucenao] [google]
616385

Send crit, ask questions.
Highly WIP, working on the head next.

>> No.616392

>>616385
looks ok for now, keep going
maybe add some pbr materials so we can see it better

>> No.616402

>>616338
>your mother servicing everyone who gets in line isn't an insult

>> No.616403
File: 96 KB, 563x472, hgnnht.png [View same] [iqdb] [saucenao] [google]
616403

>>616385
I have a question. If this is going to be a walking robot, unless if the leg frame is meant to bend intentionally (like a prosthetic running leg), how is it supposed to walk? In the areas circled would be the usual places for a joint, which would be necessary for proper control of body mass, as is seen on basically every walking creature.

>> No.616405

>>616385
How are you able to get all those rounded/beveled edges? Do you really go through and manually bevel them or do you have an automated workflow in place?

>> No.616406
File: 1.45 MB, 1000x1600, wip3_monstrosity.png [View same] [iqdb] [saucenao] [google]
616406

>>616403
>>616405
Fair point. my initial intention was to test the hardops addon (explains the easy bevel workflow) by doing a cross of a prosthetic running leg and a kagaroo...

As you can see in my helpless block out attempt just now, the assets I had in mind dont realy come together all that well. My fault for not thinking it through with a proper concept.

I am mainly a sculptor and 2D concept guy. So this was until now just a entry-project to more complex hard surface stuff. But I am actually eager to fix the design issues now that I see this monstrosity.

>> No.616407

>>616405
>>616406
This wasn't a criticism, I just genuinely wanted to know. Usually I waste tons of time trying to clean the topology so that the Bevel modifier will work and not result in weird backwards normals or jagged edges.

>> No.616408

>>616407
Ah dont worry, I did not read that with a negative tone. My answer was mostly to the guy above you.

But yeah, hard ops is really fun and gets things done super quick. Just the topology is sometimes all over the place and not really sculpt/UV friendly at all, which is kind of an issue. So lots of cleanup is indeed needed, which balances out the time while modeling

>> No.616458
File: 1.54 MB, 1920x1080, Gundam Desert Artillery PRINT Increased Bright 1080.jpg [View same] [iqdb] [saucenao] [google]
616458

Something I worked on recently. Made the Gundam model sometime in December, I was making this landscape for another project and thought it would be a bad ass scene to put my Gundam model in.

>> No.616460

I have a few questions.

What is the best tutorial for IK rigging, for things like the spine and head.

How do you make textures for things LIke clothes, I feel this is way to complicated for me to comprehend.

>> No.616515

>>616290
>>616330

thx

>> No.616589

>>616458
Needs atmospherics of some kind.

>> No.616632

>>616385
I am a concept guy, but I use max for 3dblock. I couldn't stand blender's interface when I tried it last summer, but now with the new booleans and real time rendering I'm really tempted to switch anyway. How did you learn? Did you watch Vaughn's mech blender tutorial to start, or what? Does blender have a good symmetry system yet?

>> No.616633

>>616589
If you can get a clown pass and a zdepth pass this should be really easy to do in photoshop post. Is that possible with blender?

>> No.616634

Sometimes, when I use constraints on bones, something weird happen, and it's annoying.
Let's say I put copy rotation to a bone and move the other one around using G to test it. Then I press Right Mouse click to reset position on the bones. But what happens is that the bone with the constraint doesn't reset its position, even though the rest of the bones do reset their position.
Why does this happen?

>> No.616635
File: 83 KB, 865x581, gun.png [View same] [iqdb] [saucenao] [google]
616635

Not the anon mentioned but I did the tutorial linked. I think this looks cool so far

>> No.616636

>>616633
You can certainly do Zdepth pass in Blender. It's not as intuitive as other programs, but I'm sure there are tutorials somehwere

>> No.616645
File: 1.86 MB, 331x280, mnaOksv.gif [View same] [iqdb] [saucenao] [google]
616645

>>616402
>tfw my mom serviced every guy in town
>tfw ended up a gay sissy that also serviced every guy in town

>> No.616652

Hi.

I want to make custom body panels for my motorbike. I'm not very crafty, so I'm guessing automating most of the process would work best for me. I've used blender in the past to make shitty low-poly models, so I'm a bit familiar with it, although I don't know if the workflow is any different for real life applications.

I think the process would be:
1) get blueprints, sketchup models, and measures from my own vehicle
2) get that into blender and model the new pieces over that
3) export those pieces in... .stl?
4) bring the .stl to a machine shop so they can machine a negative mold out of it, in foam or something like that
5) use the mold to make the piece myself in composite, or bring it to a body shop so they can do it (probably for the best)

I'm concerned about points 2, 3 and 4. Can I just make the model, export as .stl and be done with it? Or do I need to somehow prepare it for machining shops?

>> No.616686
File: 42 KB, 630x493, DisabledMusic.jpg [View same] [iqdb] [saucenao] [google]
616686

>>616652
You're asking the wrong place for information like this

>> No.616689

>>616635
t. Lena oxton

>> No.616692

>>616686
I've been googling for a while and it seems .stl is for 3d printing, not machining, so maybe blender is not the right software in any case... I should get something like SolidWorks instead. I don't know if I want to learn another piece of software just to make nice plastic covers for my motorcycle desu.

>> No.616705

>greentext to get your attention
So I want to learn how to 3D model but I suck at drawing. Do I have to be good at drawing in order to sculpt in 3D? Thanks in advance

>> No.616707

>>616705
do you have to learn english to write a book?

>> No.616708

>>616707
Well put, I'll start practicing drawing

>> No.616711

>>616705
No, you don't.

Drawing is 3 parts:
1) understanding form, proportions, perspective, etc
2) understanding lighting
3) developing mechanical skills to apply what you have in your head through hand movement

You only need the first one for 3D sculpting.

>> No.616713

>>616711
Alright thanks, I think I'll still practice drawing anyways

>> No.616728

>>615779
>Meanwhile 3DMax is £1,350.00 a year

That's weird.. I've used it like 10 years for free

>> No.616730

>>616728
10 years? You are like child. I have used it for roughly 20 years, never paid for shit lmao.

>> No.616735

>>616728
Pirated/student versions don't count.

>> No.616737

>>615410
saved

>> No.616755

>>616730
Way to one up em'
>>616735
Why don't they?

>> No.616756
File: 911 KB, 1920x1030, wip4_head.png [View same] [iqdb] [saucenao] [google]
616756

>>616632
>I dont like blenders interface
Yeah folks at work say that too. I have the luxury to have access to maya and cinema at work and have a fair understanding of how max works. In my opinion (modeling related), the workflow in blender is unmatched. I am beginng to realise that myself now.

I was not aware of the mentioned tutorial. I already knew how to navigate in blender as it was my gateway drug to the industry a decade ago before cycles was a thing.

I mainly used the addon hardops, must own imo. Symmetry is fine. I build all body parts on a sperate layer with great used of the mirror modifer. In the end I group for example all objects to form a "leg" instance, which in turn I load in on the main layer. This is why you see those crosses >>616385 here on the right. You cannot physically move individual parts here as the leg behaves as one instace, which in turn I mirrored again after slightly altering the rotation.

On some parts I have even multiple mirror and symmetry instances with that trick.

Way to lengthy reply, dont be fooled by it. In reality I am a one year beginner in 3D hard surface.

>> No.616760

>>616756
Any chance you could give a rough step-by-step (pictures optional, if you feel like it) with how you use hardops to make your models? I'm on the fence about getting it - it's $15, but a bit hard for me to justify right now unfortunately. Also, is the workflow suitable for not strictly mechanical objects, or is it exclusively for stuff like glorified boxes/machines?

>> No.616762
File: 27 KB, 428x428, Untitled-1.png [View same] [iqdb] [saucenao] [google]
616762

>>616633
For depth, enable the Z pass and save as EXR.

Not sure about the Clown Pass. I think the TexTools add-on may help you there, it has an ID bake, but I haven't used it yet.

>> No.616763

>>616755
Because you can't earn money with them, dummy.

>> No.616765

>>616760
CGPeers has Hardops 83. It's probably legal.

>> No.616768
File: 988 KB, 1920x1026, hops.png [View same] [iqdb] [saucenao] [google]
616768

>>616760
Well, in its core its boolean based. Indeed anything other than boxy stuff is hard to work with as we know it from boolean operations. (For complex stuff I still jump into zbrush real quick.)

However hard ops is a huge QoL improvement. you bevel complete objects with the press of a button and performe complex cut outs and mofiications in edit mode. And then there are those libraries... reason enough to get it imo.

If you are unsure look up the official demo videos.

>> No.616772

>>616768
Oh dang, it includes libraries too? And a 5-second google shows I can add my own bits. I'm sold, thanks mate.

How unwrapping-friendly is it? UVs are my least favorite part of modeling, probably because I haven't learned how to do them well yet. Retopo is always a pain and you mentioned its topology isn't the best, do you have to muck about a lot to get a nice UV map or do you have a tool for that too?

Faster question, are all my questions answer-able by watching the demos? Hour-long videos tend not to be the best.

>> No.616774
File: 641 KB, 1635x977, 2cdee7b52fe8ff34a495718e2b72c441.png [View same] [iqdb] [saucenao] [google]
616774

>>616772
you can expect classic boolean like topology.
Huge ngons, overlapping faces as seen in the middle here where it is missing two edge loops.

Its a tool, not a solution after all. But it comes with loads of features. Its boolean operations are not the most important and if you stick to boxes you are fine.

Appareantly the addon provides tools to clean up topology too. I am still learning it with this very project.

>> No.616780

>>616728
>>616755
The point is that Autodesk is getting millions in subscription fees but won't add the most basic functionality, whilst Blender does it on donations and community involvement.

>> No.616783

>>616760
You can steal it (likely not the latest version) off cgpersia, see if you like it, then buy it

Don't rely too heavily on it, or any tool or add-on, you need fundamental knowledge to understand what's happening

>> No.616787

>>616763

How would they know you're making money from them as a freelancer?

>> No.616826

>>616780

What is Maya missing? We've got good modeling, amazing UV tools, great VFX, best rigging and animation, direct link with industry standard software and engines. Blender can't even export blendshapes to unreal kek.

>> No.616830

>>616826
4K support :)

>> No.616833

>>616826
Not to mention our plugin ecosystem...only second to what 3ds gets.

How can blendlets even compare?

>> No.616836

>>616833
Pretty well, actually.

>> No.616837

>>616836

Where's your substance plugin Donutie?

>> No.616840

>>616837
The material editor? Do you really need a plugin to babyfeed you that?

>> No.616842

>>616840
He's talking about linking Substance assembly files directly from Blender, instead of relying on exported textures.

Blender's license makes this difficult. This doesn't imply a technical limitation for Blender, but a legal one (if you want to see it as such -- others would say GPL licensing is its strength).

>> No.616877

>>616458
I like it, but they look way too clean. I feel they'd look cooler with wear marks and stuff

>> No.616879

>>615405
uninstall and download superior software

>> No.616888

>detractors try and shit up the thread
>retards take the bait every time
This is why they keep coming back.

>> No.616931

>>616842
>He's talking about linking Substance assembly files directly from Blender, instead of relying on exported textures.
Yeah, that's what I figured but you can just set the material up yourself in under a minute and have Substance update the textures whenever you like. For free.

>> No.617011

Should I be using SSS for textured skin? Every tutorial and video I've found on the subject never explains further than just turning SSS on and making wax look like wax. Whenever I try it the model goes all retarded with practically see through features when a light is behind it.

>> No.617012

>>617011
SSS is good for skin, just remember to be subtle, use a value of 0.2 or less. The downside is that the render time goes bonkers.

>> No.617013
File: 191 KB, 1427x907, whatarethose.jpg [View same] [iqdb] [saucenao] [google]
617013

what are those and how can I delete those pink needles ?

>> No.617016
File: 19 KB, 331x214, solution.jpg [View same] [iqdb] [saucenao] [google]
617016

>>617013
figured out. These lines display in which direction the normals are showing. The length can be changed under the properties you access 'N'-button. I just disabled all vertex displays for normals

>> No.617017

>>617013
I believe those are vertex normals though those are usually blue, not purple. You may have unintentionally enabled them. Look in the properties panel (n key) under "mesh display" and see if you have vertex normal display on.

>> No.617024

>>617013
>the absolute unironical state of literal modern modelling hobbyists

>> No.617029
File: 67 KB, 520x853, WOAUI.jpg [View same] [iqdb] [saucenao] [google]
617029

>>617013
vertex normals are now
>pink needles

>> No.617061

>>617013
I lol'd hard, thx anon

>> No.617062

>>616931
Sure, but you don't have the ability to animate substances.

(To be honest, I haven't tested that in real-time engines, but I suppose Substance plugins allow for animation. Otherwise, it doesn't buy you much, as you said.)

>> No.617074
File: 54 KB, 964x607, pic.png [View same] [iqdb] [saucenao] [google]
617074

Trying my hand at the Battle rifle from halo 4. Main body and front handle progress I guess

>> No.617075

>>616826
Can you go into Edit Mode while Sculpting and adjust the mesh then switch back to Sculpt in Maya?

>> No.617081

>>617075
Yeah, no problem.

>> No.617090
File: 17 KB, 500x375, Be nice or go away.jpg [View same] [iqdb] [saucenao] [google]
617090

>>617024
>>617029
I'm sure that neither of you started off as master artists right from the first day, cut the guy some slack. They're asking a beginner question about an unfamiliar situation, don't be cunts about it.

>> No.617147

>>617090
Why can't more people that browse 4chan be like this

>> No.617149

>>616879
how do I uninstall it?

>> No.617171

One of the developers for blender lives near me and happened to go to the same college I'm going to. I'm probably gonna email him and ask if he wants to meet up. Anybody want me to ask him something in particular?

>> No.617191

>>617171
Yes. after he's done fucking you in the ass, ask him if it was good.

>> No.617212
File: 1.14 MB, 1920x1000, wip6_bodyrough.png [View same] [iqdb] [saucenao] [google]
617212

Update. Please crit and comment.

Will fix the main body plates on top and make em thinner, prolly 2 layers. Tail needs some work to make it functional at last. Want to add hanging luggage, bags and an saddle in the end.

>> No.617214

>>617212
it's neat, but purely from a functional standpoint, it feels a bit like it would tip over and faceplant because of the weight distribution. bulkier legs or tail (or both) would solve that issue i think.

also if you're still thinking about reworking the legs and want references, search for the cassie robot by agility dynamics. some good shots of it here with exposed joints:
https://www.youtube.com/watch?v=Is4JZqhAy-M

>> No.617218

>>617214
excellent points. I noticed the weight issue but overlooked the legs. Will work on them too, thanks!

>> No.617219

>>617218
if you want to fake the legs, just throw joint shaped shrouds over the thing.

if you've got some good mechanical joint references would you mind sharing them? i'm always on the lookout.

>> No.617231

>>617219
>if you've got some good mechanical joint references would you mind sharing them? i'm always on the lookout.

Ohh this. I too would love that.

>>617212
Also, great work, I fucking love it. Will you be adding hands?

>> No.617258
File: 615 KB, 1591x947, wip6_rendertest2.png [View same] [iqdb] [saucenao] [google]
617258

>>617231
na probably not. I'll be adding a saddle later. Those cray ceremonial camel saddles. And If I dont get bored of it by then I'll make an arab type clothing in marvelous and have a guy sit on it. We'll see.

I also don't have any references for that sorta stuff. This my first proper hard surface project in years, let alone my first machine type thing. But I am interested as well, of course!

>> No.617299
File: 108 KB, 1141x591, pic2.png [View same] [iqdb] [saucenao] [google]
617299

more stuff

>> No.617303
File: 1.24 MB, 1920x1080, Dave Render Final.png [View same] [iqdb] [saucenao] [google]
617303

>>615405
I made a thing with blender and hand drawn sketches

https://www.youtube.com/watch?v=-ZLniC6Ux9Q

>> No.617316

>>617299
>>617258
Hardops?

>> No.617318

>>617258
Does it have a corkscrew penis like a real roo?

>> No.617359
File: 190 KB, 1024x509, thing.png [View same] [iqdb] [saucenao] [google]
617359

>>617316
>hardops
I promised myself that for 6+ months I will not use or download any unnecessary plugins. I'd much rather do things manually and learn the entire process before looking for crutches.

>> No.617410
File: 1.45 MB, 2048x1152, TigerTank.png [View same] [iqdb] [saucenao] [google]
617410

>> No.617752
File: 149 KB, 816x704, hngh.png [View same] [iqdb] [saucenao] [google]
617752

hi pink needles guy here again. Thanks for your worst quality of humor and thanks to the ONE guy that was kind. Thank you!

Anyway, got another question, pic related. Do you see that seam-like something in the middle of the face ? How can I smooth it out more ? any tricks ?

>> No.617753

>>617752
this happens because 2 loops are very close to eachother, or exactly ontop of eachother

>> No.617754
File: 31 KB, 696x686, faq.jpg [View same] [iqdb] [saucenao] [google]
617754

>>617753
You were right ! removed double helped in this.
But now the eyes are goofy looking. not sure if those shadows will stick once I texture that eye and set it up in unity. Got any ideas ?

>> No.617756

>>617754

Just sculpt the character inside zbrush and retopo inside blender. There is no reason to waste your time box modeling complex organic stuff anymore, unless you're an old fart who hates sculpting because he can't into zbrush.

>> No.617817

https://www.youtube.com/watch?v=i07zHKpWWMw

I make this in blender.

>> No.617829
File: 49 KB, 800x754, There was an attempt.jpg [View same] [iqdb] [saucenao] [google]
617829

>>617817
...Okay? I'm unsure what sort of response you expect by posting a video and a statement. Do you want critique? Praise? Advice? Acknowledgement?

>> No.617831

>>617756
have fun wasting your time retopo'ing when you could have just done it in blender from the beginning.

>> No.617838

>>617831
modeling characters with polygons is even harder than the two combined

>> No.617850

>>617829
Maybe he just felt like sharing?

>> No.617858
File: 592 KB, 1582x835, Hourglass.png [View same] [iqdb] [saucenao] [google]
617858

Just recently started Blender, following tutorial and doing random objects at the side. Pic related is an hourglass I'm trying to replicate, but I really don't like how the space where the sphere joins ended up looking, any tips to make it more natural ?

>> No.617860

>>617858
idk about blender, but something like this = draw profile with spline, lathe, thicken

>> No.617863

https://www.youtube.com/watch?v=pKmSdY56VtY

So when are 2D animators going to start being snobby and say Blender isn't 'real' software?

>> No.617894

>>617831

Retopo is easy once your sculpted character is made. You're just a lazy pleb who is afraid of learning to sculpt and retopo.

>> No.617895

>>617863
Blender is real. It's also broken and unuseable.

>> No.617896

>>617895
>(you)

>> No.617897

>>617858
Looks like you might have some duplicate vertices. The more loops you have in that area, the more pinged it will be; select a loop and hit G-G to drag it away, or simply dissolve it.

>> No.617909
File: 35 KB, 961x600, help2.jpg [View same] [iqdb] [saucenao] [google]
617909

how do I keep the edges hard and visible while the faces are smooth?

pic related

>> No.617910
File: 11 KB, 170x168, help2.0.jpg [View same] [iqdb] [saucenao] [google]
617910

>>617909
pic related is what I want to achieve

>> No.617911
File: 196 KB, 1936x1096, clip (2018-04-17 at 11.53.17).png [View same] [iqdb] [saucenao] [google]
617911

>>617909
>>617910
Pic related. I used to Mark Sharp after smoothing on any edges I wanted to be sharp, but apparently I can't do that in 1.79 anymore and I don't know why.

>> No.617912
File: 27 KB, 672x838, ss (2018-04-17 at 11.57.37).jpg [View same] [iqdb] [saucenao] [google]
617912

>>617911
If you set the Auto Smooth to 180, actually, you get the functionality I expected - everything is smoothed except what you mark as sharp and you can arbitrarily mark edges with the Ctrl-E menu.

>> No.617913
File: 1.30 MB, 404x720, 1505547493441.webm [View same] [iqdb] [saucenao] [google]
617913

>>617909
you need to adopt a different mindset when it comes to modeling.
instead of making everything out of big bulky shapes and then process it. start with simple stuff like planes or cubes. the planning phase will be longer but the result will be alot better

>> No.617914

>>617863
>There's a wip build of grease pencil 2.0 on the site
>Download keeps failing
>Nobody's answering questions about it or an alternative download site

>> No.617915

>>617914
just wait for 2.8, they reworked grease pencil for animators and illustrators

>> No.617916
File: 21 KB, 695x407, shortyshotgun.jpg [View same] [iqdb] [saucenao] [google]
617916

>>617911
>>617912
I tried but its not working very well

>>617913
ok

anyway does it look good?

>> No.617917

>>617916
it looks ok, there are few smoothing errors but it can be corrected

>> No.617918

>>617915
Yeah, that's what the build is.
http://graphicall.org/1227

>> No.617919
File: 20 KB, 730x482, henry rifle.jpg [View same] [iqdb] [saucenao] [google]
617919

also here my best project so far

>> No.617920

>>617916
Did you mark the edges you want to be sharp, as sharp? What does your mesh itself look like?

>> No.617921
File: 656 KB, 1588x835, Hourglass v2.png [View same] [iqdb] [saucenao] [google]
617921

>>617860
>>617896
After much fiddling I decided to just delete the vertices and remake the faces, opinions ?

>> No.617922
File: 122 KB, 1741x857, Capture.jpg [View same] [iqdb] [saucenao] [google]
617922

>>617914
nvm, download got through eventually. Figuring it out but it reminds me of Tiltbrush or Quill with the brushstrokes.

>> No.617923

>>617921
Better, but still looks a little bit pinched. Can you show wires/edges and the object you're trying to recreate?

>> No.617924
File: 42 KB, 1312x570, henrynaked.jpg [View same] [iqdb] [saucenao] [google]
617924

>>617920
I use edge split

>> No.617926
File: 705 KB, 1584x832, Hourglass behind the scene.png [View same] [iqdb] [saucenao] [google]
617926

>>617923

>> No.617927

>>617924
Unless you manually split the edges it's not going to look the way you want. You should post mesh of the model you want help with, not the one you want completed, and not wireframe unless that's what you need to be fixed (which, in this case, it isn't)

>> No.617929

>>617926
Oh, you're trying to make the supports, that's why it's such a weird shape. I honestly think you've got about double the edge loops you need and are one subdivision level too high - you could probably get a similar shape with much less vertices. With that narrow shape, though, I don't think there's a way to entirely avoid pinching it.

>> No.617934

I need to make a human character in blender for a game in unity. Anyone have a good tutorial for that?

>> No.617935

>>617913
That video doesn't belong here, this is an SFW/Christian board.

>> No.617936
File: 59 KB, 708x529, henryshotgun2.jpg [View same] [iqdb] [saucenao] [google]
617936

>>617927
aaaa shit sorry ok so heres the edges I want to be visible when its smooth but only these, the rest need to be smooth

>> No.617938
File: 13 KB, 250x212, exemple1.jpg [View same] [iqdb] [saucenao] [google]
617938

>>617936
sry its hard for my to express myself in english im such a brainlet

technically I just want the top side to me smooth like pic related but with hard edges

>> No.617941

>>617936
>>617938
Now that you have the edges selected, hit Ctrl-E and look for Mark Sharp, that should get you closer to what you want.

>> No.617945

>>617938
You can do that easily by using a normal map. If you add extra edges to those you have selected, you can then subdivide the whole thing to smooth it out. Finally, you can create the normal map from the difference between the original mesh and the new subdivided one.

>> No.617947
File: 30 KB, 605x546, capture1.jpg [View same] [iqdb] [saucenao] [google]
617947

>>617941
thx its much better now

>> No.617950

>>616108
Blow up the image to the size you want it to be and then redraw the lines. Either that or find a way to convert the lines into a vector image and then resize it.

>> No.617951
File: 685 KB, 2560x1707, 15229243545940.jpg [View same] [iqdb] [saucenao] [google]
617951

>>617938

use bezier curve with pipe. put around like you want. turn into mesh. cut away lower half and extrude edges down.

>> No.617970

>>617829
I made a thing and now I want people to see it. I also always appreciate critique or opinions.

>> No.617972
File: 26 KB, 750x513, shortyshotgun1.jpg [View same] [iqdb] [saucenao] [google]
617972

here I am now !

>> No.617992

>>617970
I'm going to be very blunt here so I'm sorry if this offends you, but - the earliest video you have is from two years ago and your most recent one shows little to no improvement. Unless you are doing this "style" on purpose, there's no excuse for still being at that level of quality. I don't know what's holding you back but even sitting down twice a month with Blender should yield better results.

>> No.617993

>>617992
I feel like there was probably a huge (and unnecessary) focus on the smoke and fire effects while the rest was largely neglected.

>> No.618026

>>617992
Well I like crude animation, so I don't really try to get good. In für other hand I could really try to learn some new stuff every now and then.


>>617993
That fire effect is very easy to set up in blender.

>> No.618027

>>617212
It looks freakin' awesome. Sorry, I don't have anything useful to add.

>> No.618028

>>617970
A little more work could make it a lot less offensive to the eye - decent animations, not using low-res google maps, or whatever that is, as the background.
I'm afraid the ending was extremely lame.
I did like how the purported murderer "has blood on her hands" while the real murderer has blood on his feet.

>> No.618041

Trying to add a keyframe to a sound strip and it complains that RNA path is invalid for the given ID.
Blender Version 2.76, Ubuntu 16.04 64bit

Does anyone know what it could mean or how to fix it?

>> No.618070

>>618026
If you like crude animation, you might want to look into SFM unless you really want custom models like that.

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

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

https://www.youtube.com/watch?v=PFHDZR4HPyY

https://www.youtube.com/watch?v=RI7h0rddgno

>> No.618094

I've been using quicktools for awhile. Are there any other good convenience addons similar to this?

>> No.618100

I'm learning and I wanted to know the best place to get textures for free

>> No.618101

>>618100
https://www.textures.com

>> No.618108

>>617913
Dude, nice hedgehog

>> No.618109

>>617913
>>618108
Looks like a li'l guy fieri

>> No.618155
File: 580 KB, 1124x818, 23434039873.png [View same] [iqdb] [saucenao] [google]
618155

Post your default render background.
Color or environment?

>> No.618182

>>618155
Medium gray, black, or environment, alpha on. Whatever I feel like at the moment.

>> No.618188
File: 66 KB, 1006x352, DbKBUlzW0AAdNDA.jpg large.jpg [View same] [iqdb] [saucenao] [google]
618188

Anyone else hear about Blender Internal being shitcanned for 2.8 yet?

>> No.618189

>>618188
Forgot link:
>https://www.blendernation.com/2018/04/19/blender-internal-renderer-removed-from-2-8/

>> No.618191
File: 256 KB, 589x1100, ....png [View same] [iqdb] [saucenao] [google]
618191

>> No.618197

>>618188
>>618189
Blender Internal has been "unsupported" for at least the past 4-5 years. I don't know if any updates were made during that time, though. A bit strange that they're removing it entirely.

>> No.618223

>>618197
Probably to make it easier to script new stuff for.

Though it makes me wonder if they're going to try to implement more NPR-like shaders in Cycles down the line.

>> No.618237

>>618191

Its a scam.

>> No.618238

>>618188
that's strange, the game engine and texture paint revolves around working in internal.
also the option to render in none-ray trace will be missed

>> No.618239

>>618237
>zone
>a scam
sure mate

>> No.618243

>>618238
> that's strange, the game engine and texture paint revolves around working in internal.
I'm sure Eevee will replace that

>> No.618257

>>618238
Game engine has been removed too.

>> No.618258

>>618188
That seems really short-sighted, BI is great for non-photo realistic renders

>> No.618259

>>618257
>>618258
Consider the plus side: whatever they're going to do can't possibly do worse than than current Blender. But who knows. From what I've seen so far 2.8 if and when it comes out is going to be a disaster.

>> No.618261
File: 328 KB, 1440x900, help.png [View same] [iqdb] [saucenao] [google]
618261

help.

What do?

I want it to look like the viewport.

>> No.618262

>>618261
Render > OpenGL Render Image

>> No.618263
File: 330 KB, 1440x900, help.png [View same] [iqdb] [saucenao] [google]
618263

>>618262
how do I render it without the X?

>> No.618267

>>618258
>>618257
>>618259
Think of it this way: At least it's not an Autodesk product - you can go and download any previous version from their releases page, plus there's no license expiration to worry about.

>> No.618269

>>618259
>>618258
That's probably why I'm going to stick with 2.79 for the time being.

>> No.618278

>>618263
just hide your camera?

>> No.618280

>>618267
There are also no job offers to worry about with Blender.

>> No.618281
File: 887 KB, 460x258, Retard printer.gif [View same] [iqdb] [saucenao] [google]
618281

>>618280
Holy shit, you just have to make an argument out of nothing, don't you? Fuck off already.

>> No.618308

>>618188
Yup. People doing non-photorealistic stuff were (are?) worried about it. Apparently, 2.8 will cover all grounds left void by Internal's departure.

>> No.618309

>>618191
>other modeling programs *might* be fine
>Blender is preferred
This is what you get once you don't have to deal with "muh industry" legacy pipelines.

>> No.618310

>>618041
still looking for solutions to this, btw

>> No.618312

>>618310
why are you using such incredibly old version? it might be a bug

>> No.618323

>>618312
It's a bug to use Blender.

>> No.618493

Eevee Renders
https://www.youtube.com/watch?v=sWSBYZ6bd7U

>> No.618555

>>618310
Try looking it up on stack exchange, then updating your version of Blender to the one that has the bug fix.
If you can't do those things, I encourage you to put a plastic bag over your head and breathe deeply while installing gentoo.

>> No.618556

Who here uses the Blender compositor? I spent a few weeks with Fusion since it's free, and while there are more bells and whistles the workflow for dealing with exr.multilayer files is, surprisingly, a million times better in Blender. Blender actually has the best workflow for multilayer files I've ever seen, which is hilarious. Fucking based Blender.

>> No.618558

>>618556
Wait, Fusion 360 has a compositor? I'm just using it to model, which has so far been a royal pain in the ass for the shape I'm making.

>> No.618559

>>618556
>Who here uses the Blender compositor?
i do. i like how its similar to the node editor.
also, sometimes i use it to do post render work and its pretty good

>> No.618566
File: 337 KB, 377x469, All smiles.png [View same] [iqdb] [saucenao] [google]
618566

Holy shit, using Fusion 360 for one week has already fucked up my muscle memory for Blender, this is awful and frustrating

>> No.618567
File: 54 KB, 887x835, Help.png [View same] [iqdb] [saucenao] [google]
618567

>>618566
Retopologizing this is going to be a /fucking nightmare/

>> No.618596

>>618558
Not Fusion 360 by Autodesk, but Fusion by Blackmagic, which is a full-fledged compositor. Now integrated into DaVinci Resolve.

If you don't want or can pay Nuke, Fusion is the way to go.

>> No.618723
File: 99 KB, 1089x571, BR.png [View same] [iqdb] [saucenao] [google]
618723

Have had time to work on it. Progress. Next step is to make sure all pieces are as they need to be, then boolean everything, then fix the fuck ups from booleans, then highpoly time. Can't wait.

>> No.618737

>>618723
Looks good. Are you using a side reference or is this all bye eye?

>> No.618744

>>615573
You can't just extract its texture, only if you're okay with a low-res crappy mess.
If you want to recreate the whole image using blender, it's quite easy

>> No.618745

i've got a shadeless material in blender internal (just a color node into the output)
how do i get it to receive shadows cast by other objects?

>> No.618747

>>618596
What about Natron? I saw it being used in https://www.youtube.com/watch?v=Zb35-SwDH74

>> No.618755
File: 253 KB, 1586x834, Hourglass v3.png [View same] [iqdb] [saucenao] [google]
618755

How can I get rid of these black spots ? I tried creating faces with the loop below but it creates white spots instead

>> No.618756
File: 210 KB, 1584x835, Hourglass v3 inside.png [View same] [iqdb] [saucenao] [google]
618756

>>618755

>> No.618761

>>618747
Its a nice open source Nuke clone, but still limited to 2D compositing. Not as good as Fusion or Nuke but good enough for 3D artists to do some minor stuff here and there.

>> No.618776

>>618755
select all polys
ctrl+n

>> No.618781

>>618776
Thanks I was having a similar issue

>> No.618804

>>618761
>still limited to 2D compositing
I have no idea what that means. Aren't all compositors in 2d?

>> No.618808
File: 1.30 MB, 1272x752, Screenshot-2018-4-23 Fusion 9 Blackmagic Design.png [View same] [iqdb] [saucenao] [google]
618808

>>618804
Some compositors understand 3D. Pic related, from Fusion's feature list page, illustrating a common scenario.

>> No.618813

>>618804
No.
Most operate in 3D space like an 3d program. You can bring something literally closer to the camera, while in Natron you can only scale things and move them in 2D.

>> No.618819

>>618808
>>618813
that's something new to me. Thanks for explaining.

>> No.618820
File: 41 KB, 710x797, Shade.jpg [View same] [iqdb] [saucenao] [google]
618820

Any idea why the shading here looks terrible? Both are cylindrical objects with Smooth shading set to 1 level of subdivision, but the two knobs look very ugly.

>> No.618825

>>618820
because the matcap is shit

>> No.618827
File: 27 KB, 531x792, NoMatcap.jpg [View same] [iqdb] [saucenao] [google]
618827

>>618825
Don't think it has to do with matcap in this case.

>> No.618831

Anyone have any experience with mantaflow? I'm trying to simulate fluid collisions with an elaborate object, but whatever algorithm they use to solve the simulation keeps diverging if I add more than 50 subdivisions.

>> No.618841

>>618827
lowpoly items look like junk by default. that until you add a proper texture or more polygons

>> No.618849

>>618820
Looks pretty typical to me. Perhaps your base mesh is too low poly. If you want to control your subdiv better, place creases where you don't want it to smoothen out so much. Otherwise I don't see why you see an issue with the shading.

>> No.618883

Why is Blender such a piece of shit?
Why can't you set weights bigger than 1?

>> No.618906

how do i set up shape key drivers so they don't conflict with each other?
like, so if shapekeys A and B are firing and you add C it lowers the influence of A

>> No.618907

Pretty cool https://www.youtube.com/watch?v=sASB3BE26MQ

>> No.618913
File: 32 KB, 293x730, 9bea179ec16994db363ed6bdf4fd5089.png [View same] [iqdb] [saucenao] [google]
618913

Why do you give such shitty replies guys.

>>618820
>>618827
Use edge split modfier or auto smooth edges thingy located under object data. You need those for the viewport shading to look crisp if you smooth hard surface objects.

Play around with the value, you'll quickly get what it does.

Also bevel all edges with a bevel modifier if you go for realism.

>> No.618914
File: 175 KB, 1261x735, 27fe7b3e94004a2f47dcbfd059fc738d.png [View same] [iqdb] [saucenao] [google]
618914

>>618913
cont.

This is how it should look.
The third has subdivions on top of the bevel and auto smooth. The bevel itself will prevent the subdiv to completely wreck your edges.

>> No.618918

>>618913
>>618914
Thanks, will try

>> No.618920

>>618907
Holy shit that's incredible

>> No.618927

>>618883
Because weight is considered on a normalized scale?

>> No.618989

>>618927
That's retarded.

>> No.618997

Where can I find my Startup file on a Ubuntu 16.04 installation?

>> No.619002
File: 168 KB, 1114x574, hard_surface_donuts.png [View same] [iqdb] [saucenao] [google]
619002

>>618914
Another alternative, since Edge Split can create problems (especially if you Apply it) is:
Bevel (Weights) and use Ctrl E -> Edge Weight while in Edge Mode, Subdiv 2

An advantage to this method is you can use Geometry -> Pointiness node for edge detection / faux-AO and not get artifacts from the double verts caused by Edge Split. Also I imagine you'll get more reliable results with baking to a low poly (though I've never tried baking with Edge Split, I just don't find myself using it)

>> No.619010

>>618989
It's mathematically accurate, and how engines work internally anyway.

>> No.619011

>>619002
>filename
kek'd.

Those protruding icons are triggering me, however.

>> No.619041

So I just quit my day job (accounting), sold all the things I didn´t need, bought an apartment, build a good PC rig, some gym equipment and a super bed. I got nothing but time, and a good enough saving to last me 50 years if I live without any crazy spendings.

Ready to invest in 3D. What´s your best work so far with all the time you have spend on Blender? I like to know if it is worth learning.

>> No.619043

>>619041
go to blenderartists featured section and see if its right for you

>> No.619048

>>619041
You'll obviously get trash content a lot since this isn't curated, but

https://www.artstation.com/search?q=Blender&sorting=likes

should get you a rough idea of how far Blender can take you.

>> No.619052

>>616108
>>616103
For military type stuff you can try https://p3dm.ru/drawing/, it has a lot of stuff, including that Wiesel Mk. 20.

>> No.619056
File: 74 KB, 856x775, Untitled.jpg [View same] [iqdb] [saucenao] [google]
619056

Anyone here doing face-weighted normals for hardsurface shit and know how to fix this? Only happens with raytracing engines, i.e. Cycles, and the only reference I can find to this problem is on Stackexchange and was never solved.

>> No.619058

>>619056
You simply don't use FWN with ray-tracing engines since its a hack used in realtime graphics.
It produces a mismatch between the actual surface and the normals which can result in strange edges and black borders.

>> No.619059

>>619058
I see. Thanks. So with raytracing engines you just do the bevels and don't fuck with the normals, relying on the raytracer to figure it out?

>> No.619061

>>615405

All this time wasted using useless open source software. Sad.

>> No.619062

>>619056
Something to do with ray-tracing/ambient occlusion and face-weighted normals not being technically possible so the engines can't calculate the shading properly. Isn't limited to Cycles and you can find the same issue with all non-realtime rendering engines.

If you want the bevelled effect, just subdiv with proper support loops, if you're too lazy to set up your loops, use the bevel modifiers beforehand.

>> No.619068

>>619061
you can't even use a paid software lol

>> No.619169

>>619062
>>619058
Another question about FWN: if you were making assets that use the technique, like Alien: Isolation did, do you still make a high poly version and then bake down the normals to the low poly, FWN version? If that's the case, what effect does FWN have if it's being overridden by the normal map? Or do you forego a high poly version and normal mapping entirely and just use the generated normals? That seems reasonable and a lot quicker than making a high poly, intricate model, but requires you to rely heavily on decals. Would you ever make a low poly, FWN version of an asset and then bake its normals to an even lower poly, non-FWN version of it?

>> No.619173

>>619043
>>619048
Quite impressive, I kind of looked down on it a little since it was free, but the quality of some are just great.

>> No.619266

Let's say I have a huge and complex mesh with 70 shapekeys. I set 20 of those keys to specific values.
How do I turn these changes into the new basis? I want to integrate these values to be the new basis, without having to manually edit them in edit mode or deleting my existing keys.

I simply can't make them permanent.

>> No.619270

>>619266
nvm, found a very dumb workaround

god, blender is so stupid

>> No.619277

Blender 101:
Move on to a better software.

>> No.619292
File: 16 KB, 164x369, heh.jpg [View same] [iqdb] [saucenao] [google]
619292

In the latest 2.8 build, where did all the tools options went? The tool menu has now been replaced with this shit and I can't find smooth shading anymore.

>> No.619321

>>619292
>updating blender
>ever

it's like you're trying to get nothing done

>> No.619322

>>619292
use the search bar for now

>> No.619324
File: 574 KB, 605x558, credit_score.png [View same] [iqdb] [saucenao] [google]
619324

>>619292
>hey for 2.8 we should make the UI bad to cater to braindead maxlets
>okay but how about we make it optio-
>NO IT HAS TO BE MANDATORY

>> No.619369

>>619324
The UI in Blender, if you can call it that, can not be made worse.

>> No.619371

>>619369
Blender's UI is good.

>> No.619372

>>619371

Only blendlets think Blender's UI is good. Everybody else agree to say that Blender's UI is a massive pile of dogshit, just like it's userbase

>>619324

The same thing could have been said from the very first UI. It sucked balls and I'm sure people got pissed when it changed back then. Get along with the times blendie.

>> No.619373

>>619324

Maxlets are still intelligent enough to learn a software that will lead them software. Blender will lead you to the streets with a cardboard box as a house and donuts as your sole source of nutriments.

>> No.619374

Man I actually dig the new interface. Feels less toyish and chaotic.

>> No.619375

>>619372
>i like Max's interface where to do anything at all you need to click on a button which opens a window

>> No.619376

>>619374
>big rectangular buttons for basic actions and a total lack of relevant information like tri count
>feels less toyish

>> No.619377

>>619376

Yes, and now it's less intimidating for beginners and people who don't like shortcuts. You still have your shortcuts by the way you wanker.

What you egoistical blendlets don't understand is that people were scared away when they used opened blender because of the clusterfucked interface. No matter what you say, nothing made sense. When people open up a software, they expect to find stuff where they expect it to be. In Modo, Max and Maya, EVERYTHING is in your face. You can still create your own shortcuts, but you also have a non-retarded UI.

Keep crying, it's because of close minded blendlets like you that many people ended up using other software.

>> No.619378

>>619377
>people who don't like shortcuts.
read: retards who won't make it
you're saying checkers is better and feels less toyish than chess because you're a genetic dead end with a room temperature iq

>> No.619379

>>619378

read: I'm a fat elitist fuck who jacks to his printed blender shortcut list each night before bed

>implying you'd make it using blender anyway

>> No.619381

>>619379
all you need to know is a few simple, basic shortcuts that mostly make sense like E for Extrude, everything else can be done easily by hitting space and searching for it. The only bad shortcut is CTRL-ALT-SHIFT-C to reposition an object's origin

>> No.619382

>>619381

I know almost every god damn blender shortcuts there is. The difference is that I'm not an egoistic fat fuck. The shortcuts are still there. But now we've got a good interface that won't scare newcomers away.

>> No.619383

>>619382
>good interface
except it doesn't show the good shit, it just has like 6 buttons for vague, rarely used but "basic" actions

>> No.619385

>people are using the term "blendlets" unironically
o i am laffink
Get over yourselves

>> No.619386

>>619383

You have to go into edit mode to see the useful buttons.

>> No.619390
File: 224 KB, 450x1227, buttons_for_the_sake_of_buttons.png [View same] [iqdb] [saucenao] [google]
619390

>>619386

>> No.619406

>>619390
No wonder you never gonna accomplish anything

>> No.619407

>>619406
oh yeah i'm sure doing things an order of magnitude less efficiently will make me accomplish things

>> No.619411

>>619390
Can they waste any more screenspace with this? Have icons or have text, not both.

>> No.619416

>>619390
>knife
just hit k

>> No.619454

>>619411
There will probably be customization options. Hopefully.

>>619416
Almost all of them have shortcuts. Only randomize Doesn't.

Rip = V
Poly Build = F
Edge Slide = G,G
Spin = Alt+R

>> No.619464

>>619390

Following your logic they can as well just delete the whole UI since you can do everything with shortcuts. Stupid blendlet. Every software has both icons and shortcuts. But you retarded blendlets just want the same old confusing UI that scares beginners awat because it makes you feel superior. Truth to be told, no matter how much shortcuts you know by heart, you'll always be an unemployable blendlet.

>> No.619465

>>619390

you really think starters know about these shortcuts? Icons are the way to go when you learn 3d. Then you can bother to learn the shortcuts, when you know what you're actually doing. You're a retard.

>> No.619508

Blender UI is shit.
With every other program when I hit a wall I can fuck around with the different tools within a category where I am most likely to find the solution. In Blender's mess, this is impossible. Hotkeys are nice, but unless you use them every day you are bound to forget them very quickly. Hotkeys also change a fucklot between versions, making tons of guides and forum posts obsolete. UI design rule No. 1: "Menus are eternal, hotkeys are for the user's convenience to decide."

I could literally rant for hours about how crap Blender's functionality is. I should have started with a professional program instead of the this murky mess that manages to be worse than GIMP.
Blender scares away new people to the direction of finding a better tool for their 3D needs.

>> No.619513

>>619508
Hit the Spacebar and find all you need

>> No.619517

>>619513
People most often don't know what they need.
That's why well structured menus and UI are godsend.

>> No.619519

>>619292
Edit mode, select all, Ctrl-W, Smooth.

Not as convenient, but hey, it's something.

Or just wait for Blender devs to finalize their Mayaization of Blender.

>> No.619520

>>619390
>Edge Slide
>rarely used
Do you even retopo?

>> No.619538

>>619520
only organic meshes where edge slide doesn't work too well because it interferes with surface snapping.

>> No.619543

Just wondering, how did those guys on youtube even managed to make good eevee renders? I tried it but I can't even make a chair without the whole thing getting buggy, I even had the whole viewport turn into black because of it.

>> No.619547

>>619543
Probably made the mesh in in 2.79 and then the material in 2.8. I've done that in the past as a test and it worked fine.

>> No.619613

Here is a timelapse of Autonomous Prime I did in Blender.
https://www.youtube.com/watch?v=KCy798bn_DI

>> No.619646
File: 277 KB, 540x960, Hourglass v4.png [View same] [iqdb] [saucenao] [google]
619646

Thanks for the help, I think it's finished, opinions ?

>> No.619647

>>619646
the wood doesn't look like wood and it's too clean

>> No.619649
File: 361 KB, 540x960, Hourglass v5.png [View same] [iqdb] [saucenao] [google]
619649

>>619647
Didn't learn texture yet, so pic related is the best I can do.

>> No.619650
File: 1.86 MB, 1280x720, textools_uv_meshing.webm [View same] [iqdb] [saucenao] [google]
619650

Textools' UV Mesh feature is really nifty. Lets you deform one mesh to the converted UV space (i.e. wrap it around) another. Should make projecting patterns onto odd surfaces a lot easier.

>> No.619694

>>619538
The fuck are you talking about?

>> No.619695

>>619543
>Just wondering, how did those guys on youtube even managed to make good eevee renders?
They used Maya + V-Ray. Uploading a video about Eevee is the hip thing to do nowadays, but it doesn't mean that they are actually using it.

>> No.619709

>>619694
if you slide a vertex along an edge it will ignore snapping to the surface of your sculpt

>> No.619760

>>619454
>Edge Slide = G,G
That's move along normal.
Edge Slide is Shift+V.

>> No.619761

>>619517
>>619508
Like in Maya, where you have FOUR drop-down menus for basic mesh operations, with no structuring or logic to them what-so-ever?

>> No.619813

>>619760
That's Vert Slide, which I didn't know existed until now.

>> No.619814
File: 31 KB, 657x679, blend.jpg [View same] [iqdb] [saucenao] [google]
619814

Is it possible to double extrude while going into different directions like pic?

>> No.619945

I have more than a thousand small disconnected strands of hair in a single vertex group. I want to weight paint them to a bunch of bones so every individual strand only has a single weight and no gradient. Neighboring strands can have different weights, only individual strands must be consistent.
How would you do that?

>> No.619962
File: 384 KB, 960x540, animatin.webm [View same] [iqdb] [saucenao] [google]
619962

>>619814
There's probably an easier way to do it, but first you need to cut the top poly in two, then usually I would extrude them both, then scale them outwards.
Or just cut it in half and use a mirror modifier.

Something I'm working on, cause we gotta be interesting.

>> No.620379
File: 5 KB, 201x135, pastepose.jpg [View same] [iqdb] [saucenao] [google]
620379

Does anybody here know how to script in Blender?

I'm willing to pay for somebody who can create a script that can paste the pose of a keyframed armature skeleton on the Y-Axis. Exactly like X-Flipped Paste, but on the Y-Axis instead.