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File: blender.jpg (29 KB, 512x512)
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Questions about blender.

>inb4 watch a tutorial.
>>
good thread op
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I have fought with my mom constantly and I keep bringing up how I'm adopted. I say this because after years of work in therapy and the fact that I'm not her blood, I have been objectively trying to figure out what is wrong with me. And all of her mannerisms and quirks, same as dad, has become who I am.
>>
>>545076
if you press space, it brings up a search field you can use for all of blender's tools
>>
I'm a really smart guy. But I didn't learn the same way as normal people, normal people don't even know how to teach a kid that's smart as shit. They thought I was slow because I hated all their stupid worksheets and long solutions to simple math but I seemed really smart, so they put me in advanced classes. I ate that shit up like manna from heaven. And then I breezed through my normal schoolwork as well because I felt like they acknowledged my intelligence by giving me harder more interesting problems. Some kids just fall out of love with school, get bored and don't pay attention. Like literally to the point that I had a teacher that was so stupid I mentally blurred out pretty much everything she said with "bla, bla, bla..." This woman told me in third grade I was ignorant to have accidentally written 4 - 12 on the board(during a speed exercise, I was doing 5 simple problems during a set timeframe) because "everyone knows in subtraction the big number goes on top." Whole class chuckling at me a little. I say how is that true, what about negative numbers? 4 -12 is -8!!!! She says "there's no such thing as negative numbers".... I shit you not. Class laughs at me, haha Chris thinks there's "negative numbers" whatever that means haha!
>>
watch a tutorial you sTUPID KEK
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>>545090
like how drunk are you?
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I'm want to learn renderman and got this ship, but when I made a render, it had this weird shadows in it. I think it's got something to do with the normals but I've already made a recalculation and nothing changed. Also, I made a test in Cycles and it was perfectly fine.
What is this? Also should I learn Renderman? I got all hyped up when I saw Starwars but man, is it confusing.
>>
So I tried to bake a cake in blender but my CPU doesn't heat up past 60 degrees, how long will the baking take?
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>>545150
>Falling for the renderman meme
Just use Renderplus X to render your models, much better than any other rendering software.
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this-this is the end. i'm about to die.
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>>545204
this hurts to look at....
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>>545194
>Renderman
>Meme
Maybe for you because you can't understand it.
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>>545150
Look if the texture node you're using is pxrtexture and not pxrptexture. Pxrptexture is for if you are using Ptex only.
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>>545204
Context? I'm not even sure what you are trying to do.
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>>545204
> was building a room. what you're looking at is the back of a stair case which is slightly off of a 90 degree angle- throwing off my loop connection it was only then I noticed.

has anybody fucked up this bad developing a triple a game? would they just hide the mistake lol, cause you know, deadlines.
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>>545236
S, Shift + Z, 0
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>>545236
Happens all the time, yeah. Saw the case the other day of misaligned walls causing z-fighting, and rather than take the time to correct the walls the guy had just put a potted plant in front of the glitch.
>>
>>545066
Why does everybody that uses this software suck so much? I cant put my finger on it but everything done in blender and unity has this look that makes everything disgusting.

It reeks of pleb even though im sure the tools are allright.
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>>545354
>everybody that uses this software
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>>545354
its a gateaway to 3d and its 200mb with no subscription/registration.
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>>545354
For the same reason people think CGI in movies is bad, you only recognize the bad stuff. As evidenced by that pancake thread.
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>>545354
because everyone has access to those tools. For 3ds max, theres the commitment of having to pay for the thing. You get less users who are more skilled in other software. In blender, there is a lot of content, but most of it is shit for this reason.
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>>545354
but they don't. ugh this is clearly harassment.
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>>545412
this desu senpai
>>
Can I really compete or at least work alongside Zbrush sculptors with blender? I don't have the autismbux for a Zbrush license. They say that the artist not the tools that make the amazing looking art but realistically how far behind is Blender's sculpting tech compared to Zbrushs?

I want to make stuff like pic related in 3D
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>>545283
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>>545436
you gonna need a strong cpu either way, and lots of ram.
zbrush is better optimized for sculpting. but i guess if you practice and watch vids, why not.
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>>545150
>Also should I learn Renderman?

Only if you're going to work for a studio that uses Renderman
>>
>>545414
>paying for any autodesk software.
>>
I want to do a fluid sim but start it 6 minutes into my project. Baking always starts from frame 1 so how do I get results without waiting for hours potentially several times while I perfect the results?
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>>545436
For stylized stuff, maybe. For realistic stuff, most probably not
>>
What are some good, darker, and maintained Blender themes? I Google and I get 2012, 2013, and plain weird themes with poor readability, not about leaning back to read some fucking numbers.
>>
I know that people who are doing this since forever can probably replicate everything they did in Max with Blender, learn techniques not tools blahblah, but are there be a certain situation in blender, when you just tell yourself, "I wish I had Max for this"?
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>>545482
there's still a pay barrier you autist. Do you think just as many people would use blender if it cost money?
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>>545491

Why not make your own theme? Just noodled with all the doodles til it looks like you want

Also there is literally a branch of Blender called "Dark Blender" that you might like

>>545495
The only thing Max has going for it in that regard is modifiers, and if you want to non-destructively model with modifiers you should probably give Houdini a try
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>>545491
Amerath, Adobe Cc dark, North.
Don't know about maintaining, but they work and i use them occasionally.
>>
>>545629
>The only thing Max has going for it in that regard is modifiers, and if you want to non-destructively model with modifiers you should probably give Houdini a try
Elaborate please. I suspected that ton of modifiers in Max are rudiments from early 2000 era and which are useless nowadays, but does blender have vital stuff like taper, bend etc? What is so special that Houdini does in that regard?
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>>545217
Not even using a texture, only a PSurface Bxdf, I'm trying to show how the normals make weird shadows
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Not a question but a request. This has been driving me to the brink of insanity. Someone fix the weight painting so everything moves normally. I have been working on this model for a month everyday and couldn't get it to work. It just explodes when put into UE4.
If you move the bones in blender some vertices stick in place and no matter what I do there's always something that moves incorrectly. I've weight painted it from scratch like 10 times and it just doesn't want to work correctly.
https://a.uguu.se/nhxKxwic0s4o_0.50partsjoined-sashseparated-excessduplicatesremoved-allothershitremoved.blend
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>>545742
Vertices stick in place because no bones on the armature have any influence on them. You can paint all you want but anything under the surface will be hard to get to. What you can do is select sections of the model or the vertices that are sticking and apply them to bones in the vertex group panel. This can also give you detail on what parts of the model are affected by what bone.

Alternatively, have you tried to apply the armature with automatic weights?
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>>545746
Yes ive tried automatic weights. It doesnt do everything correctly, if it works at all because there is often a heat error.

If i want to assign those vertices to bones manually how do you propose i separate the unassigned verticies from the other vertices? Its easy if i go to weight paint mode and move the model so these vertices are stretched out, but once i go back to edit mode these stretched vertices are snap back into the model. I think.
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>>545670
Houdini is node-based and truly non-destructive.
You can build complex models with nodes and every node stays procedural and changeable.
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>>545748
If your mesh was modeled correctly, you wouldn't be getting heat errors. Try selecting everything in edit mode and go Specials menu > Remove doubles. I got rid of 741 vertices that would have been causing you trouble. Try automatic weights again.
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>>545750
Ive tried all of the basic solutions on google for this. Removing doubles multiple times. It doesnt change the error. Tried copy pasting the model into a new project, also no go. Tried setting mirror mode to on or off, setting certain filters to on that some people have reported working.

I even tried cutting the mesh in half and mirroring it to make it symmetrical because that might also hace caused problems. If i start over from an old version of the project i can do the automatic weights but it still has this problem.

Also i didnt make the model myself. I customized it in an illusion porn game and plan to use it as a placeholder and make adjustments to it later.
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>>545082
Fucking hearty kek.
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>>545629
>>545656
Thanks
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>>545751
i think the problem is in blender fbx exporter.
have you tried exporting to unity? blender and unity are more compatible with each other
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>>545794
I think I am a step further in understanding weight painting. What I used to do was just move the bones until I find vertices that stay in place even if the rest of the body is 2 meters away, and then weight paint them. What I'm trying now is instead of weight painting them I try and find the group that makes them light up in a color, and then remove it if it doesn't make sense.

I believe it was due to mulitple groups pulling on the same vertices, when their parent bone was moved.

If that doesn't work i'll try your suggestion. problem is I don't use unity and I've had lots of problems with it. I want to stick to UE4 definitely. Maybe export to unity format and then convert to UE4?
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>>545795
fbx is the standard for animations. there are other formats however and you should try them.
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>>545749
I see
>>
I want to upgrade form my 660GTX and wanted to go Radeon so I looked at the RX280
I do a lot of video editing in blender (because free and open and Linux) and wanted to know if I can also use a Radeon GPU for GPU-based rendering in blender? Because a weird, greasy fairy once whispered me that only nVidia is supported so far.
>>
Any good blender tutorials for total 3d noob? I already learned most basic things.

>>545993
Cycles supports Radeons older that 7000 series.
>tfw have 6850
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>>545996
Doesn't that have something to do with that "CUDA" thing, tho?
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>>545997
cycles is supposed to support opencl too. I havent tried radeon cards in a long time but I've heard they're a bit slower than nvidia cards with cuda
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>>545998
If it where just "a bit" AMD wouldn't send one dev fulltime for the next year to fix that problem in cycles.
Rendering on Radeon is slow, and will stay slower than Nvidia for a while.
On top of that Nvidia Cards outperform AMD cards on OpenCL too.

AMDs own renderer "Pro"-render running on their "pro" GPU is slow and ugly compared to what Redshift running on Nvidia/Cuda can do.

>>545993
I own a 660GTX too, i will stick with the GPU until prices drop a little. And then i will get an new Nvidia card and i would suggest you do the same. If you want to do GPU rendering there is simply NO reason besides fanatic brand loyalty to go with an Radeon.

Nvidia = fast, CUDA and OpenCL
AMD = slower, OpenCL
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>>545993

Dude this isnt gaming. For professional stuff you need an nvidia quadro. You can find old quadro 6000 or better for cheap on ebay, these things dont break.
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>>546009
I dunno if you read that, but I'm literally just doing video editing. not "professional" 3d Modelling and animation stuff.
I just want to get out of "1,5 frames rendered per second"-valley and also upgrade for gaming a bit.
But neither /v/ nor /g/ are any help so I cam here.
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>>546009
>quadro 6000
get the fuck out
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>>546082

if the quadro 6000 isn't good enough for you, get the M6000
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Like in the image, how would I take a triangle fan like on the left that's been edgesplit, and then scale the faces so that the inner vertices spread open? For a perfect circle I'd just make another circle and snap the vertices, but for triangle fans that aren't in perfect circles I have no method worked out.
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>>546258
This might be a bit unorthodox, but you could use booleans to cut out a hole in the middle, separate your quads, and merge each of their two inner verts to average?
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>>546259
Yeah that works well enough. Good idea, thanks.
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>>546258
vertex bevel - checker deselect - scale down
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>>546264
or with modifiers like that.
just take 1 triangle piece
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>>545090
I had the same ish fucking problem, I was helping my little brother on some math homework and it was like 4-12 and I said that's negative 8. He said no that's wrong. I can't fucking stand the way these teachers teach kids. "it's just basic math" no it's fucking nigger shit you cunt
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I'm a smalltime content creator that uses Blender for Video-editing because it's flexible powerful, free and available on linux.
Now I decided to ditch GIMP to create my explanatory graphics. I tried working with Synfig for a while, but I never got it to interact well with Blender.
So I decided to my stuff in Blender instead.
So now I need to leanr the basics of 3D animation with Blender. i dont need no fancy lighting, mapping, texture, compositing, ladeeladeelaaa!
Just how to create simple objects like pic related and graphs in 3D and make them move around and change colour and size and shit.
Is there a tutorial that bypasses most artistic stuff and gets to the raw basics of just that?
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>>546525
yeahi recommend borncg channel
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>>545066
Is there any absolute beginner tutorial series that ISN'T a video.

The blender website has video tutorials,
google leads to video tutorials,
Any of the tutorials in the stickied post that is more relevant for blender are video tutorials.

So should I just bite the bullet or does anyone know a good text based tutorial.
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>>545354
It is free so more people use it, that is the reason. Anyone can pick up blender and try to learn it. Most people never get through the basics.

The people willing to spend the money to purchase the other software are usually dedicated enough to learn it. Or are already knowledgeable about modeling and may have gotten a copy at work or school.

Pirates withstanding.
>>
>>546585
http://gryllus.net/Blender/3D.html

I'm just starting, and this seems pretty good. Skip all the videos and use the PDF tutorials. I would like to know more text resources as well, I hate trying to keep up with autists.
>>
Is there any way to animate the crease value on a model's edges. I'm making a model transform and in one form he needs some sharp creases on his face and in the other form they need to be completely smooth.
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>>546585
Blender noob to pro. Its a book on wikibooks. I used it to learn blender 11years ago though so i don't know how much it's been updated
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>>546585
yea read the manual under the

>Help

Tab
>>
anyone know how to avoid or fix diagonal lines?

Right now I've been exporting my uvmaps into photoshop and playing around with the layer style options, painting textures etc..

my diagonal lines are really really bad, anyone know a good solution!? :)

>inb4 sarcasm
>inb4 smartass comment
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>>546733
is that in the texture or on the geometry itself. Cus that's a common thing in geometry if your topology isn't lined up properly with your edges.
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>>546736
it's the geometry.

when I added a subdivision surface, it distorted that area awkwardly, the geometry is a little cross connected. I see what you're saying now. thanks.

i'll just have to keep that in mind next time.
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>>546607
you can animate everything just hit I(i) when youre over the setting to add a keyframe
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Whew do i find blender tutorials that focus more on techniques and what various tools do rather then press x?

There is no way I am remembering anything without context or a reason, just asking
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>>546780
Blender Guru's tutorials are usually focused on making stuff.
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>>546780
>There is no way I am remembering anything without context or a reason, just asking

You've got to keep doing the 'paint by numbers' tutorials, eventually you'll understand what things do and why and you'll be able to "improvise".
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>>546802
This

Ive done bits of tutorials and gone back to my own projects in between to use the stuff I learned, you'd be amazed how much you are picking up as you go along
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>>546258
1: create cylinder
2: get triangle circle
3: regular extrude outer edge
4: individual extrude the ring of faces and delete the inner triangles
5: delete the top ring of faces
6: 'alt-m' > center each edge (i figured however you do this you'll be merging points and this felt the most satisfying)
7: select all tip vertices and position accordingly using 's' to scale the width height.
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how would one go about achieving this in blender? I have a project that calls for something similar to this
>>
where can i go to learn how to make human models?
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>>546974
Just use Makehuman.
>>
What's your typical IK setup and process for a human? I can look up tutorials all day but I'd like to know what people that do more than mumble into YouTube use.
>>
does blender have default human models to build off from?
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>>547007
No, but you can find plenty of base meshes (assuming you want one for sculpting), or could use MakeHuman.
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>>547007
Makehuman is dogshit, same with Manuel lab. Only good options are Daz3d or honey select
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>>545066
I found this 3D model and decided to make a walk cycle animation.
I don't get what's wrong with the hat, why is it vibrating like that?

Also, can someone give me feedback on the walk cycle animation?
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>>547013
did you enable physics?
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>>547014
The clothes are using cloth simulation
Do you mean the rigid body world thing?
No I didn't create one.
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>>547015
there is no collision in your scene? make sure all modifiers for physics are disabled.
how is the realtime animation tho?
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>>547017
I actually fixed it by enabling rigid body world
Thanks.
>>547017
>realtime
You mean like, real time rendering?
with the game engine or what
never tried that
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>>547018
nah i meant when you run the animation in the viewport without rendering.
anyways good work for figuring that out.
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>>547019
the head wasn't bobbing when I did that
Anyway here's the final version quickly rendered with OpenGL
>>
Is there a way to separate all disconnected meshes into separate objects?
Let's say I have an object made of many meshes that are not actually connected, they are geometrically independent but part of the same object.
Is there a way to separate them all into different objects, without doing it one by one?
>>
>>547027
Mouse over the mesh, press L to select all connected vertices, then 'P' to separate by selection.
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>>547031
Thanks, but I already knew that.
I have LOTS of separate parts (it's a brick wall and I want each brick to be its own object) so I wanted a way to do it automatically, not one by one.
Thankfully I found it anyway thanks to your suggestion as I noticed that when I press P it gives me the "by loose parts option"
I tried it and it's what I wanted!
Thank you
>>
>>546585
http://www.loop.la/descargas/librosanim/blender/The%20Wow%20Factor%20Book.pdf

This is for compositing, but I really think it is helpful. It has a ton of pictures and is easy to follow.
>>
>>547050
*The Mediocrity Factor
>>
I downloaded a .blend file with a character in it and I want to export it to UE4.
To avoid having to do the animations myself I wanted to retarget the animations (walking, running) from the default UE4 mannequin.
The problem is that because of differences in the skeletons between the UE4 mannequin and the character the animations are all messed up.
Should I try importing the UE4 skeleton into blender and somehow re-rig it to my character?
Is this the best choice?
>>
>>545066
I have a blender question, why is doing even the simplest thing in blender so fucking invisible and hidden?
>>
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u uvunwrapped my mesh, I have here selected 2 faces that are same in length, look how scaled down(wrong) it is in my uvmap, why does this happen?
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>>547280
I mean scaled up* ok basically it's just fucked up. what i'm trying to day.
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>>547280
it chooses the scale randomly
go to object-apply-rotation and scale and use UV project.
but learn using seams its mandatory
>>
>>547280
Yes, the object scale is fucked up. It should be 1 on all three axes, or at least it should be the same number.

Ctrl+A --> Apply scale.

>>547283 is right, you should learn to use seams and proper unwraping. UV project can be handy sometimes, but usually it's too limited.
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>>547283
>>547288
OKAY. thnx senpai. I managed to solve it.
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>>547013
it's just afraid
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I'm trying to accomplish tangent shading through nodes in Internal (Potato Laptop) and I'm coming across a few problems. Google just shows me shit about normal maps and Cycles, and some stuff that was probably closer to what I needed was like a scientific paper with a 90s Geocities aesthetic that manages to repel my body and mind.

So my current idea stems from combining UV and Normal with a cross product node and from there it's senseless shenanigans with gradients and dots. I know that for a really simple diffuse shader it's just the vector of the light and the normals cross product so at some point I need to inject the light vector and my nodes are just a big mess and it's getting to the point where it feels like I'm trying to force myself to study in college again.

I could probably use tangent shading on a new material and pipe that in as a source but I want to learn how to do this with nodes.

Any ideas?
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>>547320
have you tried to set normal map to none color data? and hook it to normal outputs of your shaders
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>>547320
Think I got it with cross product of UV and normals, and then cross product of that with light angle, and then a black white black gradient. I just need to uv unwrap this to follow the flow of hair.

>>547323
I'm using the normal output of a material if that's what you mean?
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How do I rig hair like this?
Ignore the dancing girl.
>>
>>547329
with armatures in blender
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>>547330
And animate it manually? Seems like a lot of work.
>>
>>547331
"Animation is nothing but work". Thats a quote from the Animators Survival Kit. Do you not own it?
>>
>>547331
You could maybe parent a few paths / beziers to the head, have them trail down like hair, have the hair bones track the paths, and then enable soft body physics for those paths.

Perhaps just using http://cheece.github.io/JiggleArmature/ would work well enough.
>>
What is the best way to learn 3D for someone who can barely computer, but has experience with 2D art and building shit in meatspace?

There's load of tutorials but I'm not exactly sure what will actually allow me to "get it", and futzing around in a couple programs made me want to kill myself from how unintuitive the tools and jargon and everything is.

Blender seems like the most useful and complete free one but it's still a pile of fuck in my brain and makes no sense.

>The simple asshole I am assumed it was all just sticking polygons and polyhedrons together then deforming and/or erasing bits.
>>
>>547334
Blender is literally the worst program. Use industry standards like Modo
>>
>>547334
>The simple asshole I am assumed it was all just sticking polygons and polyhedrons together then deforming and/or erasing bits.
You can do that though. Make a base out of simple shapes, join them, remesh them, on to sculpt.
>>
>>547334
keep modeling and watching tutorials,worked for me

at the core 3d modeling is very easy. just keep going
>>
>>547337
u fucking retarded?
>>
>>546973
I've never messed around too heavily with blender with respects to blueprinting, but maybe you can achieve this with a mix of texture maps that render the white of one image as the fire texture and apply/add it over the original texture.

Dunno to be quite honest. Bump for you.
>>
If I bake a simulation, does it bake all physics in the scene at once? Like if I have multiple soft bodies and a fluid sim.
>>
>>547334
>>The simple asshole I am assumed it was all just sticking polygons and polyhedrons together then deforming and/or erasing bits.

That's called Sculpting. You can sculpt with Blender but I'd recommend Zbrush

Poly modeling is like building a matchstick house
>>
>>547334
I've recently picked up modelling all together.
Really knowing your modelling app layout, functionalities, and knowing how to navigate through it helps tremendously in actually using the tool.

The approach I took was like sketching on paper. I made 3d doodles on objects. Learnt how to manipulate the shapes. Gleamed into the structure of the program's layout and gauged its potential to achieve my desired results.

DESU just mess around with it. You'll understand it all over time. Don't kid yourself, 3d modelling is a grind.
>>
>>545066
What are the best blender tutorials for creating beautiful waifus from scratch with references?
>>
>>547449
that tutorial where you sit for 3 hours a day modeling crap until you git gud
>>
>>547449
noose and neck is a pre good tut.
>>
>>547449
>>547450

This. Do a tutorial, but before you do another, make some shit applying the techniques from the tutorial.
>>
>>547461
>>547450
I'm making a game, and if I could choose I'd start with making simple objects for my game and leave the more complex stuff until late in development when I've gotten better, but since i'm working in UE4 making a player character first is sort of a requirement for adding animations and triggers are bound to animations .

But you can't really make a model, and then switch it around later because of the skeleton being different and this messes up animations.
>>
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One of the first things i did in blender, is there any method that can speed up the modeling process?
Dont want to fuck it up but i feel there could be a way to work faster rather than adding every face individually. Also how hard willl it be to export the model with its rig and textures to UE4 once its finished?
>>
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I had to do this character in 3D but I suck at sculpt
I need help
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>>547571
nooo. wrong place! shewww! shew!

google my friend.
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hey lads, I'm trying to blitz my way into Blender for some minor editing, but am having trouble with importing an object file
wanting the RIGHT, but I end up with the left, where the outliner seems to have a bunch of different "objects"/meshes under 1 scene instead of like the right with 1 "object"/mesh and all the materials underneath it
(left separated all the materials into its own object/category for whatever reason)

Not sure how to converge them all into one mesh (if they are indeed separate meshes and that's one each seperate object with the triangle icon next to 'em means) as the Ctrl+J doesn't seem to work, or maybe I just don't know how to select all of them together...
something wrong with the .mtl file (with all the material definitions) I got with my obj. file?
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>>547588
what happened is that the guy who made the model had different materials for each object and then when he wanted to join all objects together the materials got joined too. the materials themselves are still assigned correctly but you just have to guess which one they used. worse case scenario just delete all unnecessary materials from each objects
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>>547589
Thanks, I get it now.
Also realized I could easily append (Shift+F1) from another .blend file and take any missing materials, just had to convert away from .obj.
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>>547476
I'm essentially doing what you want to do. It's a good way to start off if you're going in fresh, but it is a very limiting approach. You'll end up making more mistakes because you forgot to apply a step in your modelling process. I agree with (>547461) do some homework involving the use of what you've learned thus far.
I'm not quite sure what you mean by
>the skeleton being different and this messes up animations
If you made the animations from scratch then all you need to do is build a mesh, attach it to that skeleton in a modelling app, import asset, then use UE4's animation retargeting.
https://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/

The docs have an *unreal* wealth of information and ideas if you'd give it a read.
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>>547595
>If you made the animations from scratch
>then use UE4's animation retargeting.
If you made them from scratch then why retarget UE4's?
I want to know because I am manually animating my character (walk, run etc) since retargeting gave me bad results and attaching the UE4 skeleton to this character is too much work.
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Is there a way to somehow make anti-aliased samples with microdisplacement? I'm using really high res textures and every place where there's big height differences, the terrain looks like jagged piece of shit. Is the only way to downsample the texture manually beforehand?
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>>547517
There are plenty of ways to model. One is to sculpt and retopo, one is like this https://www.youtube.com/watch?v=BTwxaoykh-E

Blender supports most of them.
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>>547624
Haven't used microdisplacement before, but you can resize / blur textures elsewhere with the filter size option under image sampling. Hope that exists for microdisplacement.
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>>547601
Well I assumed you were trying to create a character model for an existing skeleton asset. Apologies for my stupidity.
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>>547642
I am not the guy you were talking to though
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>>547643
Oh. Then I'm all kinds of confused now.
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What is the work flow for an animated model? mine is like this

>model the body
>add hair
>add eyes
>use Solidify and Shrinkwrap for clothes
>Parent Body to clothes
>attach Human Meta Rig

so now when I move a bone the body parts work propertly but the clothes are going ape shit. I attached the rig by automated Weights.
How can I make them move them correct with the specific limp. is there an easy way?

also:

best way to do facial animations? [spoiler]that work in unity[/spoiler]
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is it normal for blender to really drop in performance when animating/edit mode a high poly mesh (>600k faces) ? my rig has 32gb ram/gtx 1060/I5 6600
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>>547688
Absolutely. That's way too fucking high goddamn
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>>547687
maybe copy the weights of the limbs to the clothes? idk but regular parenting should work as long as you don't have any modifiers on
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>>547687
Select body, shift select clothes, go to weight paint and in the toolbar, click transfer weights.
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which modifier do you prefer? subdivision surface or multiresolution?
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>>547724
subd because i can manipulate the wire of the new mesh
multires because it saves ur subd levels and you can unwrap the model before you sculpt it
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>>547691
600k is too high?

i get 350fps with 4+ million
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>>547753
anything in the user preferences that can solve the issue?
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>>547688
same here. this gets me to 10 fps
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does anyone know how to prevent these deformations when animating?
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>>547687
>best way to do facial animations? [spoiler]that work in unity[/spoiler]
shape keys 4 expressions and this 4 talking things
https://www.assetstore.unity3d.com/en/#!/content/18746
works with audio files no video
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>>547760
600k verts in edit mode will lag on any computer. Why do you need this? Model completely unusable.
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>>547764
it's called rigging....
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Any way to rotate the direction of tangent shading in Internal without altering the UVs? Got a lot of geometry in this hair and I'm going to be doing this several times over in the future.
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Is there any way I can turn the "scale" parameter of the mapping node into a node input? So I can change it independently from the actual node?

I'm making a material group and I'm trying to get certain aspects that I change often as adjustable parameters.

The last thing I need to add to the group input, is the scale section of the Mapping node. I'd just like to change the number once instead of 6 times.

I'm sorry if that doesn't really make a lot of sense. It's hard to explain, and hard to google.
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Why is nobody mention CGCookie? Is their tutorials any good?
https://cgcookie.com/courses/?fwp_division=blender
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>>547894
they are paid
but yeah they are good
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>>547895
21$ per month is not that much isn't it? Also cgpeers.
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>>545066
I have a really really weird issue.
There's this character model I didn't make which I animated.
Now there's some modifiers applied to various meshes (solidify, cloth, subsurf etc, but they don't work.
What I mean is they don't seem to do what they should and if I change the settings in them nothing happens. If I add a new modifier, it works the way it should
what the fuck is this
did they get "frozen" somehow
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>>547916
Check to see if they are visible in the 3D view by clicking the eyeball button in the modifier window.
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>>547936
Yeah thanks, that was the problem
although I had already fixed it.
But thank you anyway.
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>>547786

Basically you make your own custom Mapping node.

http://blender.stackexchange.com/questions/58426/use-another-node-to-control-vector-mapping

http://blender.stackexchange.com/questions/40770/possible-to-control-a-driver-from-a-group-node-input-slider/40829#40829

It sucks to have to do that, but at the same time you end up with a ton more freedom (for example being able to use degrees instead of radians) and you only need to do it once to setup a node group you can use forever (be sure to click the little F on your custom Material to ensure it never gets 'cleaned up' by Blender).
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Which would save more time animating 3d rigging or 2d drawing
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I've got a problem with baking. my baked object looks nothing like my render when I go into real time, material mode. it's supposed to look like the render.

anybody know how to get this solved?
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>>548059
You might be baking the lighting onto it as well? I'm not sure.
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>>548059
> material mode. it's supposed to look like the render.

not at all dummy, it dosen't.
material mode calculates color and normal but not light
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When i add object to model by Ctrl+J command new object don`t pose with model.
How fix that? Thank you.
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>>548087
The part you added to the model hasn't been weight painted to the armature.
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>>548082
i'm just trying to make game ready models, they look like low quality turds compared to the renders.
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>>548092
that's because you don't know how game models are rendered.
game engines are physically based which means all assets are affected by light, in combination with different elements like normal and roughness maps they have certain qualities that are rendered in the game engine.
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>>548093
does material mode display what the object would look like rendered in game engine?
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>>548093
can u please go into more detail. i'm really into this and seriously investing time so I can learn and get better.
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>>548096
no. unfortunately blender viewport does not support PBR but rumors has it that it would be in the next version of blender.

>>548100
rendering things offline (not real time) always looks better because the render can dedicate more samples into processing your image. with proper AA filtering as well.
rendering objects realtime is possible and you may get good results depending on the artist and the level of detail baked into each object. if you want to know more ask me about it on the discord
https://discord.gg/sm92htz
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>>548102
thanks man.
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>>548096
>does material mode display what the object would look like rendered in game engine?

No, but anything you bake you can guarantee to look a certain way by virtue of the fact that Blender has essentially just created a detailed texture for you.

Rendering in real time (for a game engine) is a complex mathematical simulation and the computer tries to make that as fast as possible by cheating, so the more detail you can bake into your Normal Maps, Diffuse, AO, Emission, etc the less work you make for the real time rendering engine (i.e. Unreal) because you're essentially "solving" those calculations ahead of time, which also means less is left to chance.
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>>548119

I, of course, only found this link AFTER I posted but check out this overly complicated method for approximating a UE4 viewport in Blender:

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




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