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803771 No.803771 [Reply] [Original]

This is a blender general thread for all questions/posts/whatever to do with the software. This is mainly to prevent questions posts from making the board shit.

>> No.803791

>>803771
How do I blend in?

>> No.803796

>>803771
Maya>Blender
/thread

>> No.803797
File: 158 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]
803797

You get initiated by the donut rite into our tribe. You try to do it properly until your ADHD kicks in and you touch some key. "How did my normals get inverted?". Now you missed half the instructions while doing a simple shit. Just half ass it until you give up. Post a thread with the render of your abomination with a OP like "I finally did it. I think i'm really talented". Wait for autodesk users to shit up your threads with 200 replies

It all was in vain because you are useless without a tutorial. Realize you are actually shit. Post some cheap meme renders. Now you are an apprentice worth to follow the path. You practice for months and months afar from this place. A copy of substance painter is what you buy with your hard earned money. You realize zbrush is a piece of shit, but you need it. So you dabble on and create the environments of your dreams, your own fap material, photo realistic renders of overflowing trash cans and wonder why people would ever want to see trash in 4k while you perfectly model an empty pringles can. You upload your portfolio on artstation and freelance for people called "Hungclaw" weirdly specific models of well hung bears . You resort to the drug of your choice and experience a new side of your neurosis. But you did it. You get money and maybe some day when you done enough of the soul crushing furies who contract you [which laws should exist to prevent} you might get a job offer some day far in the future. You are happy on your first day, but you soon realize you sold your soul to big tech. God wills you use maya now.

Some day while creating materials for a globo homo TV ad you find a old folder labeled "646edrdfg3" and inside between 238 abandoned scultps and meshes of your past creative ideas there is a render. A render of a donut. Now you understand the gatekeeping. You post a thread with a new perfect donut modeled in maya and begin to cry. Your OP reads "Blendlets will never make it" and your warning will go unheard.

Welcome

>> No.803807

>>803797
You've just reached around the globe just to yank your own dick. What an accomplishment.
Ubisoft lets you use any software you want, yes, blender too, as long as you can deliver and as long as you can do basic stuff (import, modify geo, UVs etc) in their main software, like 3dsmax.
Why are there so many insecure little faggots crawling around here? If you can deliver good work, what's your problem? Are you afraid that some amateur is going to steal your contracts, because your contractors don't know anything about 3d art?
You can kick back and relax, most normies don't pursue this profession. Even most graduates in 3D schools, taught by professionals stop after a few months, because they have a short attention span, hate work and only ride the mainstream wave.
Blender is a tool, nothing more. It's useful to know how to use tools.

>> No.803814

>>803797
lmao, based

>> No.803815
File: 20 KB, 672x400, 4646.jpg [View same] [iqdb] [saucenao] [google] [report]
803815

>> No.803931

>>803797
Based.

>> No.803936
File: 142 KB, 1480x800, light.jpg [View same] [iqdb] [saucenao] [google] [report]
803936

>want to make the light color change depending on distance
>set up a test scene for questions thread
>realize that i am a retard and you can just use nodes like anywhere else

But hey, look at this cool flashlight i made in just 4 mins

>> No.803946

>>803797
Realized you were a stupid cunt after seeing the ZBrush comment. Your work is probably shit.

>> No.803970
File: 90 KB, 1600x1200, old-worn-farmer-flintlock-pistol-3d-model-rigged-max-obj-mtl-fbx-unitypackage-prefab-tbscene-tbmat.jpg [View same] [iqdb] [saucenao] [google] [report]
803970

I guess I have several questions.

1. Any good guides on making your own textures in blender?

2. If I were to model a thing like this pistol for the animation do I have to keep movable parts as separate objects or can I join them all together? I guess that's what bones are for?

3. How do you deal with the fact that everything was already made in 3d and you will never be as good as the best artist who already made what you are trying to do? I seriously can't find anything that wasn't already done before. Even the most obscure firearms and swords seem to have several 3d models of them

>> No.804204

>>803771
Is donut man seriouy the best way to learn blender or are there better teachers/tutorials? Thanks

>> No.804222

Has anybody here have trouble with webm encoding? I'm rendering an 86 frame animation yet the final webm is only 74 frames. This has happened to me before but it stopped without me doing anything about it and likewise it has come back.

>> No.804223

>>804204
I find the actual blender documentation way clearer and professional as an introduction to the soft, but I'm a beginner.

>> No.804225

>>804204
Donut Guru is terrible. Look into CGCookie. Mostly paid, but many of their courses can be found on the usual places.

>> No.804240
File: 52 KB, 346x244, da phrog.png [View same] [iqdb] [saucenao] [google] [report]
804240

been doing 3d as a hobby. thoughts?

>> No.804249

>>804240
on the frog? cute

>> No.804275
File: 598 KB, 1385x885, car.png [View same] [iqdb] [saucenao] [google] [report]
804275

A render of a bootleg Gallardo model I made. I tried to give the model and textures that "PS2-era graphic style" thing

>> No.804289
File: 446 KB, 1319x725, car2.png [View same] [iqdb] [saucenao] [google] [report]
804289

>> No.804411

>>803970
>3.
I don't deal with it. Do you think that everything artists make is 100% original? Almost nothing is original. It's all remixes and spins on things that have already existed for millennia. It doesn't matter if x made it first, it's how you make it, and give it an identity that can be tied to your own work that can make it special. If you're going to try and reinvent the wheel every time you make something you're going to have one hell of a time. Just do what you want to do and get better at your work. Why concern yourself with what others have done before you?

>> No.804424

>>804204
His donut tutorial is fine for an absolute beginner but I checked out his anvil one and it's insanely outdated. The fact that he recommends it in a recent video is beyond shill behavior. There's literally no reason anyone should watch that series, you'll spend hours googling the right way to do everything in the videos.

>> No.804439

>>804204
Grant Abitt is good, so is CGCookie.
Donut boi made some mistakes in his Donut tutorial so on some vids so you have to go to the comment section to find the simple fixes.

Pablo Dobarro (Blender Dev working on scultping) has started streaming his sculpting process on twitch so you can check that out if you want.
https://www.twitch.tv/pablodp606/videos

>> No.804461
File: 1.66 MB, 3420x1197, Screenshot (172).png [View same] [iqdb] [saucenao] [google] [report]
804461

Issue #1

Tried to enlongate and curl the nails to make them look long and sharp but it looks horrible, did this in sculpt mode.
Any tips?

Issue #2

Downloaded and appended some nails into my scene. How do I attach them, contraint modifier to the finger bone?

Also the downloaded nails are a group and when I try to rotate or move them some other objects in the scene are affected as if they are linked. I've tried clearing the parenting on the nails but to no use.

>> No.804478
File: 98 KB, 540x612, 1507997370104.jpg [View same] [iqdb] [saucenao] [google] [report]
804478

>>803771
>Baked keys ignored after keying new frames?

I struggle with editing an action after baking it.
If I add just one keyframe, it simply ignores ALL the baked frames for that bone. They're not deleted or anything, they just have no effect.
Used visual keying for baking, so every frame should be baked and defined for all bones.

What the fuck is going on?

>> No.804481

>>804478
Can you show me your curves in the graph?
Are you adding keyframes after or before the baked ones or are you just trying to edit the baked ones?

>> No.804482

>>804481
The curves don't really matter, I'm literally just trying to brute-force a change by rotating the same couple of bones 10 degrees for every single frame.
But instead of just changing the current frame on that bone, it overrides ALL the subsequent frames for that bone. I have no idea why it would do that.

>> No.804483

>>804461
>#1
Select the edge in edit mode and press O to activate proportional editing, then modify the topoligy by pulling it out.
>#2
parent the fingernails to the rig, either automatically or without anything and weight paint the fingernails to the corresponding bones.
// P.S.: The thumb is clipping through the chain link, but I think you've already noticed.

>> No.804484

>>804482
Dude. Select the two bones. Go into the graph editor, select the rotation keys for all the frames and move them by the desired amount.

>> No.804485
File: 56 KB, 738x327, file.png [View same] [iqdb] [saucenao] [google] [report]
804485

>>804482
>>804481
Okay, this is strange
This curve appear to have no keyframes, but the bone is baked like all the others. Did it just become baked with a different rotation system than quaternions for some reason? Wtf is this?

>>804484
Sorry, that was explained kind of simplified. What I'm doing is rotating several sets of bones from a couple of bones' origin, while these are not parented or constrained to said bones in any way. So there's a lot of offset values and stuff to calculate if I want to change them all as individual keys on the curves.

>> No.804487

>>804485
>What I'm doing is rotating several sets of bones from a couple of bones' origin, while these are not parented or constrained to said bones in any way.
Are you doing follow throughs/overlapping actions?

Also, save a copy of your project and restart blender.

>> No.804490

>>804487
>Are you doing follow throughs/overlapping actions?
No, I have a walk animation for a creature (four legged), and I'm just trying twist it to make a turning animation without having to remake everything. I found I got the twist I wanted by
>rotating all leg IK controls and the hip bone 10 degrees from the hip bone
>rotating the two front legs and the chest -10 degrees from the chest bone
>rotating the neck bone -25 degrees
Kind of cumbersome to do for every frame, but the animation is just 29 frames, so I thought it'd be okay. But instead of just replacing the frame I'm editing, it changes the rest of the animation with new interpolations.

>Also, save a copy of your project and restart blender.
Tried that. Also tried using an older version. Same thing.

>> No.804492

>>804490
Damn.. well, you could:
load up an old version before the bake, modify the animation, bake it, then import the animation in your main project.

>> No.804494

>>804492
I guess that's the only solution left to me at this point, but it frustrates me that I can't figure out why this shit happens.
Thanks anyway, Anon.

>> No.804534
File: 941 KB, 3440x1440, Screenshot (174).png [View same] [iqdb] [saucenao] [google] [report]
804534

>>804483
>#1Select the edge in edit mode and press O to activate proportional editing, then modify the topoligy by pulling it out.

The fingernail can be edited but not in proportional editing. If I select that then all the nails are affected, they all move when propoertional is selected...

2#
something is off, I'm not understanding
Don't I have to ungroup the nails group first (pic related) move them each as close to the fingers and then parent them to the rig?

>> No.804536

Is recalculating normals the same as flipping them? And when baking should they always be recalculated outside/inside?

>> No.804541
File: 15 KB, 401x354, normals.jpg [View same] [iqdb] [saucenao] [google] [report]
804541

>>804536
flipping just flips the normals of every single face (duh), recalculating re-assigns them a direction and tries to make sure that adjacent faces share the same orientation.
If you for example mirror something by scaling it with -1, the normals of that part will be facing in the wrong direction. you can select these parts and flip them, or just select everything and recalculate with the same result.

"Recalculate Outside" is what usually works, but the important part is that the normal vectors point away from the interior of the mesh. If you toggle "face orientation" your mesh should be blue.

>> No.804550

Why does the fur in Blender do not increase the amount of tris while in Zbrush it skyrockets the amount of tris?

>> No.804558

>>804550

Because blender uses particles for hair instead of polys

>> No.804566
File: 418 KB, 1000x503, desk (1).webm [View same] [iqdb] [saucenao] [google] [report]
804566

>>804490
>>804534
this what I'm talking about

>> No.804573

>>804566
scroll down to reduce the radius of proportional editing

>> No.804579

https://www.youtube.com/watch?v=i6IVVr8zCX4
How would I recreate the effect of a baby animal breaking out of it's egg like in the video?
I'd like the eggshell to break and move in response to the animals movement.

>> No.804581

>>804573
radius for proportional editing? where is that?

>> No.804586

>>804541
Oh ok so it just kind of seeks out the ones that don't fit whichever recalculation option you select and flips them according to your selection. Thanks. Recalculating solved some problems for me when baking but I wasn't sure what it was fixing. I guess I somehow flipped some faces around.

>> No.804787

>>804573
discovered the radius circle
but the single nail I'm editing still moves away from the finger
weight paint? it s all dark blue, I need to weight paint the base of the nail in red?

>> No.804790
File: 3.93 MB, 3434x1126, Screenshot (175).png [View same] [iqdb] [saucenao] [google] [report]
804790

>>804573
So you see, the nail is separated by the finger when it s edited
I've weight painted the nail, leaving red at the base

>> No.804829

>>804790
Why don't you just model your own nail.

>> No.804839

>>804829
I don t know how

>> No.804849

>>804839
how come?

>> No.804857
File: 62 KB, 1066x491, Screenshot_20210223_140611.png [View same] [iqdb] [saucenao] [google] [report]
804857

Anybody has any tips on how to bevel this edge? I need to bevel both, but one will screw up the other.

>> No.804861

>>804857
Separate then rejoin them maybe?

>> No.804864
File: 24 KB, 596x522, Screenshot_20210223_142753.jpg [View same] [iqdb] [saucenao] [google] [report]
804864

>>804861
Yep, thanks m8

>> No.804867

>>803771
have a question a month or so back one of the devs that was working on sculpting posted video of a 10X+ improvement in performance with it, has that made it into blender yet or not?

>> No.804925

I have 2 collections with the same model - one is for a high poly and another is for a low poly. I want to batch rename all of the mesh parts from both collections and add "_high" and "_low" suffixes.

However, the problem is that each collection gets renamed in a different order, so mesh names still don't match. What can I do?

>> No.804933

>>804849
how coooom a coomer not know anything but cooooming

>> No.804935

>>804558
What's the difference between a particle and a polygon?

>> No.804940

>>804935
A particle is a point with attached attributes that define it for a physical simulation engine, like mass, acceleration, velocities, etc. Without those, it's just a point.

A polygon is basically an ordered, non-repeating, set of points. Polygons are typically used for building shapes.

>> No.804944

>>804940
And which one is more efficient in terms of computing power used?

>> No.804950

How do I take a rig I have and swap the model on it? I cant figure out how to attach it to the new mesh.

>> No.805008

>>803771
does anyone have any good intermediate tutorials, mostly modeling and texture/shading?
I feel like a lot of tutorials are just going over the same concepts at this point and I don't know how to progress (ofc I'm working on my own models but I need some guidance as well) .

>> No.805020
File: 60 KB, 1014x1091, wow2.jpg [View same] [iqdb] [saucenao] [google] [report]
805020

>>803771

Why use blender when you can literally get maya for free?

>> No.805152
File: 130 KB, 368x365, Capture.png [View same] [iqdb] [saucenao] [google] [report]
805152

Is there a way I can cut each finger out in sculpt mode? I had to remesh the body to join new body parts and it seem the fingers fused together. Should I just worry about appendages when I go to retop the figure or what?

>> No.805154

>>805152
got em

>> No.805172

Newbie here, can someone PLEASE tell me why everyone in this board frown on Cycles in favor of Evee?

>> No.805176

>>805152
You can't, you have to create a separate model of palms and with a separate model of fingers. Then cut off the hand from the body so that it would be easy to remesh. If you don't, then it will merge your fingers again.

>> No.805196
File: 297 KB, 1789x1200, yanderedev.jpg [View same] [iqdb] [saucenao] [google] [report]
805196

>>803771
Am I talented?

>> No.805219

>>805196

You have more talent than who you made yes.

>> No.805221

>>805196
You somehow managed to make him look 125% more Semitic

>> No.805222

>>805172
3rd world inhabitants with potato computers.
Retards with Dunning and Krueger.
People that don't need a Raytracer.
I personally would always favour Arnold,Vray and Renderman over Cycles.

>> No.805256

>>805020
Why use the free version when the real thing is only $200/month? You probably spend more than that on Unity games you'll never get around to anyway.

>> No.805257
File: 244 KB, 2526x1290, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]
805257

Why doesn't it weight paint?? I need to reduce the mask a bit. I chose the right vertex group, but it doesn't do shit when I paint.

>> No.805259

Is it possible to change rotation of an object to be rotation of a normal?

>> No.805264

>>805257
for a second I thought you were making fat albert

>> No.805265

>>805257
Okay I figured that I should select vertices and assign a vertex group. Actually that far less messy than weight paint, cool trick.

>> No.805379

2.92 release NOW
https://developer.blender.org/project/view/119/

>> No.805383
File: 572 KB, 1920x1080, impostor.png [View same] [iqdb] [saucenao] [google] [report]
805383

Does anyone know how to make / already have a node setup for rendering Doom-style multi-directional sprites, aka impostors?

I've got it sort-of-working, but the angles are inaccurate and there's a problem area where, for a narrow range of angles at the 'back', it will show the front image instead.

>> No.805421

>>805383
Interesting.

>> No.805424
File: 1.16 MB, 1920x1080, LowPolyMatchLockFinal.png [View same] [iqdb] [saucenao] [google] [report]
805424

I was going for an improvised weapon look of what a matchlock firearm would look if someone with 0 gunsmithing skills would try to make it. Just an ugly plank of wood with a metal pipe, barrel band and a string attached to a piece of metal that swings foward when pushed.

Ended up looking like total shit...again. I am looking for any tips on making good stylized metal and wood for my improvised orc weapons.

>> No.805435

>>805383
Never worked with blender but trying to understand your nodes

>> No.805447

>>805421
>>805435
I think the problem is caused by the inaccurate angles, but getting the accurate angles might require a different approach. There's also the matter that I'm using a 5 images and flipping them for other side, which is what the scaling by sign is for.

>> No.805466

>>805447
How do I calculate the sprite angle from the camera?

>> No.805483

>>805466
I'm using Tangent x, range mapped.

I've just managed to fix the inaccuracy, but now I have to redo the mirroring. I haven't yet thought of a way to do it without mirroring, but I'd like to.

>> No.805487

>>805483
>>805383
Fuck, the negative scale I'm using to flip the texture fucks with the alignment the the offset is 0.
I don't know why the same problem doesn't also happen with the offset at 1, but I'm not sure how to fix this.

>> No.805496

Hello yes, how can I make polygon hair like in fortnite? I don't want hi poly realistic particle fx hair but the hair like in fortnite.

>> No.805499

>>804461
>>#2
merge the nails onto the model
assign each nail to its respective vertex group (same name as the bone)

>> No.805516

>>805379
NOW
https://www.blender.org/download/releases/2-92/

>> No.805559

https://twitter.com/Blender/status/1364993951342751747
https://www.blender.org/download/releases/2-92/

UPDATE NOW

>> No.805568

>>805559
Why? What use do I get from it? Recent updates were catered to 2D fags with all those grease pencil updates, weeb anime sculptors with 10 stupid brushes for modeling short skirts and cinema4d-tier abstract artists with particle nodes. Idgaf about any of that shit t b q h w y

>> No.805571

>>805568
>for modeling short skirts
OMG I'M GONNA- I'M GONNA- BLEEEEEEND!

>> No.805593

>>803771
Is there any way to randomly seed a texture used in a modifier in eevee? I'm trying to create a random displacement texture but im at a fucking loss since you cant animate the seed value of a noise or voronoi or what have you texture. My only thought is using a video of white noise and plugging it in because stupid eevee doesnt support displacement, and cycles doesnt have the shader to rgb node I really need.

>> No.805598
File: 333 KB, 604x750, his autism cannot be stopped.png [View same] [iqdb] [saucenao] [google] [report]
805598

>>805568
>weeb anime sculptors with 10 stupid brushes for modeling short skirts
Pablo can't keep getting away with it.

>> No.805599

>CPU, GPU, RAM
what hardware components affect scrubbing and playback in the VSE and compositor?
currently playback slogs down to 1fps if i'm compositing video in the VSE

>> No.805604 [DELETED] 
File: 87 KB, 268x325, 1589364075942.png [View same] [iqdb] [saucenao] [google] [report]
805604

>>803771
>mfw blendlets loser their shit over...this
https://www.youtube.com/watch?v=mXnp_KIo8q8

We could do that with RayFire or Fracture for almost 20 years now.

>> No.805605

>mfw blendlets lose their shit over...this
https://www.youtube.com/watch?v=mXnp_KIo8q8 [Embed]

We could do that with RayFire or Fracture for almost 20 years now.

>> No.805621

>>805559
>Video editing improvements
Good lord, just drop it and work on something that has at least some relevance

>> No.805642

>>805599
all of it + disk

>> No.805644

>>805599
Also why the fuck are you using Blender for that? Blender is probably one of, if not THE worst program for editing and compositing.

>> No.805650

>>805593
I did it, I converted a gif of static to a webm.

Another question, how would you go about rendering a characters animation at a different frame rate than the videos frame rate? Spider verse esque

>> No.805657

>>805496
Help

>> No.806089
File: 44 KB, 384x409, Capture.png [View same] [iqdb] [saucenao] [google] [report]
806089

I know nothing.
All I want to do is print thingiverse tool holders but modifying the pegboard pegs to fit my board.
Essentially just making the pegs longer and straighten them out a little.

Is blender right for me and if it is can you point me in the right direction to lean what I need?

>> No.806096

>>806089
You need to learn to move vertices, that's all.

>> No.806160
File: 797 KB, 1179x890, 2021-02-27-230438_4480x2520_scrot.png [View same] [iqdb] [saucenao] [google] [report]
806160

I have a model with a lot of the same parts how do I make them overlap perfectly in UV?

>> No.806201

Guys LOOK!!!

https://www.uv-packer.com/blender/

>> No.806210

>Making a character after going through Arrimus Goomba tutorial
>Finished
>Switch to rendered mode
>Instacrash

Thank you

>> No.806217
File: 2.36 MB, 640x360, 1590661551312.gif [View same] [iqdb] [saucenao] [google] [report]
806217

>> No.806224

>>806217
lmao

>> No.806255

So im fucking around with cloth sim.
I copy one setting for one object to another. The two meshes are not identical, slightly differently shaped. Mesh 1 is less dense than Mesh 2
When I try to mess with the two objects, I get different results.
E.g pillow one deforms to the object pressing on it.
Pillow two deforms, then keeps collapsing on itself.

>> No.806265

>>806160
https://github.com/c30ra/uv-align-distribute

>> No.806295

>>806096
Thanks anon, it worked fine

>> No.806298

>>806201
it's awesome

>> No.806302

>>806160
there's grant abitt vid on that one. make sure when you duplicate, you make a linked duplicate. now when the master object is edited, the linked duplicates will follow.

>> No.806320

bros ok ive seen some anons who were playing with video game models on blender on /v/
any ideas where i can get models ripped from video games??
i think it could help me learn alot

>> No.806326

Subsurface color should always be similar to the color of the object it's being applied to correct?

>> No.806331

>>806201
has anyone tried running it on linux?

>> No.806336

>>803797
>zbrush is a piece of shit
FILTRED

>> No.806396

Is there a way to apply Shrinkwrap modifier but select some mesh parts that won't deform? Like metallic parts on the clothes for example?

>> No.806461

>>806396
Use vertex groups

>> No.806462

How do I move loop cuts closer together or farther apart? Modeling a kitchen table and I'd like two cuts precisely 24 inches apart in order to extrude the center support downward. It looks like my only options after ctrl+R are to choose the number of cuts and how far offset from the center I'd like them. I want them centered, but closer together. Or should I use another 3D modeling program if I'd like precise controls? Thanks.

>> No.806463

>>806462
Select both of them and scale

>> No.806466

>>806462
put a single loop cut in, right click to cancel the slide so it's now perfectly in the center, now press ctrl+b to bevel that loop and you can now manually enter the size of the bevel using the numbers.

You can also double tap G to just move edges around for a rougher version

>> No.806541
File: 1.13 MB, 1280x841, file.png [View same] [iqdb] [saucenao] [google] [report]
806541

I really like the grain that appears when you don't have enough samples when rendering on cycles, aside from muh saved time i just like the way it looks and moves around - I've been a bit risky and let it be there in some of my recent client work but my friends keep telling me im being retarded.

What do? Am i being a pretentious asshole or is it legit to let it in if i think it's fitting for the animation piece? And yeah somehow im equating it in my mind to the grain that appears on analogue film.

>> No.806544

>>806541
why not just composite film grain on so the client can choose

>> No.806546
File: 2.01 MB, 1262x1326, de-geshit.png [View same] [iqdb] [saucenao] [google] [report]
806546

hey anons
I started learning how to make anime characters but I ran into a bit of trouble
basically the tutorial I'm following makes hair from curves turned into meshes, but I later realized that the character I picked for practice has her hair as a single conjoined shape rather than a bunch of strands of hair
I tried merging the vertexes on the meshes I had but that led to some piss poor results so I think starting the hair over is the best course of action
problem is that my beginner mind can't really think of a way to make it so it would lead to a good result and trying it out practically of course didn't work as well
I'd appreciate if anyone here has any suggestions on how to approach this

>> No.806549

>>806541
If your clients are fine with it, then I don't suppose it matters. But I do agree with your friends, it looks lazy and amateurish, just crawl out of your ass and use film grain.

>> No.806556

>>806546
Very often you'll have to chose to deviate from the 2D design because no matter what you do it won't translate well into 3D, the hard part is finding which compromise looks the best.
Not sure if this helps but here's the best technique to model anime hair in my opinion.
https://www.youtube.com/watch?v=lo_FxdSe_F8

>> No.806559

>>806556
that looks much more promising that anything I could come up with
going to be a bit bold and say this looks like what I wanted but I gotta test it and see
thanks anon, you're an angel, if it doesn't work I'll have learned of a new way to make hair so it's going to be a win either way

>> No.806568
File: 1.01 MB, 563x361, UtWf0.gif [View same] [iqdb] [saucenao] [google] [report]
806568

How do I make shoulder bone follow the rest of an arm in ik rig?!

>> No.806581
File: 32 KB, 665x612, BlendletOutOfBrain.png [View same] [iqdb] [saucenao] [google] [report]
806581

Blendlet here, how do I extrude off of a corner into the same direction? I tried every single transformation orientation but none of them do what I want to do.

Pic rel.

>> No.806596

>>806581
Go into edge mode.
Select the right edge.
Press Shift + Numpad7
Change transformation orientation to "View"
Extrude
Move newly extruded edge with green gimbal.

>> No.806600

>>806581
press gg to slide the vertex along the edge, then c to disable clamping which allows you to pull it out on the same axis

what >>806596 said works as well, just like creating a new transform orientation from the face - it takes more time but works better for cases in which you want to move more than just a few verts

>> No.806602
File: 1.30 MB, 1400x1000, (YOU).png [View same] [iqdb] [saucenao] [google] [report]
806602

>>806596
I had to move the red gimbal but it worked nonetheless.

>>806600
This didn't work with the extrusion but with the vertices that were already there. I could move the original vertices and subdivide new vertices at the position where the old vertices were.
Thanks to both of you!

>> No.806635

>>806600
Holy shit, i was unawere of this. i need to start paying attention to the UI when i do certain actions

>> No.806645
File: 266 KB, 903x749, Gooomer.png [View same] [iqdb] [saucenao] [google] [report]
806645

When I use solidify on the barrels it gets all fucked up. Why? Do I have to tweak the topology or is there a quicker fix?

>> No.806653

How do I make a composite node have more effect the farther away from the camera an object is and less the closer to the camera it is? I used a mask but that seems to be a solution for still renders. I’m imagining depth of field but it affects other properties.

>> No.806657

>>806645
check that there isn't a secret extruded edge overlapping your rim, you can just do an f3 -> merge by distance to clean up those, other than that try the standard blender troubleshooting process of applying all transforms and recalculating outside normals

>> No.806687

>>803771
How do you get that soulful 2007 render look in Cycles?

>> No.806714
File: 58 KB, 1067x711, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]
806714

>>806657
I didn't have extra vertices and my normals were good. I added subdiv to the cylinders and got a better result but it's still not what I wanted. I'd like it to look as simple as the rest of the image without that weird ring effect caused by the solidify modifier. Maybe just inset the barrels on each side and bridge?

>> No.806736
File: 1.06 MB, 1567x941, dafuk.png [View same] [iqdb] [saucenao] [google] [report]
806736

>>803771
Newbie here, my 3d model looks how I want him to, but how do I fix this unholy mess of UV unwraps? they are overlapping each other and their sizes are all over the place as they all started as separate objects I just joined.

>> No.806742

>>806653
I am fairly certain you are describing the depth pass.

>>806687
How do you think anyone knows what you are talking about? At least post a picture or describe what you mean.

>>806736
You should try looking for things yourself before coming here to ask for help. Pack Islands and Average Islands Scale are right there in the "UV" dropdown menu at the top in the header of the UV editor. They are pretty self-explanatory.

>> No.806747

>You should try looking for things yourself before coming here to ask for help. Pack Islands and Average Islands Scale are right there in the "UV" dropdown menu at the top in the header of the UV editor. They are pretty self-explanatory.
Believe me anon, I spend 2 hours looking up uv unwraping tutorials and trying to fix this myself before coming here and asking something that was obvious, but most of the tutorials I saw never touched on this particular issue as they all unwrapped nicely from the very start for whatever reason, you are the first person that mentioned those options and I thank you for that!

>> No.806789

>>806320
Deviantart and models-resources have some

>> No.806807
File: 455 KB, 1053x752, sovl.png [View same] [iqdb] [saucenao] [google] [report]
806807

>>806742

>> No.806836

>>803936
What's the point of this? It looks neat but I'm curious if there's a specific phenomenon you're trying to replicate. The only thing that comes to mind for me is atmospheric scattering, but that really only happens at very large distances.

>> No.806844
File: 576 KB, 716x902, Screenshot 2021-03-02 134612.png [View same] [iqdb] [saucenao] [google] [report]
806844

I'm learning to sculpt. I blocked out this hand as different objects then bool'd them together. When I try to smooth the fingers out the fingers just be smaller, not smoother. When I try to remesh them I get topology between the fingers connected them together. What do.

>> No.806861

>>806844
Yeah the fingers getting fused together is an annoying thing I also would like to know the fix for

>> No.806884
File: 109 KB, 648x521, 2021-03-03.png [View same] [iqdb] [saucenao] [google] [report]
806884

Can anyone help with topology here? How do I get rid of that 5-edge polygon in the center?

>> No.806885
File: 1.64 MB, 512x384, 0001-0024.webm [View same] [iqdb] [saucenao] [google] [report]
806885

>>806541
Obviously if you just like the aesthetic of it as is then that's fine, but I've done a few experiments and if you're specifically trying to achieve a film grain style look then you pretty much have to use a post processing effect, or potentially some custom addon.
The sampling pattern seems biased towards vertical and horizontal lines, and I think it samples different material effects and light bounces at different rates for performance reasons.
And of course there's the fact that all the pixels are a consistent size.

>> No.806893

>>806844
Using the smooth tool, there's an option called "Deformation" with a dropdown menu. Right now it's probably set to "Laplacian", set it to "Surface" and it should mostly solve your problem. Play with the "Shape Preservation" and "Iterations" options a little if it's not smooth enough.

>>806861
Either use a multiresolution modifier instead of remeshing or increase the resolution you're remeshing to. If the distance between the fingers is smaller than the size of the voxels then you're going to lose that detail.

>> No.806894

>>806884
unless i miss something, there are no ngons here, only a 5pole. These are fine - especially if placed on rather smooth areas

>> No.806898 [DELETED] 

>>806894
Well it's шт armpit area and looks blocky when Im animating my model. Wanna smooth that area and remove that 5pole vertex but can't figure out a proper topology

>> No.806900
File: 110 KB, 445x446, 2021-03-03_01.png [View same] [iqdb] [saucenao] [google] [report]
806900

>>806894
Well it's an armpit area and looks blocky when Im animating my model. Wanna smooth that area and remove that 5pole vertex but can't figure out a proper topology

>> No.806902

>>806900
If you don't plan on subdividing plan before animating then it might just be easiest to split it into a triangle. Tris are just kinda necessary at that low res.

>> No.806906
File: 169 KB, 686x615, 2021-03-03_02.png [View same] [iqdb] [saucenao] [google] [report]
806906

>>806902
Thanks, looks so much better now. Im kinda afraid of using triangles cuz most tutorials say to avoid them at all cost.

>> No.806907
File: 30 KB, 656x450, intersection.png [View same] [iqdb] [saucenao] [google] [report]
806907

>>803771
Not a noob, I just suck at this. What's the best way to make a new point/edge at the intersection of these two lines/planes? Because the way I did it was way too complicated and it's such a common task.

>>806906
You should merge those each of those two very small faces into an edge so you only have one big triangle. Triangles are a useful tool but they tell you not to use them because new artists always end up using them haphazardly like that.
Basically remember that triangles are a tool to make your topology cleaner. If they end up making it messy like that then you're using them wrong.

>> No.806908
File: 15 KB, 149x387, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]
806908

Is there a way to delete drives en masse? Everything I append has tons of this shit and it's annoying to delete every one just to see what's in there.

>> No.806909
File: 108 KB, 490x472, 2021-03-03_03.png [View same] [iqdb] [saucenao] [google] [report]
806909

>>806907
Well, tried one big triangle, doesn't look as smooth with some arm rotations. Better keep that triangle lower in a less flexible area.

>> No.806914

>>806893
>multiresolution modifier
Thank you. I found some videos on this workflow and it should work better for things like hands

>> No.806920
File: 81 KB, 587x554, 2021-03-03-1614728272_587x554_.png [View same] [iqdb] [saucenao] [google] [report]
806920

pablo kinda has enough

>> No.806923

>>805621
>just drop it
NO, FUCK YOU, YOU FUCK.
I'm actually glad Blender has the video editor and I actually fucking love it.
On my poorfag computer Blender starts up in literally 1 second and cutting some quick video is literally some drag&drop job with some clicks here and there too. The thing is like notepad for video editing.

>> No.806924

>>806920
the other pablo seems to be quite annoyed with the way the chat is on blender today lately too.

I think that's less of a blender community problem than a youtube problem as youtube streams are legitimately always 90% psychos but it is what it is.

>> No.806926

>>806924
No, it's actually what happens when you reach a certain popularity mark. It happens with literally everything, even and especially with this site too.

>> No.806927

>>806924
OH but apart from that it's also unprofessional of them anyways to not have regular mods in their stream chats. Over and over again he gets irritated by spammers, excuses himself for being distracted each time but instead of recruiting some mods out of the literal thousands of Blender community members he just keeps doing it alone.
I wonder when they will finally realize that they need some janny over there. It really gets annoying how they complain but do not act on it.

>> No.806928
File: 504 KB, 1034x830, sneeple.png [View same] [iqdb] [saucenao] [google] [report]
806928

What do you guys think about my snake girls? Using them in a zelda inspired game oWo;;

>> No.806929
File: 282 KB, 586x759, face.png [View same] [iqdb] [saucenao] [google] [report]
806929

>>806928

>> No.806934

>>806928
>>806929
They're not amazing, but they're passable. You might wanna try fine tuning some of the tris on the faces to see if you can get better shading.

>> No.806938
File: 398 KB, 1920x1080, ParticleStream.webm [View same] [iqdb] [saucenao] [google] [report]
806938

How do I generate an effect like webm related (sorry for shit tier quality) along an edge of any mesh?

I want to create some sort of "eye" consisting of points connected by particle-streams (doesn't have to be actual particles if it is avoidable). I tried to create a shader that does something like that and while I could get the "streams" I couldn't make the "particles" to stick to the streams.

>> No.806940
File: 380 KB, 702x479, ParticleSteamRef.png [View same] [iqdb] [saucenao] [google] [report]
806940

>>806938
Here are some reference images, a bit higher quality. I'll see if I can source some HD ones.

>> No.806944
File: 1.05 MB, 1894x1302, HDParticle.png [View same] [iqdb] [saucenao] [google] [report]
806944

>>806940
Captured some HD ones.

>> No.806945

>>803771
What did these niggers do to Blender Game Engine, absolute degeneracy

>> No.806946
File: 3.00 MB, 1618x1013, 1597714889882.png [View same] [iqdb] [saucenao] [google] [report]
806946

i am watching donut video

me like 2d art more

this hard

>> No.806950
File: 1.38 MB, 1587x892, ShitTierEye.png [View same] [iqdb] [saucenao] [google] [report]
806950

>>806938
>>806940
>>806944
Forgot to add: Doesn't need to be animated, and it doesn't need to be _this_ detailed, something that's close enough will do it. Here is what I managed to cook up by watching, reading and mixing tutorials but I don't like it.

>> No.806953

>>806946
>2d artist

stop now and pirate zbrush

>> No.806954
File: 67 KB, 633x758, index.jpg [View same] [iqdb] [saucenao] [google] [report]
806954

>ctrl-z
>brush changes

>> No.806956

>>806954
Ahem

>>806953

>> No.806960

>>806953
there is exactly a 0 percent chance of that happening

>> No.806963
File: 1.48 MB, 962x1024, 1614303788209.png [View same] [iqdb] [saucenao] [google] [report]
806963

>>806954
>ctrl-z
>weight paint disappears
>bone placement resets
>random modifiers are disabled
>turns edit mode
>1 vertex moved 6 hours ago changes its placement

>> No.806964

>>806963
why are you acting like edit>redo doesnt exist

>> No.806966

>>806954
I thought this was fixed already. Is it just brush settings that no longer revert on undo?

Either way, this is a widely known issue that will be resolved eventually.

>> No.806971

>>806964
Oh, that's the funniest part. It will just move the said vertex back.

>> No.806975
File: 46 KB, 460x460, 1605153875202.jpg [View same] [iqdb] [saucenao] [google] [report]
806975

>>806960
trying to help you not make the same mistake I did and think you don't need zbrush until you actually get good at sculpting and now suddenly you realise you need to swap and it's a pain in the arse.

Get zbrush in your system early because all roads (with sculpting) end up there, blender and zbrush are best friends. I render, retopo and UV in blender + GoB being really good means I barely have to touch zmodeler, I make my poly modeled bits in blender and punt them straight into zbrush in 1/2 a second.

>> No.806983

>>806844
try modeling first, then sculpt the approximated shape.

>> No.806984

>>806556
https://www.youtube.com/watch?v=kxWWBmIUxbc

>> No.806985

>>806217
I spat my cocoa puffs all over my screen kek!

>> No.806992
File: 1.09 MB, 1420x1040, Capture.png [View same] [iqdb] [saucenao] [google] [report]
806992

I just started using Blender and I'm not sure if the face texture is acting normal or I'm just missing something

>> No.806993
File: 325 KB, 506x961, 1CE55FCE-1616-4B1D-8D1A-57AE228810FD.jpg [View same] [iqdb] [saucenao] [google] [report]
806993

Made this in an hour for my friend. Am I going to make it?

>> No.806995

>>806993
Render it in EEVEE next time, and yes but don't get complacent.
"Only an hour", or "my first model", or "just as a sketch" or any other shit of that nature is just meaningless cope that does nothing to distract anyone from the obvious flaws and shortcomings in your piece.
Worse, you invite criticism from people in the know that might say "It took you an hour to do that? It shouldn't have taken you more than 20 minutes, just look at [these speedsculpt streams and youtube videos]"

>> No.807005

>>806975
Is there an easy way to copy blender's hotkeys to zbrush? I feel like even setting it up would get me days.

>> No.807006

>>807005
>get me days
take me days
I'm retarded.
I've seen some people sharing their UI's, but even mouse acts differently in Zbrush.

>> No.807007

>>807005
you don't want to, learn the new keys

>> No.807008

>>807007
With that being said do assign hotkeys for your favourite brushes, I have move on G and inflate on I just like blender then 1-5 on the numbers for other stuff

>> No.807009

>>807008
I see. Fuck, okay then, I always felt like I will have to do it anyway one day. Thanks for the heads up.

>> No.807023

>>806954
You must be using some ancient version

>> No.807029

Why is weight painting?

>> No.807031

>>807029
Because suffering.

>> No.807032

>>807031
They will pay

>> No.807033

Friendship ended with UVPACKMASTER 2 PRO
Now
UV PACKER
is my
best friend

https://www.youtube.com/watch?v=LHkrN4eGTOE

>> No.807040

>>807029
Another of those things that will be entirely solved by AI

>> No.807043

>>804944
Depends on what you want. Particle is more realistic, but useless for game dev since it has a high polycount. Polygons/hair cards have less polys, but they look less realistic

>> No.807050
File: 626 KB, 177x178, 146876871487.gif [View same] [iqdb] [saucenao] [google] [report]
807050

>>806920
He removed those two last posts.
Was he drunk?

>> No.807099
File: 90 KB, 826x1046, fucking blender.jpg [View same] [iqdb] [saucenao] [google] [report]
807099

>>803771
how do I stop this from happening while remeshing, without mindlessly pumping the resolution up by a lot?

>> No.807101
File: 118 KB, 720x481, UV-Packer_minimal_UV-space_waste-1.jpg [View same] [iqdb] [saucenao] [google] [report]
807101

>>807033
>free
alright what is the catch? To me, UVs always seemed too secondairy for the free stuff to cover it - right in contrast with the presence of paid addons

>> No.807102

>>807099
Spreading the fingers apart never came to mind?
Must be a pretty dull mind.

>> No.807104

>>803771
dumping some useful shit
https://drive.google.com/drive/folders/1M2V4QuNBHYFHwEgf6ExFZjFJa9QsAk7H?usp=sharing

>> No.807106

>>806992
>Where did you get this file and what did you do to it?

>> No.807109
File: 88 KB, 400x400, pepe cringed.png [View same] [iqdb] [saucenao] [google] [report]
807109

>>807102
I won't even take the time to articulate why you are a faggot.

>> No.807115
File: 50 KB, 680x296, 5000Internets.jpg [View same] [iqdb] [saucenao] [google] [report]
807115

>>807104
>https://drive.google.com/drive/folders/1M2V4QuNBHYFHwEgf6ExFZjFJa9QsAk7H?usp=sharing

Thanks, champ

I've been waiting for someone to give these internets to since 2006.

>> No.807116

>>807109
Honestly the real answer is 'don't use blender's remesh modifier'.

Use instantmeshes, or nut up and do it manually.

>> No.807122

>>806938
>>806940
>>806944
>>806950
Bump?

>> No.807123
File: 41 KB, 437x355, EvM8w8ZUcAEQ7TO.jpg [View same] [iqdb] [saucenao] [google] [report]
807123

>>807115
just giving back the good I received before

>> No.807125
File: 353 KB, 390x1122, 3d blendlet.png [View same] [iqdb] [saucenao] [google] [report]
807125

>>807116
Now I know why people trash on Blender

>> No.807132
File: 20 KB, 500x500, 1611444719406.png [View same] [iqdb] [saucenao] [google] [report]
807132

>>807125
To be fair, I said, 'blender's remesh modifier'. There are premium addons that you could use, but I was approaching the question from a purely free-to-use point of view.

>> No.807133

>>807132
I'm gonna look into that, thanks

>> No.807167

>>806844
You can also paint separate face sets on each finger and when you remesh the object check the box in the remesh options that makes the remesh take the face sets into account. The fingers should remain separate through the remesh.

It isn't perfect but it works well enough.

>> No.807171

>>807167
I'm thinking it would be better to remesh each finder individually and then bool everything together when I'm done adding detail

>> No.807182

>>806836
its mostly for artistic control. Want to make something scarry? Faster light falloff. Block off a corrdior using a light with negative strength

I wanted to make some kind of fantasy ion lamp on a staff which is blindingly bright but takes light away from the sourroundigns

>> No.807183
File: 54 KB, 361x365, 1592678052509.gif [View same] [iqdb] [saucenao] [google] [report]
807183

FUCK WHY DOES BLENDER NOT COME WITH THIS STANDARD

https://blendermarket.com/products/bpainter

>40 bucks

>> No.807185

>>807183
Because before that Blender needs another 9001 sculpting face set effects.

>> No.807186

>>807183
More functionality to maintain for the devs.

Even developers of professional "industry standard" packages like 3DS, Maya, XSI and LW fell into this trap in the past. Repeatedly. Companies bought what were originally popular 3rd party plugins and integrated them into their 3D package, never updating them again or quietly dropping them a few years later.

>> No.807189

>>807186
While this is true, the state of Blender's texturing feature is almost inexcusable. Texturing is a big fat cornerstone of 3D modeling and should have higher priority.

>> No.807190

>>807189
No, it doesn’t make sense when substance exists and is as cheap as it is. Focus on modeling performance and sculpting.

>> No.807200

>>807189
You can do some nifty stuff with node setups, but it's inefficient and unintuitive

>> No.807210

remesh vs dynotopo? I heard dynotopo is being deprecated

>> No.807225

How do I make the move/scale/rotate hotkeys bring up the widget instead of putting me in free movement mode or whatever it's called?

>> No.807228

>>807225
There are icons for each in the toolbar on the right side of the screen. Right-click on an icon and set the hotkey to g/r/s. You will have to do this in both object mode and edit mode and possibly in other editors for the same effect.

>> No.807232
File: 1.03 MB, 680x551, gondolasquat.gif [View same] [iqdb] [saucenao] [google] [report]
807232

>>807210
dyntopo is horrendously slow, when working in blender sculpt I would always remesh to get the rough stuff (up to the degree where I could retopo it) then shrinkwrap the retopo with multires to finish up the last 25%

If you like dyntopo though you're gonna love this

https://youtu.be/HPec30MdG7Q?t=184

You can use the dyntopo equivalent smoothly on meshes with like 100 million quads as of the last update

>>807189
they should absolutely fix up some of the frequent complaints (like being unable to do pixel art well in it, with blender's lovely palette features and general workflow it'd be a great program to do it) but no DCC has good texture painting built into it my dude. Maya doesn't, 3dsmax doesn't, modo doesn't. They all suck and it's fine. Blender's is actually quite good in comparison because the brushes are quite nice.

I know you probably haven't used either but the gap between blender and substance painter or 3dcoat is literally too far to bridge, the open nature of the nodes means that systems where you could paint across multiple channels (like height, colour, roughness etc.) would be prohibitively complex while fastened down software makes it a breeze. Bite the bullet and pirate some my dude.

the texturing stuff blender should actually spend time to improve is all related to UV.

>> No.807254

where the hell do I find the Deformation settings for the smooth brush? I feel like a brainlet but can't find it under tool menu

>> No.807261

Seriously tho, does no one ever weight paint in Blender? Shit fucking sucks dicks, you can't even ERASE it without adjusting the slider first. I like blender but this humiliating.

>> No.807274

>>807232
>the gap between blender and substance painter or 3dcoat is literally too far to bridge
>Bite the bullet and pirate some my dude.
lol i pirated substance painter yesterday and it immediately has huge technical issues with my wacom. apparently they now require windows ink to be on for tablet support and it's an absolute shitshow. distracting graphics appear under the cursor, dragging anything lags for a second every time, the whole window loses focus when i press two modifier keys at once. zero issues like that with blender, zbrush etc but substance is a nightmare. should i pirate a version from before they used windows ink or do people actually work like this?

>> No.807286

>>807274
Dunno works fine for me

>> No.807290

>>807286
it's not just me because their forums are full of complaints about it and they promised to reenable the old non-retarded tablet api - except that was a year ago and they still haven't done it. say what you will about blender but the "professional" software you're expected to pay hundreds of dollars per year for can be just as much of a shambles.

>> No.807294

>>807033
Okay, I tried it right now and I'm getting MUCH better results with packmaster. UV Packer leaves a ton of empty space. Are there any settings I need to tweak? I'm actually kinda disappointed, but whatever, since I have packmaster as well.

>> No.807295

>>807294
No, sorry, I actually didn't even notice anon shared all the plugins already. Thought it would be a good alternative to people without packmaster. Thanks for checking it out tho, I was curious myself!

>> No.807296

>>807294
Update - even if I check high quality option I get worse results. On top of that, for some reason packing efficiency is different every time I click "Pack". About 5% difference every time, sometimes better, sometimes worse. I don't want to play a fucking lottery and keep clicking until I finally go from 75% to 79% wtf.

>> No.807297

>>807295
It is a good alternative for sure, though. Still much better than Blender's shitty default packer. Still, I'm talking about a small percentage difference between the packmaster and UV packer, which matters, but ultimately UV packer is a great free option.

>> No.807310

>>807261
https://www.youtube.com/watch?v=aPz0QpfwJCk
this made weight painting way less annoying for me

>> No.807317
File: 74 KB, 679x548, 322495B8-DBF5-49DE-A4C8-714F836D6986.jpg [View same] [iqdb] [saucenao] [google] [report]
807317

hi guys, i started using blender some months ago, i'm quite used to the interface and functionalities in general and i want to start character modelling. is there any good tutorial somewhere?

>> No.807336

>>803771
I just downloaded blender a while ago. I'm pretty lost on how to go about the software.
how do i get started without being overwhelmed?

>> No.807337

>>807336
Blender gurus donut tutorial is a decent way to start, shows you the ropes a bit. Its the most common tutorial for beginners in blender

>> No.807344
File: 206 KB, 745x650, HELP.png [View same] [iqdb] [saucenao] [google] [report]
807344

PLEASE SOMEONE HELP ME FOR THE LOVE OF GOD. I'M LEARNING TO RETOPO AND ITS SUCH A PAIN IN THE ASS. HOW THE FUCK DO I RETOPO FINGERS??????

>> No.807349

i'm literally just starting out with a Grant Abbitt tutorial in the next window and it's all so weird I'm going to cry.

>> No.807352

I want to unwrap a torus into a rectangular uv map. Follow active quads doesn't do this well unless i do a bunch of extra annoying steps. Why cant i just tag a seam as needing to be straight for an unwrap?

>> No.807354

>>807344
>all those unevenly spaced edge loops running along the wrist

Forget the fingers, you fucked up long ago.

http://wiki.polycount.com/wiki/Limb_Topology

Check out these possibilities.

>> No.807356

>>807352
Have you tried straightening it with TexTools?

>> No.807357

>>807352
>Follow active quads doesn't do this well unless i do a bunch of extra annoying steps.

Are you really too lazy to make one single quad into a perfect square? I timed myself, it took me 5 seconds.

>> No.807359

wait, is octane for blender really free?

>> No.807360
File: 837 KB, 498x380, 0DBD9C8C-B575-4A52-86DF-02FEFBF55277.gif [View same] [iqdb] [saucenao] [google] [report]
807360

>>807104

>> No.807361

>>807359
Yes, you can only use 1 GPU I think and you need to be connected to their server all the time, but otherwise it is completely free, yes.

>> No.807362

>>807361
i'm a hobbyist so that works for me.
i'm used to being a filthy pirate, but this might make me move over to blender for shading (and maybe even modelling)

>> No.807363

>>806568
A correction driver, google has plenty of resources on it.

>> No.807373

> R Z 90
> R Z -90
>literally always rotates in the opposite direction I want
REEEEEEEEEEEEEEEE

>> No.807375
File: 1.46 MB, 480x270, ezgif-6-1384844b04fb.gif [View same] [iqdb] [saucenao] [google] [report]
807375

Spent some time today working on a hair rig I could pair with a normal skeleton, took awhile to get the bands to play nice with the hair. Also getting everything to collide with the body as to not clip through her ass. Working on making similar rigs for the cloth that don't require the cloth sim (for performance and exporting to godot). Not very experienced with animation in blender so I'd love some criticism.

>> No.807380

I can make boxes now! and cylinders

>> No.807383

>>807352
UV squares add-on

>> No.807386

>>807373
try
R Z 90
R Z 90-

>> No.807387

>>807375
check if it spazes out at high speeds or different angles
show setup

>> No.807400

>>807375
The hair is basically a cloth sim, consisting of 4 vertex. Each vertex has an associated empty that acts as a target for some armatures, and the armatures act as the deform for the head tentacles. All of this is child to an empty for the head, which is parented to the head on the main rig. I'll see if I can get a render for speed, for some reason my computer doesn't like screen capture videos, but there are some dampening setting with the cloth sim that keep it from whiplashing.

>> No.807401
File: 457 KB, 1920x1080, Hair rig.png [View same] [iqdb] [saucenao] [google] [report]
807401

>>807400
Aaaaand forgot pic...

>> No.807403

>>807401
hair moves most at the tips.
unless this breaks the setup giving it more movement and articulation towards the tips should make it look more fluid.

>> No.807406
File: 751 KB, 1920x1030, uvhelp.png [View same] [iqdb] [saucenao] [google] [report]
807406

Ummm, anons. Complete novice here, I know nothing about this program, but this model I imported into blender gots a weird UV. I want to move the part circled in red to the right but doing so with G makes the rest of the UV (spike thingies) get warped for some reason. How do avoid this?

>> No.807407
File: 646 KB, 1920x1035, uvhelp2.png [View same] [iqdb] [saucenao] [google] [report]
807407

>>807406
This is what I mean.

>> No.807410

>>807406
>>807407
it's because you have proportional editing turned on. it's the blue dot in the menu under the texture.

>> No.807413
File: 1.87 MB, 1920x1080, 03-04-21_5-18-39 PM.png [View same] [iqdb] [saucenao] [google] [report]
807413

>>807410
Thanks, anon. You've saved my life. I wanna learn this program at some point but for the moment I'm just using it to port Source models to other games.

>> No.807415

>>806995
What is the advantage to rendering in EEVEE? I'm new and I thought it was just for people with shit GPUs or something.

>> No.807417

>>807415
No, eevee is a realtime engine, cycles is not. If you working with games you need to be using a realtime engine. Seriously, go read up on the documentation, if you don't even know what you need from blender for your own projects no one will be able to help you.

>> No.807418

>>807417
Oh thanks. Yeah I'm not working on game assets so that's probably why I haven't heard anyone go into that aspect yet.

>> No.807423
File: 495 KB, 670x485, Capture.png [View same] [iqdb] [saucenao] [google] [report]
807423

>>807337
this donut stuff is hard

>> No.807425

How long will it take to learn blender, make character models and started doing 3D animations?

>> No.807428

>>807425
Whats your IQ?

>> No.807429

>>807425
About a year or two

>> No.807430

>>807428
average.

>> No.807438

>>807423
You went balls out on a couple steps like the lumps and drips but it'll at least turn out interesting looking. Go through it all again when you're done. It'll help you retain more of the info. Also just fuck around too so you don't get burned out.

>> No.807442

are there daily exercises I can be doing to improve my skills / knowledge of blender between projects?

>> No.807444

>>807430
study anatomy, specifically skeletal and muscular

>> No.807448

>>807428
145 on a good day

>> No.807459
File: 97 KB, 427x171, 2021-03-05-1614934302_427x171_.png [View same] [iqdb] [saucenao] [google] [report]
807459

here we fucking go

>> No.807491

i want to generate normal maps for godot in blender. does anyone have a node setup for the compositor that converts it? i know i need to invert the green channel and shift and multiply all colors, but it just wont work and the one article on it i can find is using blender 2.79 and its not working for me.

>> No.807494
File: 602 KB, 1098x764, 3d mfw.png [View same] [iqdb] [saucenao] [google] [report]
807494

>>807444
What would have you suggested if someone had 140?

>> No.807542

>>803797
>[which laws should exist to prevent}
cringe and fedpilled

>> No.807573

Why neither Blender or Paint.net has a simple airbrush?
I just need to paint some freckles, I don't want to download Photoshop for shit like this

>> No.807578

>>807573
Install Krita

>> No.807584

>>807578
Already downloaded Gimp but still don't know how to do it

>> No.807611
File: 75 KB, 374x581, airbrush.png [View same] [iqdb] [saucenao] [google] [report]
807611

>>807573
Blender has an airbrush feature you dummy.
Gimp does too, it's between the eraser and the ink tool.

>> No.807626

>>807611
But it doesn't spray dots, it just makes brush paint when holding in place.

>> No.807638

>>807584
Gimp is a piece of shit, especially for painting.

>> No.807640

>>807626
Turn up the jitter setting. It's partially hidden behind the dropdown in my screenshot.

>> No.807644

>>807459
Is that some reverse shilling?

>> No.807654

>>807640
I see, I expected an effect inside of paint area and used big size brush.
Still, it works a bit weirdly and sloooooow.

>> No.807663

>>803771
any recommended books for blender or 3d modeling/animation in general?

>> No.807668

>>807403
Yeah unfortunately I'm already running into some lag with the physics and skeleton being in one place, and too many more segments really start to bog down my computer. Its easy enough to extend, but at least while just getting animations set up, it slows everything else down more than I like. However I can switch it out for a higher resolution version for final renders.

>> No.807684

>>807654
You can turn up the rate to a value greater than 1.

>> No.807691

>>807406
UVs out of the bounds normally repeat, but that looks to be mirrored by the bounds, I don't know how to select the bounds as the pivot point but create a plane go to UV edit, select the leff vertex or line shift+s cursor to selected, then go back to your model select the face, s to scale, x for axis, -1, it should basically flip it around the cursor placing just the face back to where it should be, I don't think that face is entirely symmetrical, so if it's still off select the face, set cursor to selected and then s to, x for axis, scale -1, should mirror it, then you may need to nudget it slightly.

>> No.807692

Anyone know python enough to debug an addon? I'd be willing to pay.

>> No.807697

>>807663
You don't need books for learning 3D. Start with Grant Abbitt or Blender Guru, then go from there. Arrimus3D for subd modeling as well.

>> No.807712

How long did it take you to consistently create and maintain good topology?

>> No.807715
File: 33 KB, 800x600, Wacom-CTL-472_Foto0g.jpg [View same] [iqdb] [saucenao] [google] [report]
807715

Is it possible to use Blender with one of these instead of a mouse? I mean, not just to sculpt but all the other stuff too, in a functional and practical way. I installed Blender and realized my mouse has shit resolution/precision. Someone told me some time ago that a mouse is preferred, but I don't know if that's a matter of taste or if it really is that much inadvisable (akin to use a mouse to draw in photoshop). Thanks.

>> No.807717

>>807715
I don't use Blender, but I have a tablet and use it practically everywhere. Takes a bit getting used to, but then the mouse feels clunky most of the time.

My tablet is medium by the way, a smaller one would probably be a bit annoying to use because of its scale to the monitor. Even with a medium tablet it's slightly difficult to keep the pointer steady; that's basically the only reason I reach for the mouse every once and then, when that's actually necessary. Also, my tablet has a scroll wheel, which also saves from having to use the mouse as much.

>> No.807722

>>807717
Yeah, I do mostly 2D art and I also ended up using the tablet for everything else. Though as I was advised to use a mouse for Blender, I tried that and found the performance to be really clunky and underwhelming. But I don't know if it's just my shitty cheap mouse.
I think I'll try to make a Wacom custom profile for Blender and if the tablet + pencil is really that much counter-intuitive, then I'll go for a higher end mouse.

>> No.807734

>>807584
INSTALL KRITA I SAID
FUCKING AUTOCORRECT CHANGED "KRITA" INTO "JESUS"
YOU THINK THIS IS A COINCIDENCE, ANON? OF COURSE NOT
FUCK GIMP
INSTALL BLESSED KRITA

>> No.807736

>>807734
Could also just pirate photoshop

>> No.807742

>>807715
Heavypoly blender is tablet optimised

>> No.807775

>>807742
>Heavypoly blender
Cool, thanks.

>> No.807780

>>807715
Yes, I use it with Blender as well. Not always, but I do when my hands get tired from all the mouse clicking. Damn this career.

Anyway, yeah, works great with Blender.

>> No.807783

Good morning. Have your ingested your caffeine? Maybe some Adderall? Are you even on Blender yet?

>> No.807784

>>807783
Took a break because covid fever hit. Waiting for the anti inflam to kick in so I can go back.

>> No.807787

>>807784
Absolute king. Hope you feel better and make great progress today.

>> No.807789

New to blender
Should I use blender shortcuts or industry standard shortcuts?

>> No.807791

>>807789
I would start with defaults since that's what most tutorials are going to be using/referencing. You can change things to the way you like them as you go.

>> No.807793
File: 1.97 MB, 1980x1552, Screenshot (65).png [View same] [iqdb] [saucenao] [google] [report]
807793

I'm trying to make this custom rig, but it gets pretty busy in some areas (visually). Is there anything I can do to ease that?

>> No.807798

>>807793
My first thought would be to separate your bones into layers. I usually use 2 layers, one for poses and another for fine details. Though you could separate your limbs from your cloths, and your face from your head.

>> No.807801

>>807793
I forget how to do it, but there is a way to make groups/layers of bones to hide the ones that aren't relevant.

>> No.807807

>>803771
can blender used to make all of a video game's assets?

>> No.807808

>>807801
>>807798
Layers are just what I needed! Thanks.

>> No.807809

>>807807
If you're making video game assets, I'm almost positive that external software will be needed like photoshop and things like that, especially for textures and grading.

>> No.807810

>>807807
Yes.

The higher the production value, the more you'd benefit from Maya, but Blender is absolutely sufficient to get the job done.

>> No.807812
File: 91 KB, 1732x1445, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]
807812

>>803771

after i extrude vertices, selecting extrude vertices only transforms edges on the extrusion; completely doesnt affect the other edge?

why is this? makes extruding useless.

>> No.807822
File: 50 KB, 501x602, Mask Select.jpg [View same] [iqdb] [saucenao] [google] [report]
807822

So if I select the face that's active in the pic it selects the "mask" but if I alt select any other face within that mask it will select a vertical row. Why is that and is this an issue?

>> No.807829

>>807822
Alt select selects edge loops/rings. You can influence the direction by clicking closer to one edge or the other.
Edge flow and topology is an important topic in 3d modeling, this isn't a bug it's just the nature of the medium.

>> No.807832

>>807829
Thank you. I figured it was a dumb question but I couldn't figure out why there was inconsistency in my selections for awhile now.

>> No.807864

>>807812

just started over and it didnt happen again. no idea what i did

>> No.808046
File: 1.07 MB, 1604x1394, Untitled.png [View same] [iqdb] [saucenao] [google] [report]
808046

>>807423
update.
progress is going swell.

>> No.808055
File: 115 KB, 711x821, unknown.png [View same] [iqdb] [saucenao] [google] [report]
808055

>>808046
well this is as far as i got.

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