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File: 344 KB, 1920x1290, jerry-perkins-mx1001-drone5-1.jpg [View same] [iqdb] [saucenao] [google]
739140 No.739140 [Reply] [Original]

What are your current thoughts on Hard-Ops by masterxeon1001?

https://www.youtube.com/watch?v=gJeP6BA7NLQ

>> No.739141

>>739140
and previous: >>736439

>> No.739144

>>739140
if i want to learn as much as possible during quarantine, what resource should i use? would cgcookie be better than youtube?

>> No.739160

>>739144
CGCookie is far better than youtube because you're getting consistently good tutorials. They also extensively teach good topology, which is something you won't get from donut man.

That isn't to say there aren't great resources on youtube, but it's less consistent, and you have no real way of knowing the good stuff as a beginner.

>> No.739165

>>739144
CGcookie used to be really good when I started but I haven't watched their tutorials in a while. Also CGMasters is worth following too.

>> No.739193
File: 144 KB, 452x444, bush.png [View same] [iqdb] [saucenao] [google]
739193

boosh

>> No.739197

>>739193
Congrats, it looks like a pile of garbage. Keep practicing for a couple of months before posting your stuff again.

>> No.739205

>>739197
no

>> No.739211
File: 116 KB, 552x526, 2020-05-06-1588774068_552x526_.png [View same] [iqdb] [saucenao] [google]
739211

if anyone can thickness bruno's apple?

>> No.739213
File: 63 KB, 512x291, unnamed.jpg [View same] [iqdb] [saucenao] [google]
739213

>>739211
Ofcourse, I'd be happy to help him thickness his apple.

>> No.739221

>>739197
Fuck off cunt, that was either a joke or he really needs to practice more and your retarded sperging won't help him or anyone else either way.

>> No.739222
File: 100 KB, 462x534, brubo.png [View same] [iqdb] [saucenao] [google]
739222

>>739211
What I saw

>> No.739224

seriously blender is raping me
any tips for an absolut total begginer who cant even do donuts yet?

>> No.739237

>>739140
half of the nooks and crannies in that design look like nonfunctional dirt collectors.

>> No.739241

>>739224
Do the Donut tutorial

>> No.739256
File: 89 KB, 650x608, thigg.jpg [View same] [iqdb] [saucenao] [google]
739256

>>739222
based anon

>> No.739293
File: 880 KB, 819x1080, bruh.png [View same] [iqdb] [saucenao] [google]
739293

bruh

>> No.739306

>>739140
>What are your current thoughts on Hard-Ops by masterxeon1001?
most of that greebles pack is shit, some of the shortcuts are nice and all that, his basic recap is "good" if you are learning
https://www.youtube.com/watch?v=S6uFpBe1oTU

>> No.739333
File: 798 KB, 3440x1440, Screenshot (10).jpg [View same] [iqdb] [saucenao] [google]
739333

Can someone spoon fed me here please?

Selected the tit and created a vertex group.
Created a new shape key.
Tried to edit the tit, didn t work.
Can edit the body only if I select the Basis or FIX_Update_v1.2

I need to switch from big boob shape(original) to smaller boob shape

>> No.739335

Late to the party, I appreciate eevee's speed, but I still feel like a lot of things just don't work on it. Are you supposed to switch back to cycles for the final renders and such?

>> No.739337

>>739335
Yes.

>> No.739343
File: 2.83 MB, 1500x1500, assembly_3mb.webm [View same] [iqdb] [saucenao] [google]
739343

Assembly animation test!
Wanted to set up an animation like this for the whole thing at first, but that would require an unique material for each element to control the fade-in effect.
I feel like this is something Houdini could do, but i see no easy way to do this in Blender for about 100 individual parts.

>> No.739344
File: 620 KB, 1500x2127, gidoraharmor.jpg [View same] [iqdb] [saucenao] [google]
739344

>>739237
I only just looked at OP's pic because of this and I'm only posting to tell you that you are full of shit and better off not posting anywhere near here again. You should leave 4chan completely if you are too stupid to see that almost all of those nooks and crannies are for screws or hinges if it isn't a camera. Literally all of them. There's the round port on both sides about 90% of the way down the ball. Could be for docking/refueling. Looks functional. That and you act like in a world where we have flying drone camera orbs they don't also get air blasted for dust and dirt every time they come back to the docking bay. If you'd prefer it to be sealed up like a flying bowling ball with a paint job then you definitely, absolutely do not have any valid opinion because you obviously have ZERO eye for design. Apparently you're repeating some dumb shit your dad said before he left your dumb ass because he couldn't stand to look at his genetic failure every day.

Keep your low brain power opinions to yourself you fucking dunce.

Pic unrelated.

>> No.739351
File: 6 KB, 194x259, 1575763369540.png [View same] [iqdb] [saucenao] [google]
739351

>>739333
>learning blender to make porn

>> No.739361
File: 842 KB, 1920x1080, CrockmanCommeth.webm [View same] [iqdb] [saucenao] [google]
739361

>>739197
>Congrats, it looks like a pile of garbage. Keep practicing for a couple of months before posting your stuff again.

It's strange to see someone sperg out like this over a simple image post on a slow image board like this.

>>739193
https://www.youtube.com/watch?v=JoW1XWi4Lw0

Here you go! A good beginners guide to making basic plants.

>> No.739365

>>739343
I hate asking stupid questions but here I go:
-Is every object only controlled with only 1 bone each?
-How do you fade in/out objects like that?
-Where did you get those textures from?

Looks great, especially the bounce of the metal rod which really sells the whole deal.

>> No.739372

>>739140
masterxeon is a FRAUD. His Hard ops is dogshit! Complete ass! Garbage!

>> No.739374

>>739372
you ok?

>> No.739376

>>739374
no I'm not ok

>> No.739382
File: 47 KB, 363x377, 50000 ipod.png [View same] [iqdb] [saucenao] [google]
739382

>>739365
I'm not that anon, but I don't see why you'd need bones to drive anything here. The fade-in is probably done by keying object opacity.

>>739372
Explain pls, I'm looking to but it

>> No.739383

>>739376
*unzips with a smirk*

>> No.739404
File: 118 KB, 993x934, full.jpg [View same] [iqdb] [saucenao] [google]
739404

>>739365
- I didn't use bones, i just keyframed the locations before and after positioning.
- Every object has its own material with a value (keyframed) blending between a principled bsdf and a transparent shader. That shit is inefficient though; i don't want to give each element its own mateiral on larger scenes
- These aren't textures - just the principled bsdf with a metallic material. But thanks, while they're sill a placeholder i've really grown to like the look of it.

>> No.739409

>>739404
>just the principled bsdf with a metallic material

Not sure what principled bsdf is but I will look it up

>I didn't use bones, i just keyframed the locations before and after positioning.

I learned a lot from your post.


>Every object has its own material with a value (keyframed) blending between a principled bsdf and a transparent shader. That shit is inefficient though; i don't want to give each element its own mateiral on larger scenes

That's fine. I only want a 10 piece project or less for a start and you've given me a great idea.

>> No.739411

>>739335
No, not necessarily. Eevee isn't going to give you as realistic results but its plenty good for some final renders and animations if you know how to use it.

>> No.739418

Why does blender have so many versions? It feels like 2.80 just came out and just when I move to 2.82 already a 2.83 is out?

Do they really need a new version every 3 months? Which version are you guys using?

>> No.739421

>>739241
i tried but shit isnt working
the faggot did the snap shit to make vertices nopt enter the donut object but it doesnt work for me

>> No.739423
File: 124 KB, 385x357, shitty elbows.png [View same] [iqdb] [saucenao] [google]
739423

How do you make elbows bend more naturally?

>> No.739424

>>739423
https://www.blendermarket.com/products/voxel-heat-diffuse-skinning

>> No.739425

>>739418
I don't even know, lol. That's how often they update them and how often I download them. I have god knows how many versions on my PC right now, alphas, betas, even special Octane version... But I think I'm on 2.81 atm.

>> No.739430

whats the best tutorial for a begginer?
i heard gurufag is a hack?

>> No.739431

>>739430
CG Cookie.

https://www.youtube.com/playlist?list=PL3GeP3YLZn5j31ES1VUMXi7M0U1QvSpoQ

Donutman is ok, he offers a fun start, but don't do his Anvil Tutorial, you'll learn bad techniques.

>> No.739432

>>739431
I had looked into this guy, but since these tutorials are so old, cant the commands used on the videos not able to be used on 2.82?

>> No.739441

>>739432
>this guy
It's a company. They have several different instructors.
>but since these tutorials are so old, cant the commands used on the videos not able to be used on 2.82?
I mean, it says very clearly in the playlist it's a 2.8 tutorial.

>> No.739442

>>739441
Oh yeah, i've mistaken it with cgmasters.

>> No.739474
File: 96 KB, 600x900, 1559879874800.jpg [View same] [iqdb] [saucenao] [google]
739474

>>739424
sharing is caring

>> No.739480
File: 809 KB, 1870x1052, my_rig.jpg [View same] [iqdb] [saucenao] [google]
739480

>>739423
Look up Royal Skies LLC. He's a got a whole collection of recently-made tutorials for beginner to advanced-level IK rigging.
It also doesn't hurt to get a pre-existing model to study/practice on.

>> No.739490
File: 37 KB, 480x360, dc.jpg [View same] [iqdb] [saucenao] [google]
739490

why does everyone hate him. he's doing his best and it's just mean

>> No.739495

>>739480
Oh yeah I've seen a few of his tutorials. The double bone method for the elbow looks kinda odd but it works well for the knee.

>> No.739503

>>739490
I don't mind the cube but I do hate that the default 3D viewport has been askew for years now.

>> No.739504

>>739490
It's like breaking the magicians code. The real reason video tutorials are boring and over padded is to discourage potential competitors from 3D. Doing videos that just say how to do things is blasphemy.

>> No.739505

>>739423
>>739423
Corrective shape keys
https://www.youtube.com/watch?v=7gfLb23pXSk

>> No.739506

>>739343
The bounce looks absolutely awful. It's a fucking solid piece of metal. It doesn't bounce like it's made of god knows what gravity-defying material.

>> No.739510

>>739505
Not necessary if you know how to create good elbow and knee topology.

>> No.739512

>>739333
bump

>> No.739515 [DELETED] 

https://downloadcenter.intel.com/download/29554/Intel-Graphics-Windows-10-DCH-Drivers

This driver is WDDM 2.7 compliant and ready for the Windows 10 May 2020 Update. It introduces support for Dolby Vision and the new DirectX 12 Shader Model 6.5 compiler on 7th Generation Intel Core processors or higher (Intel HD Graphics 610 or higher).

>> No.739520

>>739506
Calm down, it's what happens when you do titty physics as hobby and then quickly switch over to serious modeling shit

>> No.739521

should I feel bad for using 2.7x shortcuts in 2.8x

>> No.739522

I want to start doing 3D as a profession. I'm guessing CGTrader is a good way to start if I just want to do modelling, but how do you get render contracts?

>> No.739530
File: 431 KB, 3428x1255, Screenshot (11).jpg [View same] [iqdb] [saucenao] [google]
739530

What's the a good method to import this FBX/OBJ/DAE file into Blender with the textures on?

>> No.739536

>do a crazy subdivision on a cube
>checker deselect
>press F
>blender instantly closes
torturing this fucker can be fun sometimes

>> No.739573

Why does alpha blend not work for my hair layers?
it only looks correct with hashed alpha, but i don't like how pixely it looks.

>> No.739576
File: 138 KB, 1280x720, holt.jpg [View same] [iqdb] [saucenao] [google]
739576

Blender sure is getting big. A whole flood of new tutors, a newly developing genre of "tutorial comedy" and now we even have an armchair psychologist. Blender musicians or Blender city when? Cool stuff so far but things get kinda strange.

>> No.739604

>>739530
Just import the textures yourself via the shading editor. All you have to do is connect a bunch of nodes.

>> No.739612

>>739576
Blender music would at least imply that we'll get a way to set up sound in our secene

>> No.739614

>>739505
Thank you, this is so much better than fucking around with weight painting

>> No.739621

>>739604
I find it weird that there is no youtube video showing this or that there is no addon that simplifies this

>> No.739637

>>739621
There are plenty of videos about nodes in Cycles/Eevee, and they will also mention that there's a built-in add-on called Node Wrangler that speeds things up considerably:
https://gregzaal.github.io/node-wrangler/

Additionally you can drag/drop files from your Explorer to the Shader Editor window.

>> No.739646

>>739361
lol, thanks. i was just experimenting with transparent textures and shit, I definitely don't think it doesn't look like shit lol, but that guide looks useful.
my main problem honestly is that I can't digital art worth crap and all I have is a touchpad on this laptop so making textures is hard. but, i'll keep working at it

>> No.739649

Newb question. Are there any good animation tutorials that you can recommend?
I wanna see a guy animate more than just bouncing balls.
I want to see like, their workflows in the Graph Editor, how they think up which drivers to setup.
I want to see people demonstrate the principles of animation in their animating, or, show me some tips and tricks like : "oh, if you copy this keyframe from here to here, it'll get you a good initial result for your squash/stretch".
Am I being too stupid/asking to be spoonfed too much? I'm really not getting animation and it's making me feel like shit.

>> No.739657
File: 1.01 MB, 1576x968, hands.png [View same] [iqdb] [saucenao] [google]
739657

Hey so im trying to follow a tutorial of grant abbitts for making a low polygon character to rig. He had a gross of way making mirrored limbs where you flip it using some negative coordinate and something about it just felt dirty somehow, so Im using the mirror modifier to make my joints.

That being out of the way-- I have these two hands here. I made them using the mirror modifier, and applied the modifier, and then set each of their rigins to their own geometry. So the little orange dot or whatever is inside each hand. Here is where my problem is. How can I scale these together at the same time, a uniform amount? the hands are too thin, but if i scale them one at a time they wont be equal.

scaling them together does something weird where they move outwards from eachother away from the center between them despite being two objects with their own origin. Is there something i m not understanding? this is really pissing me off.

>> No.739660

What was that one Blender feature you were looking forward to that ended up being scrapped?

>> No.739661

>>739660
Success

>> No.739663
File: 66 KB, 306x320, Screenshot 2020-05-09 at 00.14.03.png [View same] [iqdb] [saucenao] [google]
739663

>>739657
Set it to individual origins.

>> No.739667

>>739510
so how do you create good elbow and knee topology?

>> No.739671

>>739663
Its working, but it isnt working in the sense that I want it to be thicker and I cant find a way to do that. your suggestion helped in that its no longer scaling them by moving them away. they are staying in the same place now, but they arent scaling how I want.

Scaling by pressing x, and scaling in the local x by pressing x x, both skew it. I want it to be the same shape but thicker. What do I do?

>> No.739682

>>739671
Try Shrink/Fatten?

>> No.739683
File: 24 KB, 288x276, shrink.png [View same] [iqdb] [saucenao] [google]
739683

>>739682
forgot image

>> No.739691
File: 87 KB, 559x1183, ss.png [View same] [iqdb] [saucenao] [google]
739691

>create cube
>set as domain, fluid
>create another cube
>set as inflow, fluid
where is the bake button i'm seeing in yt tutorials? this is 2.83 beta

>> No.739693

>>739691
Have Cycles enabled in your render settings

>> No.739698

>>739691
Under Scene properties, check the mark for "Rigid Body World" and there you can bake the dynamics under cache.

>> No.739705
File: 426 KB, 988x1236, 6170DFD6-CAB6-4D7F-93DF-E0FCAA4E2426.jpg [View same] [iqdb] [saucenao] [google]
739705

How would you approach modelling a dial like this? The guilloché pattern seems so difficult to recreate.

>> No.739706

How can I rig this armature to the skeleton piece by piece? my mesh is made of different objects and i want to manually tell each bone where i attatches

>> No.739708
File: 578 KB, 1571x956, rig.png [View same] [iqdb] [saucenao] [google]
739708

>>739706

>> No.739710

Is there a way to make rendering faster? Trying to render something with soft body physics and a subsurf modifier takes fucking ages

>> No.739711

Is there any way to use one of these GPU clouds with blender?

>> No.739713

>>739711
There’s a couple of sites but only use models you don’t care about because they’d definitely get nicked.

>> No.739717

>>739705
Detail like that, youll wanna use a normal/displacement map. It can actually be done pretty easily in any 3D package with procedural texturing nodes that can generate patterns. It's just a matter of overlaying a "ripple" pattern over the array of squares

>> No.739719

>>739713
what are the chances of me getting arrested for using loli models for lewd purposes?

>> No.739720

What are the key differences in the workflow between creating game characters and non-game characters? I'm watching Julien Kaspar's 2.8 stylized character course, and he makes the point in the intro that it's not a game character, and there are significant differences between the two workflows.

In the retopology process, do people generally add triangles? Or work with subdiv? I know from the CG Cookie courses they add triangles everywhere to hard surface game assets, but they haven't made a game character course except for their robot, which is hard surface.

>> No.739743

What setting to do I need to change so that when I press 1/2/3 in orthographic view, my selection is still in the frame/view?

Let’s say I’m in edit mode on 3 - left side view, I press 1 and the view jumps to front view but what I’m working on isn’t in frame anymore, I have to pan the view to get back and see the vertex/vertices I was working on. Is that normal behaviour? How do I fix this?

Thanks in advance.

>> No.739748
File: 1.03 MB, 1920x1080, asteroid.png [View same] [iqdb] [saucenao] [google]
739748

holy shit bros fucking based i just started and i made a fucking asteroid XD
i just need to learn painting now

>> No.739756
File: 548 KB, 2772x1308, Screenshot (12).jpg [View same] [iqdb] [saucenao] [google]
739756

This is annoying
Have to click each body part to connect. The eyes don t seem to work...
And what about the blue textures? UV maps right?

>> No.739758
File: 605 KB, 1108x1107, AF1B924D-B7D8-4FE4-9BCE-B8B56A4FFC8C.jpg [View same] [iqdb] [saucenao] [google]
739758

>>739756
What the fuck do you expect? You think you can say “Siri, make Mesh.0183920 eyes” and it’s done? Fucking coomers.

>> No.739759

>>739756
The ones that end with an 'n' are normal maps most likely. Connect them to the normal attribute of the node and set it to 'non-color'. You might need to play around with inverting the RGB channels in order to get it working right because there are different standards that people use for normals. The other blue texture files might be the roughness, but I'm not sure.

>> No.739760

>>739756
Also, the eye textures seem to be attached to the body texture. Attach the texture in >>739758 to the eye node's base color.

>> No.739762

What's the best mocap solution for blender? Seems like no one is using kinects anymore.

>> No.739768
File: 506 KB, 2384x1257, Screenshot (13).jpg [View same] [iqdb] [saucenao] [google]
739768

>>739759
>>739760
Connecting Color to Base Color worked with the body.
I've tried many textures for the eyeshadow but it turns out wrong

>> No.739769

Okay so I grabbed a 3D model from a game, how do I make it useable? It’s all filled with tris and shit. I don’t mind spending the hours “retopo”ing it. Is that what I should do? Can someone kindly and please point me in the right direction where to look for guides?

>> No.739777

>>739743
You can press . and it should center your selection, its a shitty shortcut though so you should probably change it

>> No.739778

alright gents, main pc died so temporarily I am using a piece of shit minipc
as a result I gotta use blender, meaning I am learning as I am going.
my problem is that I made a character and a skeleton, rigged and skinned the bastard, but now my mesh doesnt show up in edit mode while showing up in layout/sculpting/animating modes etc.
model is not hidden
its on correct layer
verts and transforms are where they are supposed to be
what do?

>> No.739779
File: 764 KB, 771x768, file.png [View same] [iqdb] [saucenao] [google]
739779

Really cool.
https://www.youtube.com/watch?v=AiiWPAI4g9Q

>> No.739791

>>739779
fuck
I don't want to learn a new software again but this shit's good as fuck

>> No.739795
File: 552 KB, 1442x762, POSE DEFORM.png [View same] [iqdb] [saucenao] [google]
739795

how can i fix this? Moving the forearm distorts the bicep

Moving he leg distorts the abs and other biccep

>> No.739796

>>739795
check your weights

>> No.739808
File: 1.37 MB, 1000x1155, aerisu.png [View same] [iqdb] [saucenao] [google]
739808

>>739768
You forgot the alpha. Connect your texture's Alpha output to the input in the BSDF and don't forget to check "Alpha Hashed" under Properties > Material > Settings to see the effects.
>>739769
Your model is probably currently in Flat shading mode and not using Smooth shading. In Edit mode, select all the vertices and then press hotkey Space > Shade Smooth. If that doesn't solve the problem, then your mesh is probably made up of a bunch of separate triangles. In that case, select all the vertices and then hotkey Alt+M > Merge Vertices > By Distance. This will fuse the triangles together and give you the smooth look.

pls r8 my Eevee render

>> No.739810

>>739795
You just have weights places they shouldn't be.

>> No.739811

>>739808
pantsu check

>> No.739813

>>739140
I've seen it around a few times. I think i'll buy and try and use it. 20$ and forever updates seem good to me

>> No.739815

>>739810
>>739796
thanks for responding, i was following a tutorial that said to select everything at once, the mesh and the skeleton, and to select auto weight or somethng like that, which obviously is a bad choice. I Cant figure out how to "manually" weight each bone.

>> No.739816

>>739808
>>739810
(anon dont leave me hanging without pantsu)

>> No.739819

>>739808
Cute and funny / 10
Did you make your own rig?

>> No.739821

>>739808
>Properties > Material > Settings
Can't find this

Pretty cool for anime

>> No.739824
File: 963 KB, 1891x632, spikey thing.png [View same] [iqdb] [saucenao] [google]
739824

im trying to recreate some old n64 models to learn from. On the surface this model looks simple and i know that it is, but to make it look exactly like this seems hard. What shapes would you start with? A cube? A plane? Would you just start making loop cuts and knife cuts? Its done in a way thats tidy and exact and it isnt as random as it looks.

>> No.739832
File: 761 KB, 1871x1080, screenshot.jpg [View same] [iqdb] [saucenao] [google]
739832

>>739821
See screenshot. It might not appear if you're using Cycles renderer.
>>739819
Didn't have to, it's a pre-made model. But you can save a lot of time when posing by using the "Auto IK" feature. Just make sure the bones are Connected, and you can move a chain of bones (ex: fingers) by moving just one of its bones around.
>>739816
Just use your imagination, Epstein

>> No.739833

Imagine wasting your time learning and relying on a third party addon that might as well get abandonned next week.

>> No.739839

>>739720
Anyone?

>> No.739841

>>739833
You are a complete idiot.

>> No.739843

>>739839
with game character you would be aiming for certain engine limits in regards to polycount, textures/materials, number of bones, additional attachments, you wouldnt be able to use certain things like splines if your engine doesnt support it, etc.

>> No.739845

>>739833
Well, it was always like that and always will be. The thousands of $$$ alone I sank into plugins for 3ds over the years...

>> No.739849

>>739843
Not my question.

I'm trying to figure out the geometric differences in the retopology process. Rendering and film obviously aim for all quads, but for games, you're generally encouraged to manually add triangles, to prevent the game engine from handling all the triangulation. But when it comes to topology for rigging and animation, all the information I see suggest it's best to work with mostly quads.

Taking all this into account, I'm trying to figure out the balance. What are the best areas on a character to add triangles? What are the good examples? Wouldn't a fully triangulated mesh make animation difficult due to all the extra edges?

>> No.739852

>>739833
imagine relying for survival on a global economic system that might as well collapse next week, or a sun that might burn out, or a universe that might suffer heat death. me, i rely on nothing, secure in full ontological self-sufficiency, pulling myself by the bootstraps out of the void and into permanence.

>> No.739855

>>739845
wtf? do you have a job in the industry? Wouldnt they just pay for that for you? And if you dont have a job in 3d why the fuck are you spending thousands on plugins?

>> No.739856

>>739855
Part from job, part out of my own pocket.

>> No.739866

>>739849
>but for games, you're generally encouraged to manually add triangles, to prevent the game engine from handling all the triangulation.
No you just have to make sure that the triangulation in game is correct and doesn't create shading issues.
Animation and Rigging is done before exporting the mesh into engine, before triangulation. I have exported a thousand models into UE4, i had maybe 10 times shading errors because of triangulation mismatch. You can just fix those polygons manually and leave the rest to the exporter.
>I'm trying to figure out the balance.
Its a moving target...good luck.
>What are the best areas on a character to add triangles?
Keep character all quads. If you can't avoid it, put them where there is no distortion because of animation. Rather than triangles use star shaped poles.

>> No.739868

>>739849
forgot to mention.
Animation a mesh full of tries makes only sense when dealing with low poly. Something like in the old days. But this is only done to keep the polycount to a minimum.

>> No.739870
File: 845 KB, 1069x1033, foot.png [View same] [iqdb] [saucenao] [google]
739870

Hey so to my knowledge there is no way to make a perfectly straight knife cut in the middle of a face. (other than subdividing the face and dissolving every extra edge you dont need. How can I make a perfectly straight knife cut? Or, how can i move two vertices so they are pefectly lined up so they make a straight edge?

>> No.739871
File: 15 KB, 348x286, High_Definition_Half-Life_comparison.jpg [View same] [iqdb] [saucenao] [google]
739871

>>739849
>but for games, you're generally encouraged to manually add triangles
You have to be careful there. Most game models are first made using quads. They're usually only triangulated at the very end, when they're about to be exported to the game engine.
The only times when characters were modeled exclusively with tris was back in the 90's, for the sake of performance. Back then, you didn't really have to worry about animations either, because characters' bones had rigid weights (meaning a vertex group could only have a weight value of 0 or 1), and so topology did not really matter in how the models would deform.

In today's games, to make the most out of blended vertex weights, you would only model exclusively with quads, and any triangles you ended up would have to previously come from a quad.

I'd say tris could have their place in making LOD meshes and static objects (ex: rocks, a teapot...), but not in today's general applications.

>> No.739874

>>739866
>>739868
>>739871
Thank you!

>> No.739878

>>739870
CTRL allows for cuts to edges' midpoints.

>> No.739882

What is better to generate a game model's normal map from: a sculpt, or a high poly retopology with subdiv?

>> No.739883

>>739882
Whichever looks better i guess, it's projected onto your low poly model when it's baked so it doesn't really matter.

>> No.739885

>>739883
I was just wondering if messy dyntopo geometry from Blender's sculpting makes too much of a difference to the quality of the bake, especially considering it can't render anywhere near as many tris in the viewport as ZBrush can.

>> No.739997

Is CGCookie wrong here?

https://www.youtube.com/watch?v=6D5tBEjS-N0

Saying that for good normal map bakes that look good in Unity, you have to tick 32 bit float, save the image as openEXR, then fix it up a bit in Photoshop.
Something about that just doesn't sound right, and some of the comments are calling it out.

>> No.740002
File: 126 KB, 1486x743, align.jpg [View same] [iqdb] [saucenao] [google]
740002

>>739870

>> No.740005

>>739997
Haven't seen the video, but photoshop have really nice dithering algorithm for downsampling images from 32/16 bit to 8.

>> No.740012
File: 119 KB, 780x1044, Untitled-1.png [View same] [iqdb] [saucenao] [google]
740012

how do I set up anisotropic for hair??
I have a tangent map made with hair tool, where and how do I plug this in?
I presume I set it to non-color and plug it into a normal node and then into tangent, do I have to do anything with the rotation? Is my anisotropic value supposed to be 1?

>> No.740026

How much better is Auto Rig Pro than Rigify?

>> No.740031

>>739832
>But you can save a lot of time when posing by using the "Auto IK" feature. Just make sure the bones are Connected
Ah that helps a lot. I've noticed there's a lot of "*_end" named bones in the armature. Are these safe to delete so I can clean it up a bit? They don't seem to be doing anything to the mesh.

>> No.740032

>>739808
Not any of those guys but i've had a look at the models a few days ago, while i figured most of the maps out i'm at a loss for what am i supposed to use the red and black looking _B textures, if you/anyone know and/or have a good setup for all the maps i'd like to know/see it.

>> No.740034

Is there any alternative to cgcookie tutorials?
Their youtube videos are good but the truly good shit is paid.

>> No.740036

>>740034
Blender Cloud. The currently have the best character course for 2.8.

>> No.740038

>>740036
Isn't that paid stuff though? I thought his question referred specifically to free tutorials.

>> No.740048
File: 577 KB, 2912x1261, Screenshot (14).jpg [View same] [iqdb] [saucenao] [google]
740048

>>739832
Made it white and grainy

>> No.740058

I wish people would go through at least 3 basic tutorials before jumping into their coomer projects

>> No.740073
File: 517 KB, 1348x965, shader.jpg [View same] [iqdb] [saucenao] [google]
740073

>>740032
The Red channel in the maps are just masks to differentiate between things like clothing pieces and the skin. It's not very important unless you're planning to, say, generate a repeating skin bump texture on the head mesh and need to prevent bumps from covering the lips, which you would go around doing by plugging the (_B)'s red channel into your Factor input.

See screenshot for a very basic setup of the files. I don't use the ambient occlusion (_O) map because anyway you're using Eevee's own Ambient Occlusion. As for the blue channel of _M, it's a Cavity map which you can use by mixing them with other maps to darken/lighten the crevices. It's entirely optional, and it's up to you to decide what you want to do with it.
>>740048
Cut the Alpha, plug in the Color output to the Alpha. Then manually set the Base Color to black.
Also set your texture's Color Space to "Non-color", since black/white and normal maps tend to require those (yours is no doubt an AO map).

>> No.740075 [DELETED] 

You can use those as "handles" for your Auto IK'd bones and hide the rest of the chain, since I find them easier to manipulate. But yeah, you can just delete them if you don't like them.

>> No.740076

>>740031
You can use those as "handles" for your Auto IK'd bones and hide the rest of the chain, since I find them easier to manipulate. But yeah, you can just delete them if you don't like them.

>> No.740080

>>740048
Oh yeah I forgot, make the texture's Color output goes through an Invert node before putting it in the Alpha input, otherwise the iris will be covered in black but the sclera will be exposed.

>> No.740081

>>740080
now there's black noise on the eye

>> No.740084
File: 627 KB, 1870x1022, eye.jpg [View same] [iqdb] [saucenao] [google]
740084

>>740081
Then try just plugging in the Alpha output straight into the BSDF like in my screenshot, and keep the Base Color black.
Assuming we have the same texture file, then it should work for you.

>> No.740092

>>740073
Oh I thought they were for SSS of the skin, because the head has different shades of red. If it were just a mask, you'd think they'd keep it all one shade.

>> No.740102
File: 445 KB, 1682x728, sss.jpg [View same] [iqdb] [saucenao] [google]
740102

>>740092
Typically you would want SSS (the areas painted white) to be around fleshy parts of the head like the ears, the nose, the mouth and the eyelids (as represented in the left image).

However, the _B texture for Tifa's head out of the box (in the 2nd image) do not match what you would normally find in an SSS map. The ears, lips and eyelids stay dark but everything else is lit up evenly. That's all wrong.

So in the third image, putting an Invert node on the _B map makes it resemble an SSS map much better. However, the problem now is that the eyebrows, the jawline, the cranium, and the area around the nostrils (all bony areas) are now all lit up. Which is also wrong.

And that's not counting the giant-ass color mismatch around the collarbone which connects the two Body and Head _B textures together.

Given those inconsistencies, I don't believe the _B maps to represent SSS, or anything else for that matter. I could be wrong, but to me they're just masks meant to aid in the texturing process of something else entirely.

>> No.740106

>>739841

Says the blendlet

>> No.740108

Would Blender be powerful enough to accurately model assets for a low budget simulator game? I want to accurately model vehicles etc.

>> No.740109

How can I optimize my scene?
I have 11 million verteces, memory usage is 16 gb
Can barely play with light settings now

>> No.740114

>>740106
youre in the blender general

>> No.740118

How to properly export animated shots with all the passes for After Effects? I'm lost in all the tutorials and different ways of doing things.

As far as I understand, I have to use EXR format. Idk which one though. I heard it's better to not use multi-layered EXR for AE. Also, how do I set up z-depth pass with anti-aliasing?

>> No.740123

>>740073
>image
Thanks, that is very helpful.
>>740102
That was my thought too that it was an SSS map, but like you say it doesn't make sense, that said it's weird that there is no SSS map, i'm pretty sure the game uses the effect right? I doubt it would be a blanket value to the whole skin.

>> No.740124

>>740118
>it's better to not use multi-layered EXR for AE
wow, the absolute state of Adobe products. AE really gets worse every year.

>> No.740129

>>740109
Not sure how you did reach this count, but turning turning down the subdivision-modifier for viewport only usually helps.
At least given that you aren't working directly on subdivided/triangulated models in the first place. In this case only God can help you

>> No.740144

>>740129
imported models from other places
duplicated a lot of them

>> No.740147

>>740144
try using the decimate modifier to simplify some of the meshes and see how it works out

>> No.740148

>>739140
How do you guys feels about the lynda tutorials? My library and university both give me free access to it, so I'm thinking about taking advantage. Anyone know if they're worthwhile or not? Both the general "Basic Skills" type tutorials and the more advanced shit, too.

>> No.740151
File: 114 KB, 1200x800, Classic_Tauren.0.jpg [View same] [iqdb] [saucenao] [google]
740151

Do you guys model things like characters without reference images? I recently started modeling stuff and I can pull of a decent model if I am following a front and side reference image. But without a reference image when trying to model a unique character I feel like I can't do anything. Is it a skill you aquire or do I just suck?

>> No.740152
File: 1.18 MB, 1000x500, kneetest.webm [View same] [iqdb] [saucenao] [google]
740152

does this look like natural knee movement (specifically the back of the knee, I can correct the front with shape keys)? I tried my best to use drivers to get it to work right, and this is about as natural as I can get it

>> No.740167

>>740151
Once you're at the level where you can feel comfortable with yourself winging it, then believe me you'll know it. Otherwise, just keep following the recipes.
>>740152
I believe the smaller bone at the knee joint only needs a "Copy Rotation" bone constraint with the shin bone set as the target, and it needs to be set at 0.500 influence. The way it snaps to the shin bone at the end is just weird.

>> No.740173

>>740167
huh, I originally did that and thought it didn't look quite right, which is why I started messing around with drivers. But on trying it again it does look a lot better

>> No.740191

Any alternatives for the mirror modifier?

>> No.740192

>>739140

Very good tool-kit in my experience. Its not needed, but it helps a lot to speed everything up significantly when you incorporate it.

>> No.740195

Thoughts on this addon?

https://blendermarket.com/products/extreme-pbr-addon-for-blender-279-2

https://www.youtube.com/watch?v=xYL6X2NSDqg

How much does it replace incorporating Substance into your texturing workflow for PBR?

>> No.740198

Does anyone know any books to learn 3D modeling?
I've done the cgcookie basic tutorial but i dont know where to go from here.

>> No.740201

Why haven't you unlocked the true potential of Blender's hard-surface modeling workflow yet?

https://blendermarket.com/products/fluent
https://blendermarket.com/products/kit-ops-pro-asset--kitbashing-addon
https://blendermarket.com/products/hard-ops--boxcutter-ultimate-bundle
https://blendermarket.com/products/DECALmachine
https://blendermarket.com/products/plating-generator
https://blendermarket.com/products/MESHmachine
https://github.com/machin3io/MACHIN3tools/

>> No.740202 [DELETED] 
File: 5 KB, 120x85, begone dot.png [View same] [iqdb] [saucenao] [google]
740202

I'm trying to create hair physics that collide with the body, so I created a skeleton of 4 vertices and edges with empty groups to be used as targets for the bones in my models hair with IK modifiers. It's working for the most part well, but when I try to get the collisions going the strands just fall through the rigid bodies. I've got cloth physics enabled for the skeleton and a rigid body on the body I want it to collide with, but they wont collide. I tested the collisions by creating a cube with the same cloth modifier as the skeleton for my hair, and it collides fine with the body. I'm not sure why, but I think it might have to do with this dot from the hair skeleton that for some reason just stays in place with the hair moves?

>> No.740241

>>740195
>that fucking robot
Jesus christ, it's like it's straight out of a 90s kids show.
With an ad like that i wouldn't touch it unless it was free or dirt cheap.

>> No.740249

>>740241
Also, serif font (I guess the one that is default by premiere)

>> No.740273

Would anyone be willing to make an entire thread dedicated to links for good free blender related courses etc? It seems like it would save me and others alike a lot of trouble. I tried looking at sticky but all the information is 4 years old.

>> No.740283

>>740241
The robot looks just as retarded as someone not using a software because of a bad advertising.

>> No.740285

>>740273
Make one yourself. Also, we can include anything on cgpeers in the "free" category.

>> No.740289

>>740241
It is free.

>> No.740290

>>740283
>hurr
>>740289
It's a non issue then.

>> No.740440

I was making a vented barrel shroud but when I bevelled the corners of the holes I got a bunch of these n-gons. Any way to fix this other than manually placing faces?
I tried triangulate and tris to quads but it fucks up the shading

>> No.740455

>>739870
you can press c to constrain the axes of the knife tool

alternatively you can select the edge, s to scale on an axis, press x, y or z and then 0 to scale down on that axis

>> No.740456

>>740290
You really are a moron

>> No.740476

>>740285
>Make one yourself. Also, we can include anything on cgpeers in the "free" category.

I am relatively new to this so I can't distinguish between a good or a bad tutorial. Because of that I am afraid of picking up bad habits from people who use the less effective ways of getting the same results.

How would you guys tackle making a big world scene? Model a bunch of stuff in separated files then importing them all into one or modeling the whole thing in the same file?

I am talking about for example making a new blender file for every rock, tree, building etc

>> No.740483

FUCKING
FUCK 2.8
WHY IS EVERYTHING SO FUCKING DIFFICULT NOW
JUST FUCKING TRYING TO BAKE SOMETHING IS GIVING ME A FUCKING HEADACHE
FUCK
FUUUUUUUUUUUUCK

>> No.740485

>>740476
>Model a bunch of stuff in separated files then importing them all into one
Yes.

>> No.740555
File: 231 KB, 584x657, 1564842438096.jpg [View same] [iqdb] [saucenao] [google]
740555

What do you guys think?
https://imgur.com/a/7CVfdLI

>> No.740561

Why are cloth physics so computationally expensive in blender? In literally any game or engine cloth physics can be done in real time. What is blender doing wrong?

>> No.740564

>>739423
I just stumbled upon this, might help
https://www.youtube.com/watch?v=X5Jksu5Z8AA

>> No.740608

>>740561
it's very likely blender is using a more realistic approach while game engines use less realism for real time simulations. Big difference and its still an open area for research

>> No.740610

>>740608
But marvelous designer has both better simulation than blender and is faster, all of blenders physics sims are not very good and innefficient.

>> No.740627

>>740564
Wow that's really impressive. I'd struggle with making that topology but it's a good reference point to learn from, thanks

>> No.740629

>>740456
How will ever recover from this insult.

>> No.740630

>>740483
this
>use 2.7x shortcuts
>many of them are still missing
>have to use the searchbar

>> No.740634
File: 366 KB, 500x300, 1568354648928.gif [View same] [iqdb] [saucenao] [google]
740634

>>739667
See
>>562008
>>562021
And pic related

>> No.740635

>>739193
lookin like ape escape

>> No.740637
File: 6 KB, 217x232, disgusting_cat.jpg [View same] [iqdb] [saucenao] [google]
740637

>>740201
>kitbashing

>> No.740643
File: 113 KB, 1420x770, suomi13.jpg [View same] [iqdb] [saucenao] [google]
740643

>>740440
Ok, I think I got a better idea. Instead of beveling I'm gonna slide the vertices to round up these holes.
I'm using a 32 vertex cylinder for this part of the weapon, maybe I should go higher?

>> No.740649
File: 1.03 MB, 2048x2048, niceTexv.jpg [View same] [iqdb] [saucenao] [google]
740649

monsterbro coming along

>> No.740652
File: 1.38 MB, 1920x1008, Horror First Floor Plan.png [View same] [iqdb] [saucenao] [google]
740652

How do I increase the size of house without distorting the dimensions of doorways?

>> No.740653

>>740652
just use vertex select

>> No.740654

>>740653
What would that do? Elaborate

>> No.740655

>>740654
if you, for example, wanted to raise the ceiling just go into edit mode and select the vertices that make the ceiling and move them up
if you want to get the accurate scale (if you're using metric) just add a different mesh (like a cube) and set it's height and then raise those vertices

>> No.740656
File: 65 KB, 914x642, pops.jpg [View same] [iqdb] [saucenao] [google]
740656

So I want to bevel this edge without distorting the rest of the shape, ideally I'd want to get like I marked in red.
How to do that efficiently?

>> No.740660
File: 1.62 MB, 1920x1008, Horror First Floor Plan.png [View same] [iqdb] [saucenao] [google]
740660

>>740655
it worked thank you

>> No.740671

>>740649
A shambler?

>> No.740693

Blender 2.83 cancelled, institute is shutting down, google dancing autodesk employees
https://www.youtube.com/watch?v=rJJ8GH5yQC8

>> No.740698
File: 157 KB, 1258x1059, 3454itled-2.jpg [View same] [iqdb] [saucenao] [google]
740698

How in gods green earth am I supposed to connect this without fucking up my topology

>>740671
more like his quadripedal eternally envious brother perhaps.

>> No.740699

>>740660
This is really bad topology.

>> No.740702

Doing an animation for a friend and this is going to be the first thing Im ever doing without a tutorial. Should I go with detail or just go low poly?

>> No.740704

>>740660

Detach the walls from the floor. Give those walls some thickness.

>> No.740716
File: 2.01 MB, 1367x830, Decking design.png [View same] [iqdb] [saucenao] [google]
740716

Been using it for 2 weeks, my first 'Archvis' render, something I made to make my wife understand what I am doing in the new house. because she cant into imagination.

>> No.740729

>>740716
Those lights are horrendous.

>> No.740733

>>740151
> I feel like I can't do anything.
If you feel that way, you can always postpone come back to these projects. I do it all the time. Just this morning (last night, really, I struggle to sleep) I was getting started on redoing a character from a year ago.

>> No.740734
File: 631 KB, 1920x1080, flat.png [View same] [iqdb] [saucenao] [google]
740734

>>740555
cute this I made this years ago, are free architecture assets mostly

>> No.740741
File: 693 KB, 1352x1352, 3434re.jpg [View same] [iqdb] [saucenao] [google]
740741

>>740698

Did it. Now painting muh textures

>> No.740742
File: 94 KB, 658x669, 4545tled-1.jpg [View same] [iqdb] [saucenao] [google]
740742

>>740741

This is the lad.

He will replace the Jeff Koons ballon looking creature here:

https://streamable.com/dn2kcp
https://streamable.com/z6cmi

>> No.740743 [DELETED] 

thats nice

https://clips.twitch.tv/CrowdedNeighborlyVanillaDBstyle

>> No.740753

why does this little faggot app doesnt even have an auto update?

>> No.740755

trying to set up a material in eevee, but transparent and translucent BSDF don't work as i expect
how do i set up a material that's transparent, but raises the color saturation of other materials viewed through it?

>> No.740774

>>740627
If you really want to do good topology, see this multi-hour series on youtube. It gets down to the details of the retopology of the entire body. (its in topogun but should be doable in blender).

https://youtu.be/AB_c4QEdX14

>> No.740788

>>740774
How does Topogun compare to Retopoflow or SpeedRetopo?

>> No.740799

>>740755
you might have to to it in compositing

>> No.740804

>>739140
>HardOps
I think it's really cool and powerful but with that power comes a steep learning curve.
What it needs is to be more "intuitive"; I put that in quotes because nothing is intuitive only familiar (that's a design philosophy thing).

>> No.740846 [DELETED] 
File: 308 KB, 727x489, fucking stupid ass piece of shit.png [View same] [iqdb] [saucenao] [google]
740846

I'm still having that same issue as I was before with my model giving me two separate tones where I connecting two halves together and I have no idea why. I've checked the normals and color maps to make sure they are match up and I still get this noticeable seam.

>> No.740872

>>740734
Mine is all made by me for a game

>> No.740876

>>739351
you'd be stupid not to. the standards for 3d porn is laughably low and its a good way to make patreonbux on the side
it'd be retarded to pursue it as a day job though lol

>> No.740877

>>740876
To actually make decent money off it you need to have the skillset of a professional animator now a days. There are some really damn good porn animators using blender.

>> No.740878

>>740877
which is why i said on the side
making a cool ~$100 for shitting out some renders with stolen daz models seems like a good deal imo

>> No.740901
File: 1.48 MB, 1920x1008, Horror First Floor Plan.png [View same] [iqdb] [saucenao] [google]
740901

>>740699
>>740704
How's this?

>> No.740907

I found this to be an awesome course.
https://cgmasters.net/free-tutorials/the-animation-primer/
Anything similar to it? I want to do more animation.

>> No.740945

>>740878
>shitting out some renders with stolen daz models
Why would you use DAZ when there's a ton of free models of known characters rigged up and ready for abuse?

>> No.740947

>>740945
it can go either way really, just seems like terrible daz iray renders are more common

>> No.740948

>>740947
I've noticed Russians seems to love shitting out terrible visual novels using DAZ models, just looking for a quick buck i guess.

>> No.740949

>>740948
the checklist usually goes
>renpy
>daz
>usually incest but shittily hidden cause patreon
i was curious and tried "The Gift Reloaded" by mr zz just for shits and giggles and you can enter what you want the milf and young girl's relationship to be with you
you can type mom and itll go "oh are you suuure : )" and even have a confirmation box saying that you selected incest and the game doesnt condone it
it then automatically makes the young girl your sister without asking lmao

>> No.740954
File: 352 KB, 1920x1042, export.png [View same] [iqdb] [saucenao] [google]
740954

Whenever I export my model from blender into unity it's rotated 90 degrees on the x axis, but when I rotate it back to 0 the doors are out of place.

>> No.741029
File: 856 KB, 1822x854, 1561928184123.png [View same] [iqdb] [saucenao] [google]
741029

I've imported 2 FBX - one with mesh and default armature one with ust animation

How do I link them? CTRL+P paiting does nothing

>> No.741030

>>740954
Looks like case of simple coordinate system mismatch. When you export there should be an option to swap coordinates or when you import as well

>> No.741097
File: 236 KB, 1920x1042, export.png [View same] [iqdb] [saucenao] [google]
741097

>>741030
thanks its working properly now

>> No.741122

Anyone know some good resources for character modeling? Think stuff like vidya/anime stylization. I want to make coomer animations to earn some extra cash (I'm by no means assuming I can get to that point anytime soon, but that's the eventual goal).

>> No.741126

Hey /3/ I just got started with blender and I'm really enjoying it. I just have a question to others here to gage whether I'm an outlier or not.

My question is is would you say you were always an artistic person? Good at drawing and other artistic things.

I'm asking because I was always and still am shit at drawing but I feel I'm doing okay with this :)

>> No.741133

>>741126
I was always an artistic person but i stopped drawing a long time ago, i can still do pixel art but i prefer 3d, i suck at anything organic though, or rather it scares me out of even trying.

>> No.741161
File: 710 KB, 2048x1614, render.jpg [View same] [iqdb] [saucenao] [google]
741161

I'm new to blender and this is the second scene I've made, it's not finished yet though. I wanted to try to achieve better lighting, however I dislike it no matter how often I change the HDRI and lamps etc.

It always looks like a tacky 3D render, does anyone have any suggestions on how you'd achieve a more natural and realistic lighting? Or is it just a case of continuing to fuck with them until something finally sticks?

>> No.741164

>>741161

tfw I thought the firefiles were stars

>> No.741221

>>741161
I'm a noob, but I feel it lacks moonlight

>> No.741230
File: 1.16 MB, 1920x1056, screenshot_1589423339.png [View same] [iqdb] [saucenao] [google]
741230

halp :v
i use mesh instances of a plane as my floor, and then scale them accordingly to rooms
how do i make a texture i've applied to the parent mesh scale/repeat according with its instances

>> No.741261

So what Blender features/addons will be rendered negligible by the new UE5 features?

>> No.741288

>>741261
what are the new UE5 features?

>> No.741289

>>741288
Real-time GI (without raytracing) and an adaptive subdivision-like thing that automatically scales models with millions or billions of polygons into ~1 triangle per pixel on the screen.

>> No.741290

>>741261
Seeing as you can import straight from z-brush without any need to optimize anything, everything.

>> No.741296

>>741289
in that case, hopefully cycles dies and they'll relegate more resources to NPR

>> No.741322
File: 3 KB, 359x262, move tool..jpg [View same] [iqdb] [saucenao] [google]
741322

Guys, I am trying to adjust vertices on a model that I downloaded to learn about blender, but the move tool appears very far away from the vertices I am trying to edit.

Is there a way to make the tool appear on the vertex, so I don't have to eyeball is from a mile away? I don't even know how to google this issue.

>> No.741323

>>739140
I can always seem to tell if something is made using Hard-Ops. The tools give a uniform look to the designs people produce. It might just be models from beginners and tutorials, but it seems like a restrictive way to model given sub-surface and sculpting workflows as an alternative

>> No.741328

>>741323
It is absolutely not restrictive, WTF are you talking about?
You can combine it perfectly with sub-surface and sculpting workflows.
You don't seem to understand what it does. It is perfect for fast conception in 3D - at the cost of perfect topology.
There is no way in hell that you could create something like OP posted in ~30 minutes with SubD modelling or Sculpting. With HardOps + Boxcutter you can.

>> No.741332
File: 1.60 MB, 1402x749, Decking design 2.png [View same] [iqdb] [saucenao] [google]
741332

Been using it 2 weeks, never done 3d stuff before. I am good at sketching ideas so this is all new.

>> No.741334

>>741332
I will also add here, I've not got a fucking clue what im doing when it comes to back grounds, BAKING LIGHT N' shit.

Not sure what baking is.

>> No.741335 [DELETED] 
File: 1.31 MB, 1920x1080, 6.png [View same] [iqdb] [saucenao] [google]
741335

>> No.741338

>>741334
Baking is calculating things before some other process to speed up the rendering.

>> No.741340

Is there a way to only render shadows and reflections of objects, but not objects themselves?

>> No.741341

>>741288
Chaos - https://youtu.be/hx9dHgcN0bE?t=655
Niagara - https://youtu.be/PKFKeoZY7Hc?t=241
Audio System - https://youtu.be/wux2TZHwmck?t=621
Quixel and everything that comes with them - https://www.youtube.com/watch?v=KhTPayu_YUs
New Sky and Atmosphere Rendering - https://www.youtube.com/watch?v=SeNM9zBPLCA
Global Illumination
Nanite
They already got early versions that work with 4.25 that they have been working on for over a year, Nanite came out of nowhere because I have never heard them talk about it.
Some other cool features are editing animation within UE4 and better tools for quickly slapping together rough drafts of levels.

https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5

>> No.741349

>>741341
Quixel and Nanite is a match made in heaven, makes a lot more sense why they outright bought the company now.

>> No.741354

which component do i upgrade if i want faster subsurface mesh animation playback? CPU, GPU?

>> No.741355

>>741341
I wonder if Nanite is limited to rigid geometry. They showed off statues and rocks but I don't think they mentioned the polycount of the girl or anything that bends.

>> No.741356

>>741340
no

>> No.741357

>>741356
That's pretty shit if true

>> No.741398
File: 1.96 MB, 1920x1080, Weird smoothing small.png [View same] [iqdb] [saucenao] [google]
741398

>>739140
Okay, big noob question from a guy that's only recently gotten into Blender.

I tried to follow the 'inset Boolean' tutorial ( https://www.youtube.com/watch?v=PnIE8DSEW48 ) and ran into a weird effect.

For some reason the inner wall of the cube that got the Boolean cut just doesn't wanna shade smooth. Anyone got a clue as to what causes this and how to fix it?

>> No.741404
File: 1.96 MB, 1920x1080, Weird smoothing fixed.png [View same] [iqdb] [saucenao] [google]
741404

>>741398
Nevermind... Seems like if the cube that boolean intersects with the solidified cube is not itself shaded smooth, any cuts produced by it's resulting intersection get forced into shade flat. ...Fucking weird.

>> No.741411
File: 477 KB, 1605x1035, 11111.jpg [View same] [iqdb] [saucenao] [google]
741411

Can there ever be too much gore? Let's find out.

>> No.741441

How the fk do I show texture resolution on a model during UV unwrapping.

>> No.741457

>>741029
anyone?

>> No.741459

>>741457

What do you need to see that for? There is no button labelled 'display texture resolution in top left corner', that I'm aware of. But I also have trouble imagining when/why you would need that.

>> No.741474

>>741404
Yes its weird at first, but if you think about it, it can be used cleverly in an non-destructive workflow.

>> No.741481

I'm on the coffee liquid part of the donut tutorial and my volume color doesn't actually change the color. I have volume absorption selected and everything? Anyone can help me?

>> No.741487

>>741481
nvm fixed.

>> No.741496
File: 1.43 MB, 1920x1080, Nondestructive metal plates.png [View same] [iqdb] [saucenao] [google]
741496

>>741474
Yea, I can definitely get that, using booleans that have smooth shading to cut out smooth parts while keeping the original body shaded flat for plates or some such.

Followed a cool tutorial on basic non-destructive modeling, got these as results.

>> No.741527

>>741029
bumb2

>> No.741531

>>741328
Does Hard Ops have any practical use in game asset creation?

>> No.741544
File: 57 KB, 523x315, HOWDOIGETRIDOFTHISSHIT.png [View same] [iqdb] [saucenao] [google]
741544

How do I get rid of all these animations without assinging them to a object first to unprotect them and restart the editor?

>> No.741559
File: 516 KB, 1166x973, cylinders.jpg [View same] [iqdb] [saucenao] [google]
741559

>>741531
Yes, it's very easy to sketch up low-poly parts & pieces using the boolean/slice/radial options. It even has features to clean up some of your topology and then automatically add Sharp edges to correct any smoothing issues you may encounter.

If you're into gun modeling, I would shill for this add-on and be shameless about it.

>> No.741569

>>741559
What about the rest of these? >>740201

>> No.741584

>>741569
Don't know, haven't tried those. Fluent aside, I believe the others are just there to complement HardOps/Boxcutter.

>> No.741588
File: 73 KB, 1200x675, image_processing20181031-4-v53y0b.jpg [View same] [iqdb] [saucenao] [google]
741588

>>740201
>https://blendermarket.com/products/MESHmachine
has some cool tool names

>> No.741599 [DELETED] 

>>741357
He's BS'ing you. You can give an invisible object shadows, the only catch being that the shadow can only be set in Opaque mode. See screenshot.
>>741029
Did you check your mesh's Armature modifier?

>> No.741600
File: 809 KB, 1870x1052, sunset.jpg [View same] [iqdb] [saucenao] [google]
741600

>>741357
He's BS'ing you. You can give an invisible object shadows, the only catch being that the shadow can only be set in Opaque mode. See screenshot.
>>741029
Did you check your mesh's Armature modifier?

>> No.741602

>>741600
>>741029
As for reflections, I dunno. Probably in Cycles only.

>> No.741666

>>741600
> Did you check your mesh's Armature modifier?
There is no modifier, animation was separated FBX.

>> No.741668
File: 49 KB, 334x812, 1.png [View same] [iqdb] [saucenao] [google]
741668

>>741531

>> No.741669

>>741668
wrong tag my b

>>741544

>> No.741679

Can some nerd please explain to me why Blender's fbx and obj export is bad? I keep hearing this but don't understand how or why, other than it being a proprietary format.

>> No.741682

Is it possible to edit one object have the edits be applied to another object? I have door mesh I've duplicated a bunch already, but I want make changes to it and I don't have to keep re-duplicating every time i make a change.

>> No.741692

>>741682
Select all your old doors and then your new door last to make it the active object (highlighted in bright orange)
Then press CTRL+L and select "Object Data"
Now all your doors should share the geometry of your "master door", any change you make to it should be reflected to all other doors.

In the future instead of copying with Shift+D you should make clones with Alt+D instead, which automatically creates instances of your master object so all the changes you make to it will be reflected on its clones.

>> No.741697

>>741692
Is there a way to only link certain information? When I link my doors they all started facing the same way.

>> No.741698

Anyone try motion capture in blender? Was thinking of getting a Kinect for it but I'm not sure if there are better solutions.

>> No.741713

>>740656
bump

>> No.741715

>>740656
>>741713
I have no idea what you're trying to do. What do those red lines represent?

>> No.741718

>>741715
I want to round up those holes in the cylinder without distorting it. These edges (red lines) represent the way I thought it has to look to achieve the desired effect

>> No.741720

When I run an animation in the viewport, my cloth physics work fine, but when I render the animation the cloth physics don't work at all.

>> No.741722
File: 2.63 MB, 1920x1080, slime man 2.png [View same] [iqdb] [saucenao] [google]
741722

Noob here, I followed this tutorial: https://www.youtube.com/watch?v=lKY2FIy60nc
And wound up with this sexy sonofabitch

>> No.741725

>>741720
have you tried baking the physics simulation?

>> No.741740

Is there a way to override all materials in the scene for example the default white material to check shadows and ambient occlusion in evee viewport renderer?

>> No.741754
File: 402 KB, 1290x592, cyclesonly.png [View same] [iqdb] [saucenao] [google]
741754

>>741740
pretty easy in cycles
eevee can do a seperate AO render pass

>> No.741763

What's wrong with "select all" in the new shortcuts? If I press A repeatedly it seems to be inconsistent

>> No.741766 [DELETED] 
File: 125 KB, 548x327, elbow.png [View same] [iqdb] [saucenao] [google]
741766

how to do this in blender?

>> No.741768

>>741766
There's 'Bridge Edge Loops'. but you might neat to cut to bevel it for the bend.

>> No.741792

>>741763
Just switch it back to normal in preferences.

>> No.741796

>>741725
well I'm retarded, thanks

>> No.741831

>>741722
pretty cute

>> No.741892
File: 44 KB, 725x503, 1581931086945.gif [View same] [iqdb] [saucenao] [google]
741892

>>739423

>> No.741926

Does anyone know a tutorial that isnt
>do shit
But showing the shit you can do with blender like basic controls and shit like that?
I did donut but it didnt teach me shit.

>> No.741933
File: 34 KB, 775x1044, Screenshot_2020-05-16 The Blender 2 8 Encyclopedia.png [View same] [iqdb] [saucenao] [google]
741933

>>741926
I'm currently having a look at this course:
https://www.udemy.com/course/the-blender-encyclopedia/?couponCode=BAEC921BA38F990AEBC1

https://www.youtube.com/watch?v=q0Xaf1i2F0c

I'm not yet too far into it, and yes, it starts very basic, but judging by the content it seems to go over a lot of things and the tutor says it may even get more content in the future.

yeah, it's not free, but with that coupon code it's not really expensive.

>> No.741934

>>741926
cgcookie.com

These guys are the best for Blender tutorials, hands down. Everything they do they explain extensively.

>> No.741999
File: 54 KB, 510x475, radio corner bevel.png [View same] [iqdb] [saucenao] [google]
741999

I started 3D again after a long break and for some reason this simple shit is bothering me and I can't seem to get it right. What would be the best way to achieve this kind of a corner bevel and what would the best topology for it? Basically the sides need to be straight right up till the corner where it does this 1/4th of a circle turn and then continues straight down.

>> No.742002

>>741999
Select an edge > CTRL+B to Bevel > Mouse wheel to add more edges > P to modify the curve profile

>> No.742004

>>742002
That's what I did in the pic, but it makes the front face into an n-gon and gets messy when I add subsurf later.

>> No.742011
File: 681 KB, 1869x1022, cube.jpg [View same] [iqdb] [saucenao] [google]
742011

>>742004
Didn't quite understand what you wanted there. Do you mean something like this?
Basically just press Ctrl+R to add additional Edge Loops on your objects to outline your area to be beveled. Ctrl+B to bevel the corner as usual.
Add your Subdivision modifier (make sure "Use Creases" is checked). After that, you can adjust the sharpness of your geometry that's affected by the subdivision by selecting the edges you want then pressing Shift+E to add Creases (the pink edges in my screenshot).

>> No.742012

>>742011
>Didn't quite understand what you wanted there
Yeah sorry I reread what I wrote and I really fucked up the question. Basically I want to use quads as much as possible so I don't want the front face to become a massive ngon, but when I attempted to do what you did there it either didn't get the arch right when I added the subsurf or ran into some other issues, so I was wondering if there's like some standard way of doing corners like this with good topology everyone knows.

>> No.742013

>>742011
>>742012
Also I usually liked to use additional edge loops close to the corners instead of creases, but I might use creases here, thanks.

>> No.742016

>>741322
Can anyone help me with this? it's pretty annoying.

>> No.742018

>>742016
Does it happen in Object mode or in Edit mode? If it's in Object mode, then the problem lies in its origin not being in its proper place. If it's in Edit mode, then the problem can only be because you've selected something that's really far away, including the vertex you've selected. The gizmo is always supposed to appear exactly in the exact same spot as the vertex/edge/face that you've selected.

Do you have a link to your blend file or something?

>> No.742024
File: 107 KB, 583x406, 2020-05-16-1589655681_583x406_.png [View same] [iqdb] [saucenao] [google]
742024

I LOVE THIS FUCKING POKEMAN LIKE YOU WOULDNT BELIEVE

>> No.742025

>>742024
Even forgot the fucking link
https://twitter.com/pablodp606/status/1261729637803208704

>> No.742027

>>742018
Edit mode, I can't find a link for the model anymore, since it was on a general, but I think it's just a build-a-body model.

The origin might not be at the correct place, because of the pose.

>> No.742029
File: 49 KB, 800x518, Raisin.jpg [View same] [iqdb] [saucenao] [google]
742029

>>742024
>>742025
From this clip I'm not calling it a cloth tool but a raisin tool.

>> No.742030
File: 1.29 MB, 1569x952, blender_koaAXQbdGb.png [View same] [iqdb] [saucenao] [google]
742030

Trying to take on an animation for a friend. I've got so much to do and so many scenes to get through. It's my first project that isn't from a tutorial.
Pic related is all I've got going so far, I feel too overwhelmed already and have no clue where to actually start first. Anyone got some tips on what I should actually do first.
For context, this is supposed to be a sci-fi type alleyway with people and cars going down along, yes it doesn't look like much but I've been putting it off for the past week because I don't know what to do.

>> No.742033
File: 943 KB, 1870x1024, armature.jpg [View same] [iqdb] [saucenao] [google]
742033

>>742027
Aah, that makes a whole lot of sense now.
Turn this button off in your object's Armature modifier.

>> No.742035

>>742033
Yeah, the pose is the problem it just moves the vertices away from the object.

>> No.742071
File: 138 KB, 762x925, Annotation 2020-05-17 011338.jpg [View same] [iqdb] [saucenao] [google]
742071

I have imported a rig into 2.82 and I can't figure out why I can't do anything with the keyframes in the timeline or the dopesheet, I can't move, delete, edit anything, I can only place keyframes. Any help for a retard?

>> No.742185

>Spent hours customising settings and themes
>Install 2,82 coming from 2,80 on MacOS
>Whole fucking thing got reset

FUCK. FUCK. FUCK.

>> No.742187

NEW THREAD WHEN?

>> No.742191

can blender be used to do generative design/art like Grasshopper for Rhino3D?

>> No.742212

>>740660
Please make yourself a level modular kit depending on what is 1 unit in your game engine, it'll help you save time later.

>> No.742216

Quite interesting results.

https://twitter.com/yasugen_2828/status/1261839102090985472

>> No.742315

>>742216
Certainly better than most 3d anime over the last few years that's for sure, her eyes looks off though, but that's down to animation more than anything i'm guessing.

>> No.742323

Does anybody have any character modeling tutorials? The ones I see on youtube are almost 5 years old.

>> No.742324
File: 1.23 MB, 2373x1257, 456titled-1.jpg [View same] [iqdb] [saucenao] [google]
742324

How do I get the crest looking thing to be transparent in Blender? Plz halp, I'm new to all of this

>> No.742325

>>742324
https://blender.stackexchange.com/questions/78917/how-to-render-transparent-textures-in-blender-render#78927

>> No.742329

>>742325

appreciate it anon but I'm on 2.8 so there is no texture tab.

>> No.742334

>>742325

got it to work, thanks anon!

>> No.742335

How do I make fluid sticky?
I tried guides, but don't see any difference.
Are there any tutorials on that matter?

>> No.742352
File: 392 KB, 640x360, I need this in blender.gif [View same] [iqdb] [saucenao] [google]
742352

does anyone know of a fleshed out addon that allows for placement of objects on a other surface with a brush like in the terrain editor of game engines such as unity and Unreal or level editors like in Warcraft 3

>> No.742357

>>742335
You are making cum, aren't you, anon?

>> No.742365

>>742352
The closest thing is the scatter objects add-on (shipped with blender by default) but it doesn't offer a ton of control. Another way is to use weight painting, it's not as convenient as UE4's foliage tools but it can get the job done.

>> No.742366

>>742365
>Another way is to use weight painting
* with a particle system

>> No.742391

i want some randomly scattered objects to grow on a surface. following this tutorial:
https://blender.stackexchange.com/questions/114300/how-to-affect-particle-size-over-time
https://www.youtube.com/watch?v=67024UyCZ6A
with the physics type set to "Newtonian" the scaling works but the particles don't stay stuck to the emitter surface; with the physics type to "None" the particles stay on the emitter surface but the scaling doesn't work.
is there a way to keep the particles stuck to the emitter surface and still scale over age without using an external addon like AN?

>> No.742400
File: 2.21 MB, 1920x1080, 1401596762_preview_611c4ed5eb11d289c37aceba5e5aa3a1.png [View same] [iqdb] [saucenao] [google]
742400

I'm trying to make a full 3d model of Gwynevere from Dark Souls, a.k.a the giant boob lady.
Fun fact, even Fromsoft themselves don't have a model of her, they half-assed it and it's literally a half-empty shell with a slap-dash rig.
I want to ask how do I make those creases on her bra?
I've been doing models of things like mechs, and guns until now, so cloth physics, sculpting are new to me.
So my questions are:
1)Should I subdivide the model and try and sculpt in the creases with the brush?
2)Should I instead texture pain them and apply to the normal map?
3)Since I'm an amateur,and never done production assets, I've never once done "baking"? Can someone link me to a tutorial or some general best practices?

>> No.742401
File: 1.28 MB, 1280x1080, Gwynevere4.png [View same] [iqdb] [saucenao] [google]
742401

>>742400
What my model looks like now. (Posted in Daz thread as well, since I designed the base in Daz)

>> No.742407
File: 197 KB, 700x700, berserk.jpg [View same] [iqdb] [saucenao] [google]
742407

how would one go about making the platform he is standing on?

>> No.742410

>>742407
Render a bunch of faces with a z-depth pass and use that to create a texture to use with displacement mapping.

>>742391
I think the team that did Spring used animated alembic files to do that, might be worth looking into

>> No.742412

>>742324
A weapon to surpass metal gear?

>> No.742417

>>742410
>Render a bunch of faces with a z-depth pass and use that to create a texture to use with displacement mapping.
like this? https://www.youtube.com/watch?v=dUEPieo26nk

>> No.742434

>>742401
you're making porn?

>> No.742462

In case someone needed a way to make tits bounce.

https://blender-addons.org/wiggle-bones-addon/

In practice:

https://twitter.com/zumun08/status/1262059824172294144

>> No.742494

>>742357
Indeed I am.
Anyway, there is no friction system yet it seems, so no mantaflow cum for now

>> No.742512

How do I model pussy folds to be soft and non-clipping

>> No.742532

>>742434
Not yet I'm not.

>> No.742571

>>742512
blendshapes

>> No.742641

>>742494
Wasn't there a paid addon for that?

>>742532
>yet

>> No.742646

I have two characters, one of the characters has a copy transform on the other so that it follows the other character who I have keyframes for. When I animate in viewport, both animate just fine, but when I render it only the character who I made keyframes for animates. Shouldn't the copy transform work in rendering as well?

>> No.742662

I have an RTX card but Blender says I can't use Optix, what gives?

>> No.742701
File: 501 KB, 673x648, 1566263174537.png [View same] [iqdb] [saucenao] [google]
742701

>have an old fps animation project that was made in blender 2.7
>open it in 2.8
>everything is completely fucked beyond repair and only keeps getting worse as i touch anything in the scene
>try to go back to editing it in 2.7
>trying to open the file now crashes 2.7
i'm glad to see my previous FUCK BLENDER 2.8 post is still here so i can spare words
>>740483

>> No.742803
File: 168 KB, 636x901, 2020-05-19-160036_4480x2520_scrot.png [View same] [iqdb] [saucenao] [google]
742803

Any suggestions before merging?

>> No.742807

>>742803
A cute sash?

>> No.742850

>>742701
Don't be a retard next time and BACKUP YOUR PROJECTS

>> No.742883

>>742803
slightly bigger tits

more detail on the boots

>> No.742894

>>742803
visible boobies
puffy vulva

>> No.742969

New thread

>>742968
>>742968
>>742968
>>742968

>> No.743741

>>739140
That guys annoys me so much. He could have made it 5 times shorter.

>> No.743742

>>739160
Honestly the best tutorials I ever used were from Peter Stammbach and they are free on youtube. Though the CGboost Blender intro was good aswell.