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Some very handy add-ons for Blender.
AssetGen; Generates game assets from your high poly..model.https://blenderartists.org/forum/showthread.php?445545-Addon-AssetGen-Create-a-game-asset-in-a-single-click
Modeling Cloth; Pretty much says it all: https://blenderartists.org/forum/showthread.php?443989-Modeling-CLoth
Manuel Bastioni Lab, turns Blender in a laboratory for 3d humanoids creation.: https://blenderartists.org/forum/showthread.php?391401-Addon-Manuel-Bastioni-Lab-turns-Blender-in-a-laboratory-for-3d-humanoids-creation
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>>612087
Thanks for sharing!
Import OSM; Import Open Street Map data (.osm) into blender for quickly modeling cities.
https://drive.google.com/file/d/0B19GBkMpIGvuYmxkUUlCSEVkdHc/view

Open Street Maps:
https://bestofosm.org/

Open street maps has road and building data (including height data for many cities). I use it a lot for generating accurate city models in a few minutes.
>>
TexTools 1.1.0
http://renderhjs.net/textools/blender/
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>>612087
>laboratory for 3d humanoids creation
WE already have MakeHuman.
>>
Better psk importer because the default one is Garbage https://github.com/Befzz/blender3d_import_psk_psa
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>>612186
Yes. I know about Makehuman too but haven't taken a look for yonks. Was still under development last time l used it.
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>>612186
Manuel Bastioni worked on Makehuman before he branched with his own addon for Blender.
http://www.manuelbastioni.com/guide_main_differences_from_makeHuman.php
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Why is everything made in Blender so out of proportions, cheap and nasty looking and generally grotesque?
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>>612228
That's less on Blender and more on the artist, anon.

Surprised you can't tell the difference between artist and tool.
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>>612236
Alas, you took the bait.
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>>612263
Bait or not, it's still a true statement.

As bad as Blender is, it doesn't matter what program you use- If you're shit, your art will turn out shit.
>>
I just bought HardOps.
It's fun workflow, but it's hard to use it on things that aren't extremely square.
It also makes Blender crash almost as much as Maya.

This thing (free) has also been useful to me, allowing me to create and export vector fields to UE4 for particle flow manipulation:
https://github.com/isathar/Blender_UE4_VectorFieldEditor
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>>612633
>It's fun workflow
Jesus, my brain just short circuited or something.
Meant to say that the workflow is fun, in the way that it allows you to be creative while working with hard surface stuff (which I usually feel need to be planned out before you start working when you're using other methods).
The garbage topology makes its uses limited, though.
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>>612186
the Manuel Bastioni addon works directly in blender you dont have to bother importing anything from 3rd parties and its much easier to change and edit things
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>>612633
>>612635
Speaking of HardOps, does anyone know any good tutorials on how to use it on more curvy stuff?
Also, can you bake the edited normals? That way I could make a clean retopo and still keep all the good shapes with sharp edges. As is, it seems a bit limited, although the rendering seems to be very nice despite all the ngons and trash.
>>
let me ask you something about blender addons, after applying modifiers can people that look through your .blend or .fbx files see what addons you've used to create the model?
lets say i were to torrent speedsculpts or hardops and use it to make something, does it show anywhere ive used those tools and not just the standard blender package? i mean at the end of the day most addons are just simplified shortcuts that speedup the workflow so do they leave any footprint?
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>>613196
Short answer: no.*

But since all add-ons for Blender are licensed under GPL, using “pirated” versions is completely legal. (With the caveat that GPL covers code, and not other assets, such as texture/environment maps, meshes, etc., that may come with an add-on, and be subject to further restrictions.)

*Long answer: There is no footprint in an exported OBJ file. There might be in a .blend file. Not sure about .FBX; I’m inclined towards saying that there is no footprint.

However, some people familiar enough with whatever tools you use may find indicial evidence (not proof, though) that you used them. For example, consider ManuelBastioni add-on: even if you export to OBJ, someone might compare your topology with the one typically produced by the add-on, and conclude that you probably used it.

IANAL. In case of doubt, Better Call Saul™.
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Does anyone have a link for the Rock Essentials?
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>>613196
You dumbo really should read through GPL and understand the fucking thing.
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>>613290
Don’t be naïve, a pirate doesn’t read licenses.
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MiraTools
https://blenderartists.org/forum/showthread.php?366107-MiraTools&highlight=mifth
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Mechanical Blender
Blender customized for mechanical and architects use. CAD.
http://www.mechanicalblender.org/
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>>613792
Is that even usable? It says there are no official builds, and the last test file is from early 2017.
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>>613267
Here's The Grass Essentials:
https://mega.nz/#F!pQERgBAb!dOPazKVHIv8K_dUydbxIAQ
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>>613792
>fork of Blender
Boy howdy, another probably-dead project. I wonder what kind of things they put into it to justify a fork and not just a plugin.
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>>612087
My brain is too small, I can't seem to get AssetGen working correctly. I'm just copying the tutorial to see if it works but I keep getting traceback errors on four different lines of code? I imported the zip file into blender and saved settings. Can't seem to get anything to generate.
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Addons and plugins is cheating.
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>>613994
Next you'll be saying that VFX companies can't have their customized pipelines because "it's cheating". Bare in mind that the Maya a company like ILM or Pixar would use are not the default versions of the program, so I guess that's cheating too.
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>>613994
Eventually, one of those add-ons will become part of Blender’s master branch. It has happened already in the past, and shall happen again.
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>>614005
>>614002
How do you even fall for bait this fucking obvious?
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>>614042
There’s “falling for the bait” and then there’s “feeding the troll”. You know, for teh lulz.
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>>613196
Are you worried the hardops guy is going to come after you? Besides the fact that he's a t/3/apot, his girlfriend would get really mad at him if he wasted even more time by going after penniless third worlders on a cantonese macaroni crafting board
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>>612087
LOOP TOOLS(Just for the circle commande wich allow you to turn anithing with >6 vertexes to a perfect circle wich is better than that fucking to sphere command)..You can find the loop tools in the addons browser just click ctrl+u to bring up the window
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Anyone has hard ops and box cutter for share?
I'd like to give it a try before I commit to it.
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>>614278
You know those are GPL licensed, right?
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>>614191
but muh freelance careeer
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>>614294
Well yes. But that does not get me past the "buy button", does it?
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>>614314
Not necessarily. If you find someone kind enough to give you a copy, it’s all fine.

Which I had already wondered, how is it that no copies surface online, even though it is perfectly legal? (None that I could find, anyway.)
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>>614334
PS. I tried to check CGP just now but… it’s down, as usual. I think I remember seeing some add-ons there.
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>>614337
Sad, Please hit us up when you find something at CGP!
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I think Sverchok definitely deserves a mention, it's an addon for procedural 3D modeling using the node system.

In use:
https://www.youtube.com/watch?v=g6RBdoPht00

Download:
https://github.com/nortikin/sverchok/
>>
Animation nodes.

Also the Grove (tree generator), but I would recommend to pirate it because it's definitely not worth 100$ or whatever it costs. More like 5-10$.
I mean it is completely written in Python, which makes it super slow on big trees. Like wtf, for 100$ I would have expected accelerated C++ code.
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>>614554
Not sure if bait, but I checked yesterday once it was back online and an older (I think 93) version of HardOps is there.
>>
>>612087
Archipack; Architecture add-0n
https://blenderartists.org/forum/showthread.php?417856-Addon-Archipack-1-3-8-rc1-08-03-2018
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Thoughts on Voxel Heat Diffuse skinning?

https://www.blendermarket.com/products/voxel-heat-diffuse-skinning
>>
http://animation-nodes-manual.readthedocs.io/en/latest/
Animation Nodes: a super powerful node based thing that lets you do tons of fancy mograph stuff. it's kind of like the things in Cinema4D and it is insane
>>
Hardops and Boxcutter.
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>>612659
Yes, if your high poly has normal mapping, it also counts during baking.
>>
There's some interesting stuff here:

https://www.3d-wolf.com/

I can't vouch for them personally because I haven't tried them all but they are free and appear to be worth a look. They might fall more under 3D assets rather than add-ons though.
>>
What about Ice Tools? Any good?

https://blendermarket.com/products/ice-tools-pro
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>>613206
Not all add-ons are free. Some paid stuff is on Blender Market.
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>>615703
I'm a fan. Works good if want to use Rigify with organic type models like characters. I used to always get bone heat weighting errors when parenting the rig, if i had fine details like hair or jewelery on the character. Now I can just hit a button and it fixes it. Like last night my character had these little hairs and Rigify was working like shit. then I ran voxel heat skinning and it worked like a charm and the hair moves correctly with the armature without me sitting there weight painting for hours. So I'd say it's a must buy if you use Rigify with characters with fine details (hair/clothes/jewlery) and like to use 'automatic heat weighting' it's a godsend. may need to do slight touch ups on the weight painting but it's p much a one click solution. He keeps spamming updates which is a lil annoying but I'd say def worth that 40$.
>>
Modules add-on;
https://github.com/alcornwill/testudo3d
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>>614225
Holy fucking shit. I've spent so long "to sphering" things to not know about this.
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>>612186
but manuelbastioni is literally makehuman in blender
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>>612087
allright we have mods for creating various homans
the question is is there a mod that can generate various penises (from human to various animals ?)
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>>612087
Where's the plugin that installs better 3D software?
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>>619432
stay salty 3DSlet
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>>619433
At least I got a job
>>
>>619437
shitposting in Blender thread is not a job
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>>619441
but shitposting from my comfy office is...while I laugh at you plebs
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>>619443
>comfy office
be careful not to trip over those brooms and buckets when janitor comes back from cleaning duty
and could someone answer this anon's question i am curious as well
>>619428
>>
>>612186
>(((WE)))
oyvey
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>>619447
>and could someone answer this anon's question i am curious as well

Sounds like something you could find for Daz or Poser.
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>>615718
What are you talking about?
HardOps edits the normals of the geometry directly. There's no normal mapping.
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>>612087

I'm leaving Modo for Blender 2.8. They finally came up with a non retarded UI, the fact that hardcore blendlets are crying about it is the living proof that the UI change is good.
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>>619808
Half a year too early. 2.8 is not even close.
And no, there is nothing but a super early prototype around, nothing close to the final 2.8 UI.
Basically, you are basing your decision on nothing solid but dreams of an better future.
Remember the grass is always greener....only you are looking at grass from the future.

Just wait and in the meantime spend your time wisely, learn Maya or Houdini or something.
>>
It would be nice to know if anyone has groove3d to generate trees. Couldn't find anyone kind enough to share it.
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>>613824
got it last time but what about the rock essentials
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>>614107
sure kid
>>
>>614042
It wasn't even bait. It was making fun of blender fanboys.
>>
Retopoflow 2.0 is fucking nutty
https://www.youtube.com/watch?v=mA3h87OXRwI
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>>612087
too lazy to search to see if anyone's linked these already. fite me.

PBR Materials: https://github.com/macio97/PBR-Materials
Molecular addon: http://pyroevil.com/molecular-script-download/
Spaceship generator: https://github.com/a1studmuffin/SpaceshipGenerator/
Animation nodes: https://github.com/JacquesLucke/animation_nodes
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>>617015
Check out all the built-in add-ons. There's a lot of good stuff in there like IvyGen & Sapling Tree Gen for generating foliage, A.N.T.Landscape for generating landscapes, Import Images as Planes, F2 (click an edge between two edge loops and just keep pressing F until it's added faces all the way along), BoolTool (ALT and / * - + for fast booleans), Carver MT (poor man's hardsurface addon)
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>>619824
>spend you time wisely
>maya
Funny.

>>619808
Blender's UI isn't especially difficult. It's just a meme. If anything, I'd say it's simpler and more logical than Maya's huge random drop-down lists.
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>>621844
Take it from someone who's used the program for nearly a decade at this point. The UI is a slog to get through. And I still don't know all the functions of the program despite using it for as long as I have.
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I'm empyting my Blender Add-on bucket list here in the hopes that somebody has one of them and are willing to share.

MESHmachine
Grove3D
FLIP Fluids
Sculpt Toolkit

It's a shame CGP doesn't have a better lineup of Blender Addons. [spoiler]Here's a little something for you guys: https://ufile.io/fs0ct[/spoiler]
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>>621896
MESHmachine is not on CGP
Grove3D is
FLIP Fluids is not
idk about Sculpt Toolkit
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>>621896
>>621905
Isn't FLIP Fluids still in closed beta?
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>>621957
No, they're taking almost $80 for it on Blendermarket now.
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>FLIP add-on

This cum-covered ship certainly looks faptastic:
https://youtu.be/kQkXu3Kdz7A?t=116
>>
Why bother with this asstastic piece of software with bolted-on dynamics when you can have glorious Houdini?
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>>622014
FLIP Fluids: $76/perpetual
Houdini: $269/year
Tough decision.

[Haha, just joking, I'd pick Houdini anyway.]
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>>621896
can you reupload this to mega
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>>622016
I'd definitely go Houdini too, but I just wish they had a perpetual purchase option. Ditto Adobe and Autodesk products.
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>>622006
>cum-covered ship
Think of the possibilities.




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