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File: Blender 2.78.jpg (208 KB, 540x304)
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“Ask and it will be given to you; seek and you will find; knock and the door will be opened to you. For everyone who asks receives; the one who seeks finds; and to the one who knocks, the door will be opened
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Thanks for the heads up. Pretty hyped up for 2.78.
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Amen, Brother
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>That Archimesh update
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welp, I guess I know what to play with this week
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>>534673
What's new?

Only thing I heard about was the curve thing.
It's cool, but that can't be the only thing.
>>
>>534699
I guess Alembic support is the big thing. Plus one of my ideas got in (the search bar)
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>>534673
>tfw switched over to maya 2017 for school
>tfw have to learn a new workflow and give up blender
I'm going to miss you blender
>>
>>534727
It's pretty easy to use Maya style navigation in Blender.
>>
Still looks like shit.

Still would rather use Maya / Modo / Anything else
>>
>>534754
Sketchfab? :^)
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>>534673
Grease Pencil has improved so much.
>>
>>534699
https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.78
>>
Are there any examples of good one man animations with Blender?
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>>534778
blender have several open source movies. isn't that enough?
>>
>>534780
Those are usually made by pretty big teams. I'm a big traditional art and animation buff, but recently find the workload a tad to tedious. I've heard some people who got into CG have similar stories to mine, but I'm interested if doing short animations in Blender alone or with another person would be just as much work, or if I could even deliver anything worth while quality wise.
>>
>>534781
blender started as an animation suite. all the stuff that it has today is things that came after it.

for 200mb (more or less) you get alot of software and it can run on toasters.
one thing i will say tho, it will be harder for you to find corporate jobs with blender, but if you are good/solid no one will eventually care.
second thing you should know, blender is not great when it comes to big scenes. depending on your computer of course.
if you are worried about that you can always export your work in .fbx which is usually seamless with autodesk and game engines.
blender is started to get gain momentum with commercials making since the render engine is relatively fast

https://www.youtube.com/watch?v=fC4KqedgvJQ
>>
>>534782
cont.

there are comparisons of maya and blender online that state the pros and cons, you should look it up
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>>534782
Thanks for the help, I definitely will. Also, it looks like only about 3 people worked on that one, so that at least shows me the program can deliver with small teams.
>>
>Next release
>huge overhauls everywhere
>2020 minimum guaranteed

>also devs clearly never talk to artists
>>
>>534787

There has been a lot of things that the primary devs haven't been able to do because of the relatively rapid release cycle Blender's been using the last few years. That's why there's a list of huge overhauls that have built up over time.

There's a small handful of really good programmers on the Blender team. I'm looking forward to seeing what they can do when they have more then three months to work on something before feature freeze.
>>
>>534781
Thre's some guy animating Touhou boss battles in Blender, pretty sure he works alone, forgot the name though.
>>
It can be done lads.

I'm building ehem... ( a furry hentai series. ) ... Around 32 episodes long 30 minutes each roughly. I'm one person. I wrote the scripts, story. Draw the story-boards ( was stick figures learned to draw ) ... I am doing it all with Blender, sound with other software. The only things I have problems with is making music ( I never learned to play music in any form. ) & voice acting. I am one person after all.

As for the issue of large scenes. It is rough, but I recently got a new PC made by origin pc with dual xeons and a workstation nvidia gpu. Suddenly, everything is vastly smoother, faster who knew right?

So now... I'm rendering ep4. Last 3 took me months to render everything each.

Can be done. I'm doing it all for free, as I don't need money. And think its worth my time.

I switched from it being a hentai with humans as traditional and moved to furries before finishing up now rendering.

I'm not saying anything else. As some groups of furries wanted me to prove I was doing more than a short animation. I showed them a 15 second clip from episode 1 and they accused me of having not created anything else.

Funny... considering there's no other 3D furry artist making a 3D sex series they whine so much for. I just might get behind the patreon train and charge buttloads for them to get loads.

Cheers. Blender is great, I enjoy maya too.
>>
Would there be any downside to approaching my models like this?
https://m.youtube.com/watch?v=tZnUgt659oI

I've just finished a series of videos on building models the more mechanical way, but the sculpting method seems more my style, especially seeing as I can put my Cintiq to use.
>>534835
That's good to hear, if you have any example of your quality it would be neat to see. Still, that's definitely encouraging.
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>>534835

If you don't need money, you should be using a Blender render farm through Amazon cloud.
Now, I haven't used it myself, but everything I've read about it says it's great; there's a really huge thread on blenderartists for the free add-on.
I'm sure it's a little complicated to get going but if it's going to save you months of render time alone, then it's well worth it

Anyway, good luck; wish I had the talent to get all those furrybux (please don't fall into the swirling creativity devouring depths of MLP porn).
>>
>>534977
>>534867

Don't take offense anon 534867 but I've chosen to keep it all off the web, I'm sure someone saved the clip but well if they post, that's up to them. ( I am sure people will be better off not being shown something, then it takes me perhaps another 2+ years to deliver the final product... I'm not sesmic I'd rather leave it as you'll see. )

Thanks, anon 534977... ( I have zero interest at all in pony shit, I hate ponies they make furries look bad enough and frankly, most furries seem nice and they take a lot of shit. My only nice thing I'd say outside of the few who made me consider milking them. )

I'm looking at a rendering farm now but not amazon, might need to take a look. It really is a pain. I regret, not trying to get voice acting done before making all the facial animations and chatting. I basically used my own face to guess how the lips/cheeks etc should move and I am meticulously correcting things, or have corrected animations to smooth it all out. Its quiet hard and more time consuming than all else I've done by far.

Clothing is pretty complex too. Cause the "furry" characters wear various clothing. I took the build models with different bodies, but some clothing is put on cause characters rip or remove them.

Example scene: A female character is in a one piece suit with a front zipper, and another male character unzips her zipper, he breast are large ( not stupid large ) and they bounce and reaction to his hands and being 'let out' those proved to be much more rougher than I thought too. Cause clipping and such, but it came down to either hand animating it ( most of the time ) less stiff but longer and or using the right calculations ( mostly guess to minimize the work load but might have barely noticeable clipping that only someone watching frame by frame might notice. ) Guess inn time I'll see.
>>
>>535004

And for the record, I do enjoy using Maya. I'm tempted to use it more often than blender but I learned blender first and feel its worth using not only cause I like it better. But, its an example that even if you can't afford one 3D program, software of whatever it is you want to use. Doesn't mean you can't create on another software that's cheaper or even free. Its all about willingness more than the tools.

You can have the best pencils, pens, wacom, PC set-up organization skills. But those things don't make you practice and get better. Its like obsessing on the things, rather than on your dreams.

Thanks anon from 2003, it helped me.
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>>534673
Wake me up when we get new viewport that properly supports transparent materials/textures.
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>>535078
Blender isn't sketchup, why would you even need a transparent material in the 3D viewport anyway?

Does max, Maya, or any other 3D software support viewport transparent materials?
>>
>>535167
when I used cinema4d in 2002 it had some weird dithering going on on transparent things but at least it worked
>>
>>534787
At the least the 2.0 series was a INSANE overhaul, in everything.
If 3.0 is the same, it would be amazing.
>>
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I'm two days in working with blender and sculpting, really loving it so far.

Are there any videos that are good for gitting gud at sculpting as well as pointing out the things to avoid that make models look novice?
>>
>>535167
Not the person you responded to, and it probably depends on your psychology, workflow, and technique, but transparency has a wide variety of uses beyond just aesthetics and not being able to preview it can be a pain. The simplest example would be stuff like alpha trees and hair.

At the very least I'd like more intuitive, freely manipulable ways of controlling drawing order. At present it seems to rely on object parenting, which is an issue in itself, and god knows what else.
>>
>>534754
>not being pure skill and app-agnostic

you are trash at 3d
>>
>>535257
Do 100 fast models. Limit yourself to 1h or 30 minutes per sculpt.
Do whatever you like to keep your motivation high.
Start simple. Do some rocks or so. (You can never have enough rocks).
Maybe some mountains, some trees....
And before you know it you have some assets you can play with as background for your more complex models.
Keep at it for a month or 2 and you'll see yourself become better.
>>
>>535270
I'm guessing I keep these assets in themed blender files... so like, I'll have a bunch of rocks in one, trees in another, and figures in the last, right? Is there anything else I need to know about quick sculpts or building resources?
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>>534778
There's a few but most of them look like shit because creating something serious is a lot of work for one person.

>>534824
MinusT, this guy is pretty crazy
https://www.youtube.com/watch?v=G98Pn4JLDR8
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>>535279
watch how artists work in twitch tv/creative
it will help you form techniques. but even in other programs all sculpting will still apply
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>>535280
Damn that's some serious shit.
Pretty awesome camera work. Rather than those shitty camera orbits and stuff you usually see in other 3d. He did well in getting a lot of those shots that seem like they would only work in anime.

I'd love to see some Fate: Stay/Night battles from him. That shit would be awesome.
>>
>>535320
Cosmos Laundromat, if you havent seen it.
https://www.youtube.com/watch?v=Y-rmzh0PI3c
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>>535324
Wish they'd do some animations that are little closer to realism on the spectrum.

It's not like cartoony shit is the only thing Blender can do; Gleb Alexandrov has done tons of high fantasy stuff and realistic stuff without resorting to a cartoony style
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>>535331
>Wish they'd do some animations that are little closer to realism on the spectrum.
Tears of Steel?
>>
>>535324
I've already seen that.

I'm not really sure what that has to do with my previous statement though.
I guess about the camera work.

I was really just comparing the shots to how amateurs usually go about camera movement. Instead of pans/dollies/cuts, they just move the camera all over the place and orbit around shit.
Usually it's a hard thing for people to grasp. But the dude handled it well in a way that seemed natural.
>>
>>535279
Reference and even more reference.
Train your eyes as well.
Learn how to look into it deeply, try not only to understand the forms but also the function. (if there is any).
You do not study sculpting, you study life and then you sculpt it.
>>
Hold the fuck on, I don't care what the fuck they added.

DID THEY FIX THE UI?
>>
>>535382
Did you learn the UI?
>>
>>535382
Nope. 2.8 is the expected version with the first kinds of UI overhauls.
>>
>>535382

If you want something that works like Maya, use Maya. No one will give a shit.

I don't understand why so many people have difficulty with this concept.
>>
Is this the release with that PBR render mode or w/e?
>>
>>536026

No. It's a point release.

Don't expect any huge changes in the 2.7 series. They'll be developing larger features during the 2.8 cycle, but releases will be further apart to allow devs to focus on the larger changes.
>>
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What is the best way to model or sculpt hair in blender, especially for animation?
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>>534673

i can't wait until someone makes a good Blender.

Some day 3D work will be so intuitive that anyone can do it. Blender is that artificial gateway that's keeping autists from monopolizing the market.
>>
>>536172
or rather, allows them to monopolize the market.
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>>536172
blender is already good, the problem is that roughly 1% of anyone who uses it can do something decent.
and often it involves a studio that can put in alot of work into a single portfolio piece.
another reason for that is that only 10% of the tutorials aim at advanced users. most of the stuff you find online is to get started with blender.

luckily there are sources to git gud with blender but they are all paid, and mostly by example
>>
>>536171
one step at a time.
first make a good bust
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>>536177
I suppose that just comes with more practice and reference?
>>
>>536176
>blender is already good

Blender is an insular program that creates good content if you're willing to climb an uphill battle to learn a non-intuitive UI.

But most free things are terrible to learn so I'm not surprised.
>>
>>536178
nope, that's just a meme
you need to improve your control of tool, and not only the technique
i suggest you watch/take a comperhensive course on sculpting in blender.
it might look like a really simple tool at first, but there are plenty of options that will speed up your work and really will make your work better.

>>536179
>if you're willing to climb an uphill battle to learn a non-intuitive UI.
the UI is not a problem after a while

once you learn the order of menus, and how menu's are displayed. and the searchbar, . you have full control of blender.
its simple really, you have object menu,mesh menu (to edit mesh) on the right you have everything categorized like object data and textures like you would in max
>>
>>536180
Nah, I probably don't want to get that deep into it. I'm just trying out different stuff for a creative outlet. I've only been at this for a couple weeks... If it requires that much maybe I'll move onto actual sculpting and stop motion for a bit and see how I like that.
>>
>>536179
Honestly the UI isn't as bad as you people keep on about.

It took the same amount of time to learn the UI for blender as any other new program maybe a day or so to get comfortable with it. If you really have trouble grasping it after a sit down or two then you might have a problem.
Granted there's a lot of shit in shortcuts, but all of those are in the sidebars as well.
People say there's the search function, but honestly I've never even bothered to use that. Maybe once every so often for something stupid like random transforms.

The learning curve for the UI isn't as steep as people say, honestly. The real curve is getting good, and that's roughly the same in any 3d program. The shit comes down to technique and artistic thinking.
>>
>>536189
>>536180
the UI is terrible. >>535078

no amount of shilling can contradict the evidence in everyone's face. There is no clear workflow for a total newbie to just step into the program. It's all abbreviated and the tabs are miniaturized abortions.

Like I said, this is normal with free programs. Linux programs in general are an eye-sore.

If someone actually paid people to create something like Blender, it would look a lot better and probably inspire a lot more newbies to start 3D on their own.
>>
>>536192
fuck the newbies :^)

I already know how to work the program.
>>
>>536199
>I already know how to work the program.

Good for you. Some of us don't have the mentality of child abusers, though.
>>
>>536192
>There is no clear workflow for a total newbie to just step into the program.
There never is.
There is no easy road, no magic buttons, no shortcuts, nobody who takes your hand gently and leads you to knowledge and understanding.
>If someone actually paid people to create something like Blender, it would look a lot better and probably inspire a lot more newbies to start 3D on their own.
Dude, how dense are you? There is Max, Maya, Modo, Cinema4d and even Lightwave, how much more programs do you need to get inspired to start 3D?
The UI is not the problem, your mentality is.
You want to do 3D then start doing it instead of yapping about inspiration and shit.
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>>535078
I'm afraid you don't know how to use blender cuz
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>>536205
This.
i started blender when i the first times of messing with it, i couldn't even model anything or even manipulate the default cube. let alone customize the interface.
after grinding tutorials and modeling shitty things. i can say that i have complete control of blender. i can solve most common issues with ease
>>
>>534764
Yet still no symmetry in greace pencil
>>
>>534727
I feel you bro. Had to this last year. Maya is nice, but I still love Blender more.
>>
>>536318
I personally don't really need symmetry. But ye.
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>>536318
I think the guy who made the improvements of the Grease Pencil goes by the name Pepeland on Youtube and Vimeo.
Find him ( i would do it but i have stuff to do), and ask politely.
>>536301
In Yoda's voice: "If an 3D artist you want to be, through the valley of suck you must go."
>>536336
Love is limitless, i started to fall in love with 3DCoat, Clarisse, Houdini, Mari and Nuke. All this year, but there is still space for more.
Only time is limited.
>>
>>536192
There is quite literally nothing intuitive about the UI for any 3D program. They are all massive with tons of shit in them and intimidating. All of them. Stop confusing something being good with you being familiar with it.
>>
>>537021
Sure, but when the vast majority of 3D applications have a very similar layout while blender just does its own, completely opposite thing, you must understand why it's considered worse than the rest
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>>537032
blender have the same layout as very other program. only that not using keyboard shortcuts can seriously gimp you because the button layout for the mesh editing is all over the place
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>>537032
I have a 5 button mouse. I customized every 3d program to use these two additional buttons to pan and rotate. Its nice that every program (except Blender) uses "Alt" for Camera mode, but how about no "Alt" at all.
>b-b-but muh industry standard...
>>
>>537032
>when the vast majority of 3D programs do it one way
I don't know about most other programs, but 3DS and Maya are owned by the same company, so there's one reason why they look similar.
>>
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Judge not the tool, but he/she who wields the tool.
>>
I thought people on this board using Blender was a meme?
>>
>>539800
Hating Blender is the meme, newfriend.
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>>541469
But hating Blender-fanboys is no meme, if you ever meet one, it is inevitable.
>>
>>534673
I've got a building with windows that I created by subdividing a cube a vew times. I was wondering how to unwrap the window faces all on one image layed on top of each other so I don't have to drag and size each face in image editor.
>>
>>541469
hating blenderp is a meme is a meme
>>
>>542621
Do you english, my friend?
>>
>>542667
I'm sorry, I was under the impression that I was in /3/ not /lit/. In English: which method can be used to unwrap a group of faces without the need to align said faces to an image?
>>
>>536296
how
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>>535167
>Does max, Maya, or any other 3D software support viewport transparent materials?

yes
>>
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>>534778
https://www.youtube.com/watch?v=Os-yP9oHP3U

feel free to tear this apart, but I shat this out in a semester of college doing everything except filming completely on my own. I used a skype friend's render farm too for a few shots. It's not 100% animated, of course, but there's at least two shots here that I'm proud of.
>>
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>>537032
> vast majority have similar layouts
> literally just two have similar layouts
> Both are products from the same company that has a staggeringly fat monopoly over the industries
>>
>>536171
Are you modeling a Hiroshima survivor?
>>
>>537021
>There is quite literally nothing intuitive about the UI for any 3D program. They are all massive with tons of shit in them and intimidating. All of them. Stop confusing something being good with you being familiar with it.
Blender UI is a huge mess, I can switch between most other 3d programs fairly easily. Usually if I can't find a feature it only takes me a minute going through the UI. Blender typically involves 10 minutes searching through google because it has no UI element, requires certain keyboard commands and is named something different to most other programs.

UI is the main thing holding back blender use.
>>
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So I've decided to drop Cinema 4D and go with Blender. I learned modeling basics and some theory and C4D, but it's just not tailored to a game-asset workflow (something I didn't really know when I started modeling a few years ago). You can't even paint true vertex colors.

Cactus Dan dying was the final push; he really brought up C4D rigging to professional level. Maxon seems to cater to Motion Graphics (which is fine), but it looks like I'll be doing game assets for the most part.

I'm fucking pumped. Got the new car smell right now. Any newbie quick tips you wanna throw at me? I already made pic related my new desktop background.
>>
>>542886
Little graphics aren't going to help you remember shortcuts.

Actually using them in a project will.
Something like that will help if you need a quick glance, but don't get caught up on theory rather than practice.
>>
>>542842
yeah, no, try zbrush
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>>542886
i been using blender for almost two years now.

all you have to remember is the modeling shortcuts when in edit mode. everything else do with buttons.
when modeling you need the speed and the convenience of shortcuts, for modifiers and materials its best you click with buttons.

can't find something? press space for searchbar or the menu above the timeline has everything you need in menu's
>>
>>542886
I made the jump from C4d to Blender in January.
I still use C4d for rendering, but i model 80% in Blender and i was surprised how long it took for me to adapt to the non-industrial standard and that "terrible" UI. I guess it took me 6 weeks to felt comfy.
Use it every day and you'll get these shortcuts into your head pretty fast.
>>
Blender provides the most power at the highest value. Comparatively, it's competitors are overpriced pieces of shit.
>>
>>543068
>the most power at the highest value
well, technically, if you divide by zero you do get infinity




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