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File: blender_logo_square.png (135 KB, 512x512)
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Discuss and ask questions about Blener.

When retopologizing, how do you prevent the retopologized mesh from sinking into the sculpt? I've heard different solutions for this but nothing really works. so far.
>>
>>621580
is there a way to have bones that rotate, scale and move a mesh but don't change the relative position of vertices/deform it?
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>>621597
I'm not exactly sure what you are asking. If you want a bone to be able to rotate/scale/translate an object, just parent the object to the bone. You also have different options with the use of constraints.
>>
>retropologizing
>not parenting object to bone

gd it this is why I hate blenderlings

What are you using this for, exactly? Post example
>>
>>621580
why people are so butthurt about blender ?
i want to learn 3d modeling a little why i shouldn't use this ?
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>>621789
>why shouldn't i
Why should you?
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>>621794
My question is why are you here? There's tons of Blender/non-Maya hate threads posted here on a continuous basis.
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>>621832
I don't understand your question. I was trying to make a point to the previous poster that they should consider why they would want to use Blender, meaning what advantages would doing so have over alternatives.
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>>621789
I got a job on a big enterprise using blender and i am self taught.
While the guys paying for a university to learn MAYA can't barely get a job on shit ass place.
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>>621851
ps to maya students: Enjoy the student debit
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>>621789
Because it's a very odd program which will lead you to failure and isolation. Look around this boards at all the Blender cultist zombies. Don't become like them. Desperately trying to recruit others into their failed cult is all they have left. Choose life. Avoid Blender.
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>>621580
Why the fuck does my app crash when I try to render 8k in cycles
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>>621851
>I got a job on a big enterprise using blender and i am self taught
It's a fake job. Your dad is paying your paycheck with yout inheritance money. You will be let go at the least light economic downturn but just after you've started a family. Many such cases.
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>>621836
Oh, sorry. I assumed you were one of those people invading the thread.

My apologies.
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Anyone know if there's a way to apply VIEWPORT ambient occlusion to the current texture?
I know how to bake it out - but the resultant texture is always darker than the source.
I literally just want to be able to take the shadows that are on the viewport model, and map them onto a texture.
Anyone know how to do this?
(pic related - base texture has no shadows. I want those exact shadows to be transferred onto the base texture)
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>>621867
>my app
blender?
>crash
cuda error?
probably not enough vram. simplify your scene or render on cpu. there is a page on the blender wiki about some other causes.

>>621991
try baking through blender render instead of cycles.
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>>621994
>try baking through blender render instead of cycles.
Any way to do it without baking?
The color information is essentially right there. Just seems odd that I can't make a new texture from exactly the color information that's present in the viewport.
Thanks for your input regardless.
>>
Damnit /3/ Ive been developing on Blender and Maya for five years now. Everytime I visit this board it is full of disinformation. This constant bickering betwixt these two programs weighs heavily against the free exchange of information. Let me spell it out for you all once and for all. They are hoth viable and high quality products used within the industry and those that say otherwise are mearily bsiting you into their neet traps.
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>>622000
there is an ao shader in cycles but i can't say i've ever used it. you could always just tone down the baked ao with a colorramp before multiplying your base texture with it.
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>>622000
No its not odd, you just don't understand how it works. What you have in the viewport is screen space ambient occlusion. Its dependent on the camera and rendered as post effect on the image.
You can't bake it onto your mesh because it doesn't work that way.
You can only bake raytraced AO which looks different than what you have in the viewport.
You can simply load the resulting image into photoshop and adjust the brightness.
But you won't get an AO map without baking it one way or another.
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>>621991
guys if you don't know the answer then don't reply
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>>622032
btw bake with these settings
its the same as viewport AO but with much higher resolution
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>>622034
no need to mess with render samples, just tick "normalized"
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>>622036
this is how you display it if im not mistaken
if you want to blend it with your current texture go to photoshop and mix both images with "multiply" color mode
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>>622037
>>622036
>>622034
>>622032
Thanks chief - I kinda bumbled my way to that solution. But there's a couple things you listed that I didn't do.
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>>622039
Also, to be fair, the other guys did also say that I'd basically have to end up in Photoshop blending the diffuse and AO if that was what I wanted.
my original request wad for a bake-free way of doing it, which is an impossibility.
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Never rigged before, need help.
I'm sure once I finish this some anons will port it to SFM, so any rec's on giving it more detail? Sculpt before I rig maybe?
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>>621994
I render on CPU, I have 11gb of VRAM but I just stick with my CPU cause I find it easier.
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>>622047
looks ok just go ahead
>>622042
there is a way to do it in blender instead of photoshop, but i don't understand it myself.. there are color modes in texture paint tool
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>>622053
Even with this amount of polys?
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>>622055
yes, why not?
nowdays we sculpt from scratch, adding detail as you go is not being used anymore
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>>622057
Good to know. I was just concerned with the typical sfm jaggies that are very prevalent.
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>>621867
How complex is your scene? Typically the biggest hit on memory tends to be overcomplex geometry (adaptive subdivision for displacement for example absolutely destroys memory), but if you have like a million texture maps loaded as well, that's going to be a massive hit. Additionally, how big is the tile size you're using to render? You might wanna set it smaller. I doubt final rendering resolution really affects memory usage, just rendering time.
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>>622061
Fairly complex, it's a forest. So far I've narrowed the issue down to the trees which I all personally photoscanned however each one was 2.4m so I am currently bringing them all down.
>>
I'm currently in the process of creating a character with limbs separate from their body, ala Rayman.
Should I make them children of the body, or create them all on the same object?
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>>622100
you mean the rig? you can parent bones to eachother instead of extruding them
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>>622078
Oh, yup, that's definitely overcomplex geometry. You can keep the foreground trees as complex but the further ones definitely need to be retopo'd. If that still proves to be too much on mem, you can go the hack route and have your leaves be alpha textures rather than genuine geometry, hell, have the really far away trees just be complete sprites.
>>
What are some fun things to do in Blender?
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What's the easiest way of transforming some edges into a cylinder? Right now I'm using the skin modifier and a subsurf but it's far from practical and doesn't offer me much control because the only way of controlling the thickness of the skin modifier is with the mean radius of the vertices data. Pic related. Also the skin modifier may produce some weird geometry in some cases.
Is there an addon that does this?

>>622189
Physical sims
Rigging bouncy tits
Importing MMD models and motions and messing with the keyframe interpolation.
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>>622196
If you only care about looks and not necessarily vertex count: convert them to a curve, set the fill type to full, and then set your extrude depth and resolution. You can also increase the curve resolution and/or smooth it out.
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>>622189
Jizz sims, but you gotta get a license from the Blender Foundation to receive the code and play with it.

A shame really, the only cool thing that can be done in Blender, and it's contract-locked.
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>>622196
just use a curve. or cut half a circle and extrude the verticies
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>>622196
Screw modifier.
I might be misunderstanding your intent though.
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>>622196
>>622228
here's a really shitty quick webm of the screw modifier doing what I think you're asking for.
Again, might be misunderstanding.
>>
When modeling dinosaur feet how do I make the toe topology even with each other as seen in the top right?
Any other dinosaur topology help is welcome too.
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>>621580
>When retopologizing, how do you prevent the retopologized mesh from sinking into the sculpt? I've heard different solutions for this but nothing really works. so far.
Can anyone answer this? Goddamn it's annoying.
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>>622421
you don't. It doesn't cause any problems. If it's just annoying, you could use Retopoflow (grab 2.0.0 off the github page)
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>>621580

Daily reminder that this is the average blender dev. I bet he's doing some really weird shit when he's alone in his room with a box full of donuts.
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>>622423
Well it does cause big problems for my workflow, sometimes I can't see my verts.

Retopoflow is an entirely different workflow. I'm still learning 3D in general so I figure it's more important to learn the fundamentals the vanilla way and using F2.
>>
is this the place to start in blender for someone with no 3d experience
https://www.youtube.com/watch?v=VT5oZndzj68&list=PLjEaoINr3zgHs8uzT3yqe4iHGfkCmMJ0P
and where do I go from there?
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>>622465
It's a good introduction to Blender. If you want to learn the real good stuff I recommend CGcookie.
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>>622421

Add a shrinkwrap modifier, and enable the "keep above surface" option. Increase the offset value if necessary.

You could also enable x-ray view in the object's display options, though this approach has some drawbacks, visually speaking.
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>>622488
Increasing the shrinkwrap offset keeps the mesh above, but not the important visual data like the black dots for vertices and black lines for edges. With x-ray on, I'm actually better off decreasing the offset so I can see things.

The obvious problem with x-ray is how it displays my whole mesh no matter what the perspective, which makes it horrible to work with when using the mirror modifier.
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>>622500
Thoughts on pic:related?

Is it possible to use this instead of OG blendy and still follow tutorials?
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>>621580
you need to watch more youtube tutorials bro
shrinkwrap modifier gives you an option to project your mesh and keep it above the surface and there's even an offset parameter
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>>622529
Refer to >>622500

I have watched a shit ton of video tutorials, probably more than anyone on this board when it comes to Blender. One guy actually switches to an older version of Blender to address this.
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>>621580
is there a way to randomly move each vertex to a point relative to its original position each frame? like it moves, renders, resets, moves, renders...
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>>622556
I think that can be done with the Animation Nodes addon, never used it though.
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>>622566
ill check it out thx
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>>622078
>2.4m tree
nigga damn download link?
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>>622078
If you're using volumetrics I've found them to be very crash-happy and even more resource intensive. If you've reduced extraneous geometry down as far as possible and it's still crashing, I would try splitting the scene up into render layers and rendering them one at a time.

>>622104
>If that still proves to be too much on mem, you can go the hack route and have your leaves be alpha textures rather than genuine geometry, hell, have the really far away trees just be complete sprites.
It should be noted that while yes, this will save on memory, it's going to drastically increase render times and probably noise, due to how raycasting engines interact with transparent materials.
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>>622613
Maybe when I'm done
>>622614
Yeah I just decreased the further tree geometry and split it into render layers a day or so ago. No more crashes. That and the volumetrics were causing an issue but I got them to work somehow.
>>
Plz post blender gingerbread man
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I'm trying to get inverted hull to work, it looks correct in solid display but if I render it it looks like this. Whats going on?
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>>622674
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>>622674
Looks like z-fighting to me. I don't know what inverted hull means, but to fix z-fighting you can usually just Remove Doubles.
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>>622682
does it need to be on or off? and on which object?
I've tried turning it on but it makes no difference

>>622689
inverted hull is a way of getting an outline by using a second mesh
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>>622674
>>622691
also I just read something saying it works in blender game but not blender render or cycles and it does. So I don't even know anymore.
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>>622692
I think I've found the problem, backface culling just isn't working. Its definetly switched on but if I render just an single object doesn't make a difference to the render if I invert the normals or not.
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>>622674
The hull is casting shadows on the inner model.

I don't claim to know what I'm doing here.
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>>622707
how do you create those grouping things?
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>>622708
For the internal renderer? Click on the button next to the material name in the material tab and open the node editor.
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>>622709
Not the nodes, the light grey things around the nodes. I often see them in screenshots of complex procedural setups but I've never bothered to figure out how to use them.
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>>622710
It would take you less to google it than it took you to write and submit that post.
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>>622710
The frame? It's a node type found under "Layout". The properties panel lets you name it or color it.
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>>622712
thanks

>>622711
googling "blender node group" just returns a lot of false positives
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>>622707
I already tried that (the internal render version) and it just makes everything invisible, I've tried the solidify modifier and it doesn't work either. I think my blender must be cursed.
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>>622721
Do you have transparency set to raytrace? Make sure it's set to Z transparency, it doesn't appear to work with raytrace.
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>>622729
yeah nothing shows up either way
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>>622732
Upload a blend file somewhere.
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>>622615
you were joking though right you don't actually have trees that high in poly count do you
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>>622883
No I was serious, they've all been optimized now but still need texture work.
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>>622886
That looks really nice. What I would do is turn that diffuse into a displacement and use adaptive subdivision with True Displacement and very simple base tree geometry so you get real displacement without the polycount. Is this photogrammetry or laser scanned?
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>>622887
Thanks, yeah I was thinking about making it displacement instead I'm not too keen on subdivision with true displacement but I'll try it out and teach myself. It's all photogrammetry, I just taught myself how to do it about two months ago so I'm finding new methods every now and then to get better models, still need a lot of work though.
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>>622890
Pic didn't post
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>>622886
>>622892
tree bark is literally layered of cracked and dry skin, I bet you could procedurally generate that and then selectively remove layers.
MarvelousTrunk.
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>>622917
I thought of procedural generation but in many ways I thought the real thing would be better, there is just lot of shit I need to teach myself. i'm not too knowledgeable on speed tree and other programs
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>>622892
that's one nice ass tree. Ya better be posting your final result or WIPs in the /wip/ thread or something, I wanna see what the final product looks like.
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>>622919
>>622917
https://www.artstation.com/vinicortez This guy does some fuckin' nutty procedural bark in Substance Designer. I wish Blender's procedural capabilities were more fleshed out - they're good, but there's only so much you can do with Musgrave, Noise, and Wave nodes.
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>>622892
>>622886
what software do you use to get your pictures into a 3d model
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>>623017
Primarily ReCap Photo, I can't always get Agisoft to work so I've been sticking with that.
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Why are they getting rid of this? Why aren't they improving it to make it an even better and more fluid open source game engine optimal for modelers?
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>>623083
Because it needs to piggyback on blender and can't compete with dedicated engines. If you want a FOSS engine just use Godot. They should have canned BGE years ago.
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>>623084
I don't got money for these $99/year licenses, I just want open source.
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>>623083
I've actually never seen people use this, what features does it have that make it more worthwhile to use than e.g. Unreal or Unity, other than the fact it's packaged with Blender?
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>>623087
It's easy to model your scene then simply drag and drop logic bricks to add camera work and jump physics to make a 3d workable camera. Making a hud is as simple as making a plane that is parented to the camera and set to ignore lights. It's simple as hell and just needed a little more work to make it more up to date.
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>>623086
>I don't got money for these $99/year licenses,
Godot is free and open source software, MIT licensed, you don't pay anything to use or publish games made with it.
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>>623089
hmm, I guess I'll give it a try then.
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>>623088
DESU based off of that it sounds incredibly similar to Unreal's Blueprints, but that's probably superficial. I don't suppose you know of any games that were made in BGE? Doesn't look like most of the ones I'm finding get past the early development stage.

>>623086
>>623090
Unreal is free and Unity is "free", both are pretty robust and easy to use
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>>623091
Krum, this guy has put something like 10 years at least into this game with bge.
https://store.steampowered.com/app/420210/KRUM__Edge_Of_Darkness/
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>>622047
Sculpt and retopo before you rig famalam what are you doing shiet
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>>623083
resources. there is no need for them to try and create a proper game engine when large teams work on much better free dedicated softwares like ue4 or unity already
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I rendered my first thing ever the other day, any tips on improving?

Texturing is hard, so I just stuck with a "low poly" theme to mask my inability.
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>>623142
the materials and lightning is off
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>>623142
>Tips on improving
More/brighter light; brighter textures; RGB-accurate colours; figure out how to use something other than the Diffuse shader

Also, that's /way/ too high poly for "low poly"
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>>622421 >>622460
A bit late here, but I usually just activate "hidden wire" in edit mode and "x-ray", with that you can always see your edges and vertices just fine.
>>
>hated rigging for a long time, nothing ever looked quite right
>learn about corrective blendshapes/shapekeys and how to use drivers to bind them to bones
Total game-changer.

>>623188
hello /weg/ nerd, please post your shoulder topology.
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>>623142
From looking at the thumbnail I thought that was a penis.
>>
>>621580
Is it possible to draw a normal map directly onto a model in Blender?
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>>621789
It's learning curve is the highest among all 3D programs, "intuitive UI" whatever the fuck that means, and it's fbx exporter is kinda not nice
>>
>>623211
FBX exporter is only kinda not nice, because Autodesk likes to have their monopoly and is playing kinda not nice game.
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>>623210
bump maps
https://www.youtube.com/watch?v=CkoetvECJOc
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>>623210
If you bake the pattern you want to draw to a texture you could texture paint that texture onto the model.
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>>623211
>It's learning curve is the highest among all 3D programs
>Blender
Toppest of keks.
>>
>>622921
I posted an updated pic of one of my super resolution macro tests in WIP but it doesn't seem like people liked it so I'll just stay in here for a while >>623096
>>
Brainlet here. I have a character with a Asymmetrical face, specifically its the eyes, that I'm trying to make a model for. Instead of being lazy and just leaving it mirrored, how should I go about editing the topology?
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>>623264
Mirror it but create imperfections
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Spent the better part of today trying to get clean forearm supination/pronation working with a pole-targeted IK chain. Seems like a simple problem, turns out it's fucking aids. The forearm has 4 deformation bones locked to the same axis with Copy Rotation constraints in decreasing (0.8-0.2) intensities, all parented to a non-deforming master forearm bone, which hosts the IK constraint and is parented to the upper arm master bone, parented to the clavicle. Hoping to figure out Auto Clavicle tomorrow. I am aware of my topology flaws.
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>>623306
Hold your arm out and twist it like that, notice it's actually your forearm and part of your bicep that twists. Lock the shoulder, decrease bicep rotation relative to forearm. should look good then
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>>623188
Refer to >>622500
X-Ray makes it worse if you're working with a mirrored model.
>>
if I'm using flat colours would it be more efficient (for rendering) to use different colour materials or a texture?
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>>623361
Aye, the reason the upper arm rotates so much is because the pole target is moving to under the arm, which is done because the hand is twisting 140 degrees, which isn't possible to do naturally without the upper arm rotating as such. The upper arm twists very little when the forearm twist doesn't require moving the pole target.
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>>623411
>>623361
Forgot to mention but you're right that the shoulder itself is twisting too much, I'll fix that, thanks.
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>>623385
It works just fine for me together with hidden wire.
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>>623192
>hello /weg/ nerd, please post your shoulder topology.
There is nothing special going on with my shoulder topology if anything it's a bit messy right now and I should clean a few things up. I'm mostly playing around with a weird setup to try and simulate muscles a bit better. (These bones are all procedurally driven in engine and I never animate them by hand or export their animations)
>>
>>623441
Very interesting rig. Are you using corrective shapekeys with drivers or letting the muscle bones do all the work?
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>>623443
It's just the muscle bones currently.
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>>621580
I just downloaded blender, now what do i do ?
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>>623441
Have you built and underlying skeletal mesh?
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>>623460
D O N U T S
O
N
U
T
S
>>
>>623441
Damn, how many tries is that model?
I know you are making a porn game, so I guess you are not going to have many models visible at the same time, but that seems really high for a naked character.
>>
>>623398
>if I'm using flat colours would it be more efficient (for rendering) to use different colour materials or a texture?
>>
I'm learning to rig simple characters with no deformation. For example the foot, lower leg and upper leg are separate meshes. After applying automatic weights with CTRL+P, each bone affects the neighbouring meshes' weight as well as it's own. Is there a quicker way to make a mesh dependant on a single bone than selecting that mesh, selecting the other bones and then pressing clear?
>>
>>623398
>>623511
A texture is just a one-element material. Show an example.
>>
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What have I done wrong?
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>>623542
The hair thing also has weights assigned on another bone, so the pose is trying to interpolate between them.
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>>623543

Yep, that got it. I added bones for the hair and braids after I was done rigging the rest of the model and forgot to unassign the hair mesh from the head bone.
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>>623523
If it's super low res like this >>623542 you can go into edit mode, hit L on one of the meshes, go into weight paint mode, turn on vertex select mode, and hit Shift-K to assign a weight.
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>>623566
I totally forgot the second half of this post: because your object is composed of separate manifold meshes, you can forgo using automatic weighting and use the aforementioned method. Auto weights is really only good for getting basic weights down on one-piece manifold meshes like your average creature model. What you're doing is closer to hard surface rigging than organic, so the Shift-K route is probably your best bet, just starting with empty vertex groups.
>>
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>>623466
the full skeleton is rather complex but I can reduce it down to something simpler and still use the same animations (for LODs and optional elements, not every character has breasts or a penis, also character that are far away can just use the minimal skeleton without it being noticeable).

>>623493
He is slightly above 80k tris, modern games often have similar and sometimes even higher poly counts for their LOD 0. Also unreal is using deferred rendering where the poly count doesn't matter as much (it's more about shader complexity and well transparency just sucks in a deferred renderer).

>>623511
If you really don't need textures I'd recommend vertex painting, that way you can have different colors and still save the texture fetch.
>>
>>623434
Is that an ngon I see on yours or just part of the hidden wire perspective?

My problem with x-ray + hidden wire is that the sculpt becomes see through and shows all my mirrored geometry on the other side, which makes it visually confusing to look at.

Pic related is what I'm practicing with. The big circle on the right is the sculpt, which is showing my retopologized geo from the other side of the model.
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>>623607
>The big circle
By this, I meant to say the circular area on the model*
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>>623492
What ?
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>>623621
cgcookie.com, go learn how to use the program
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>>623623
You are making him go astray by turning him away from BlenderGuru's path. SHAME!
>>
>>623630
You realize Andrew openly endorses CGCookie right? He even admitted in a podcast he's not the best modeler and you're much better off learning from guys who have modeled professionally like cgcookie.
>>
>>623607
>>623608
Just close the mesh or temporarily turn of the mirror modifier.
>>
asking a question from >>623637
transparency is fucked
>>
any way that i can extrude on a set increment? such as by 0.0625?
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>>623644
e x .0625
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>>623634
Fair enough, thanks. I probably should have done that to begin with. Still I wish there was a better way.
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>>621580
Is there Maya's HardMesh and modo's mesh fusion analogue for blender?

https://www.youtube.com/watch?v=MozVo4zGrmA
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>>623695
I don't think so.
>>
>>623695
booltool can do quick booleans, to cut with curves you have to use Knife Project and there's an addon to do booleans with bevels and the carver
https://www.youtube.com/watch?v=qL0RmIxBdB0
https://www.youtube.com/watch?v=_xA6R4EbFxc
https://www.youtube.com/watch?time_continue=101&v=DBG9V70qDRs
>>
>>623695
You're really not familiar with HardOps?
https://www.youtube.com/user/masterxeon1001/videos
>>
>>623711
That's absolutely NOT the same thing.
You can't bool Sub-D meshes with it and the end result is not Sub-D compatible.
Nice try Blendlet.
>>
Animated backgrounds in Blender?

Is it possible?

> https://www.youtube.com/watch?v=JNU7bxKwknk

I want to try to do something like in the video above.

I'm planning on making a greek ruins type of setting and using whatever cool N64 and PS1 texture i can find...but for the full effect i need a dreamy background that animates.

Is it possible? I tried using a gif yesterday but that didn't work, neither did a Mp4.
>>
>>623722
>Is it possible?
Nothing is possible in Blender, except for taking small but constant steps towards one's own demise.
>>
I wanna render pretty images with cycles, but I hate modelling stuff. How can I use mathematical equations to build 3d objects. Also, I suck at maths so I probably need a reference for equations for stuff like Idk, sea shells and other natural structures, gears, exotic shapes etc.

I use blender because it is free software. Fuck adobe and fuck the cloud.
>>
Rendering fractals in blender would be dope AF.

Side question, why the fuck is Evee renderer so hyped. Isn't ray tracing superior to rasterization albeit slower (for now).
>>
>>623731
It's realtime and great for gamedev.
>>
>>623719
>You can't bool Sub-D meshes with it and the end result is not Sub-D compatible.
I don't know about the former, but the latter can be solved with clever use of modifiers, and works without any addons.
https://www.youtube.com/watch?v=-8oo_QwZFuc
>>
>>623731
People have a tendency of believing some new, big thing is going to come along and make everything better for them, that everything will change once they get their hands on this new thing. They are deluding themselves.
>>
>>623757
Yeah, but nobody gives a shit if you have a tool which does the job FOR you.
That is the exact reason why one would use such an Plugin in the first place.
Also MeshFusion and HardMesh are non-destructive.

Btw. I am using Hardops and i really like the plugin, but it is a different kind of animal than HardMesh for example.
>>
>>623761
>Yeah, but nobody gives a shit if you have a tool which does the job FOR you.
oh wow 4 modifiers such hard work
>Also MeshFusion and HardMesh are non-destructive.
so are blender booleans and booltool brush booleans
>>
>>623766
>oh wow 4 modifiers such hard work
Doesn't matter, its redundant
>so are blender booleans and booltool brush booleans
not if you want beveled edges on the booleans
>>
>>623779
>not if you want beveled edges on the booleans
Yes it is, just use a bevel modifier.
>>
>>623780
which breaks half the time or fucks the topology if you don't give it an ideal topology as input.
Again why should i waste my time with lots of manual operations if i can get this shit done in one go and still keep it non-destructive while i pile 10 other booleans on top of it?
>>
>>623791
>Again why should i waste my time with lots of manual operations
nigger it's 3 CLICKS ONCE, that's not a manual operation you fucking retard.
>>
>>623795
Shut the fuck up, if i have to bool 10 pieces it becomes 30 operations, IDGAF if you think that is not much, every single operation that is redundant is one too much.
Also how many time do i have to explain to your fucking retarded nig-nog face that you won't get the same results.
>>
>>623810
>if i have to bool 10 pieces it becomes 30 operations
The whole point is that it fucking DOESN'T, you flaming gay retard. You do it ONCE on the host object. Neck yourself you absolute mongoloid.
>>
>>623812
That might work for fucking booleans only but not if i want to bevel ONLY the fucking edges of the new boolean. There is no way to control or limit the bevels you fucking retard.
Not only that, i already told you that you wont get the same results as HardMesh or MeshFusion.
https://www.youtube.com/watch?v=MozVo4zGrmA
>>
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I'm trying to recreate a material that looks like 80's electronics. Not just the color, but the surface texture too - the roughness of it is very important. I can't figure out how to get the right "feel" for it, though; regular noise just isn't working, no matter what I do. Any suggestions?
>>
can anyone recommend a good guide to mixing shape keys?
how to go about it so that "mouth open" and "smile" work together, etc.
>>
>>623839
Try combining different types of noise?!
>>
>>621580
why is there not much of good clothing modeling tutorials for blender ? all i can see is some complete amatures doing a shirt but thats all.
>>
to anyone that want to git gud at hardsurface, this is your chance. cgmasters released a course for free on youtube, check it out

https://www.youtube.com/watch?v=KcCXM5zCuc0
>>
>>623876
iv seen a good one on cgcookie but i don't think it was specific to clothing, it was a character tutorial
>>
>>623876
Perhaps because the cloth sim in Blender is unbearably slow and lacking in features. Use MD, it's the proper tool.
>>
>>623897
not him but
>go to md website
>check pricing
>$50 a month
a little pricey but I gue
>that's for the personal license
>check "enterprise" AKA commercial, pricing
>$4000 or $1700/year for a single-computer license
Fucking kikes I swear to god they will be the first to go.
>>
is it possible to set up the render to show only:
-bounce light
-light
-shadow
-ambient occlusion
-"highlights"

2d artist here using 3d to create references.
>>
>>623933
yes, you need to render out AOV's which can give you exactly that.
>>
>>623939
aovs are passes ? i think i selected all of them and it got me to see shadows and ao buts thats all. other passes were like full white or black. there wasent even anything to select that sounds like hiighlights or light bounce from there.
>>
>>623943
Idk man, but if you are using Blender, you might get the usual half-assed open source variant of AOV's which basically means that there is stuff missing.
Using a real DCC fixes that problem.
>>
>>623943
Are you using EXR? Using other formats might be a reason why you don't see those passes well.
>>
>>623950
>>623948

i have no idea about this jargon. I use blender cycles render. what should i do ?
>>
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Is this incorrect like some people in the comments are suggesting?

https://www.youtube.com/watch?v=6D5tBEjS-N0
>>
>>623876
https://www.youtube.com/watch?v=Wim_Y4Ju6tk
>>
>>623952
Not using Blender and cycles?
>>
I added some shapes to a model by using join as shapes, but now the filesize has rocketed to 100mb. How do I fix this? There's only small differences with each shape, so it shouldn't be using that much space. The two otherwise identical models I started with didn't take up half as much, so what's going on here?
>>
>>623972
dont know anything else.
>>
>>623952
Try to export your render in OpenEXR format. Read about the format; it's pretty much what you want to store your (master) renders. From there you can do compositing, grading, etc., and then produce your final product(s), be it a movie in H.264, a still image in JPEG, whatever.

https://docs.blender.org/manual/en/dev/data_system/files/media/image_formats.html
>>
>>623974
Never mind, I opened another instance of blender, copied all the things over, and saved that instance, and it came out to 5mb with no difference at all besides the filesize of the blend.
>>
>>623933
im pretty sure that's somewhere over here, you can have even more control using the compositor

i totally forgot how to use passes so just google it
>>
>>623967
he is both right and wrong.
unity tends to not enable AA by default so maybe that's part of the issue
>>
>>623983
>he is both right and wrong.
About what specifically?
>>
>>623983
he is right about the fact that high compression leads to jagged edges.

wrong when displaying it in realtime, because realtime in unity is not enabling AA by default so it might appear you have jagged edges, but in fact its just low AA
>>
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>>621580
Anyway to fix this so I can move the foot independently without reverting to an FK (which also lacks a toe joint for some ungodly reason) or self-made rig?

'Cause I want to use IK, but rigify is not playing nice with the hinge for some reason.
>>
>>623864
I don't know of any guides, but as a fan of mixing shapes, I can tell you some things you may already have guessed

- don't feel as though you need to get a mix right the first time. Take as many steps as you like, it may make things clearer.
- you may want to mix mixes, or average mixes.
- don't be bound by shapekey names. If you're trying to make a smiling open mouth, you could well mix in something labelled sad. At the end of the day, the labels are man made, and you shouldn't worry too much about them.
>>
I just saw 2.8 and holy what the he hell happend to the interface, did they finally fix that mess that was the UI in the previous versions. It now looks Mac-levels easy compared to the older ones.
>>
>>624066
Well they are trying to and they actually make progress. And they do listen to the community how to fix it (to a certain extend).
But it'll take some time.
>>
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This is the result of hybrid rendering a scene with volumetrics (in this case, SSS). Pink tiles are were rendered on the GPU, purple ones were rendered on the CPU. The color discrepancy comes from the fact that the renderer uses entirely different algorithms for rendering volumetrics on CPU and GPU. Neat stuff. Super quick to render compared to plain old GPU, but currently unusable on objects with SSS or in scenes with fog and the like.
>>
>>624057
could it be the design of the ankle itself, i.e. account for thickness of tendon, avoid unnatural looking pinch point?
>>
>>624090
No, not that.

I tried self rigging, and while I'm shit at it, I WAS able to at least move the foot hinge joint separate from the leg IK.
>>
>>624097
Not to mention, this happens any other time I use the Rigify feature, this wasn't the only time it's happened to me.
>>
>>623839
show a progress render. It might be something completely different that bottlenecks you.

Remember, a good glass material is mostly defined by everything around it, not the material itself. Just to name an example of what I am talking about.
>>
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>>624148
I think I've mostly gotten it at this point, just need to set up proper lighting. Will take advice, though.
>>
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how to open these operators panels?
>>
>>624160
Press F6 after using an operator.
>>
Thoughts on this?

https://www.blendermarket.com/products/voxel-heat-diffuse-skinning
>>
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how would i go about retopo this fucking thing? i cant really shrink wrap because its in seperate "plates" and remesh/ triagnulate ==> tris to quads make it wose/do jack shit respectively.
>>
>>624191
Why would you retopo that in the first place?
>>
>>624202
Well, for one thing, it wouldn't subdivide well, given that mix of triangles and ngons ....

>>624191
If you absolutely need shrinkwrap for your retopology workflow, you can simply separate the individual elements into independent objects and then retopo each part in turn.
>>
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does someone can explain how to connect a curve with array modifier like this pic? is from CGcookie - modeling a chain tutorial he didnt explain everything at all because i was following step by step carefully and it doesnt work, please help
>>
>>624224
use Array and Curve modifiers on the chain instead of using the curve input on the Array modifier.
>>
>>624225
didn't work
>>
>>624224
works for me, you need to align (roughly) the path with the chain.

also if the modifier changes the position just reposition the curve
>>
>>624236
my stack btw
>>
>>624236
got it is working now, thanks
>>
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Trying to make this render loop without stuttering.
I think it's the encoding format but I don't know
which one loops endlessly.
>>
>>624270
It might be the player. Anyway, verify that you aren't duplicating the start or the end frame.
>>
>>624276
I accounted for that and ended the render a frame early. It plays as an endless loop in blender but stutters everywhere else
>>
>>623826
you could use dynamic paint and output to a vertex group, then only apply the bevel modifier to that group. i'm pretty sure that hardops can do this for you anyway so i'm not sure why you have your panties in such a bunch.
>>
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>>624276
you're right. I didn't know blender started on frame 0 so it ended up being duplicated on the first and last frame. Thanks.
>>
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>>621580
Blender noob here.
Trying to make a Energy drink can and gotten an issue with the UV mapping....

I tried looking for tutorials for this issue but nothing so far.

What am I doing wrong?
>>
>>624308
>What am I doing wrong?

You're using a donut making software to create a soda can, of course you're going to run into some troubles.
>>
>>624308
I don't believe you even tried looking up tutorials for UV mapping.
>>
>>624310
You're quite the insecure brainlet, aren't you?
>>
>>624316
thanks for the bump I guess
>>
>>624308
Have you added seams?, or are you trying to do the "Smart Unwrap"? I only unwrap manually for most things now; don't forget to add seams on the edge of the cylinder so the top face isn't stretched/deformed onto all of them.

>>624310
>>624316
Cunts.
>>
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>>624320
Hey just wanted to give an update.

Manually marking the seams gave me a much better result. Thanks
>>
Begginer here. Does anyone know of a good tutorial for handling UV's for character models?
>>
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>>624317

You're quite the insecure blender faggot aren't you?
>>
>>624333
https://www.youtube.com/watch?v=bP_1XfpEy80
>>
I'm really struggling to make separate animations. I've got a hold on how to make a single animation, but when I try to make a new one, the previous one keeps interfering. I'll click x to get rid of it, make a new one, and I'll insert keyframes, yada yada, and out of nowhere I'll find that the pose from my old one has been put in the one I'm currently working on, or my new poses have completely fucked up my previous ones. On top of that, I can't figure out how to make an animation stop playing in the timeline? I'll click x to get off it, and the keyframes seem to disappear from the timeline, the action isn't selected, but if I scrub the timeline it still moves.

I've been watching a lot of tutorials for this kind of thing, and none of them seem to address the issue, though given I don't really know what's causing it, because it just pops up randomly and ruins loads of work. Is there anything obvious I'm forgetting? Any tips or good tutorials for this part of blender? It's not making animations themselves I'm struggling with, but just isolating them.
>>
>painting textures for my character
>working on sss
>keep getting this really fucked up artifacting around the lips that ruins the look
>just a big bright strip right where the lips meet
>try everything, originally thinking it's the low roughness of the lips reflecting light into them
>render it in 2.8 for shits and giggles
>no artifacting, renders fine, the problem was 2.79
Nice fucking joke Ton
>>
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>>624413
Go into your NLA Editor and remove the actions or silence them.
>>
>>624429
why do you work with such a disgusting matcap on when you could be using Red Wax, Witchdev?
>>
>>624435
Not that poster, but that matcap is very good to show surface detail, you fucking pleb.
>>
How would I make part of my model shiny? I'm thinking like a Big Wet Butts type of deal. I don't want to change the entire model's material, just oil up an ass.
>>
>>624449
Use a mask to modify the material's roughness roughness.
>>
>>624435
I use the white one fairly often but in general I just switch around often, sometimes I even use the slime green one.
>>624448
Yeah, that's actually true it's easier to spot places where the mesh doesn't deform well.
>>
>>621580

How can I make blender not suck?
>>
Been watching the CG Cookie tutorials, why are they adding a high amount of detail to dyntopo sculpts? Isn't the whole purpose of dyntopo to let you freely create a base mesh to retopologize? It's not like you can create a normal map with it (not a good one anyway). Should you really be using a small detail size to sculpt even the smallest creases and wrinkles?

They don't seem to teach multires sculpting much at all.
>>
>>624605
>>624605 >Isn't the whole purpose of dyntopo to let you freely create a base mesh to retopologize? No. The purpose of Dyntopo is to reach higher polycounts than traditional multires.
>It's not like you can create a normal map with it (not a good one anyway)
You can, but good in this case is subjective. If you're coming from Zbrush, of course you're not going to think it's got enough detail for a good normal map, but Blender (nor any other program) simply cannot handle the polycounts Zbrush can.
>Should you really be using a small detail size to sculpt even the smallest creases and wrinkles?
Sure, why not? This guy https://www.youtube.com/watch?v=TLb_CCoWn5o does it here and it works for him. You're not going to be sculpting individual pores like you are in Zbrush, but creases and wrinkles sure.
>They don't seem to teach multires sculpting much at all.
That's because very few people actually use Multires in their workflow anymore.
>>
>>624605
>It's not like you can create a normal map with it (not a good one anyway).

Uh why exactly not? You can bake details from a high poly sculpt onto a low poly model, that's like the standard workflow right now.
If you mean to imply blender's texture baking sucks, it's just hard to use.

If you mean your normal maps never look good, then (assuming you aren't screwing up the baking) you need lights for normal maps to work. If you just have a global illumination ("World" in blender) as your only light source, it's not going to work.
Multi-res is kinda deprecated, I mean it's not useless it's just an alternate route to achieve roughly the same results. It's like using splines and lofting; is it wrong? No, it's just a completely different workflow.
>>
>>624448
>>624451
Have you guys tried the QuickPrefs add-on? It has a retarded name but it's basically a software based MatCap that you can tweak to show you more detail and also is less memory intensive (or was a couple blender versions ago, may not be the case anymore)
>>
>>624607
I thought normal maps and cages required clean geometry, whereas dyntopo sculpts are triangulated and messy, which results in bad bakes.

I mean, if you're just sculpting and that's it, I can understand high detailing with dyntopo, but if you're making an animated character, do you really want to bake from a dyntopo sculpt?
>>
>>624610
>I thought normal maps and cages required clean geometry,
The low-poly should (but is not necessarily required to) have good topology for animation reasons. The cage is a direct duplicate of the low-poly mesh ballooned out (alt-S) used to project rays through the high poly mesh to the corresponding faces on the low-poly. A lot of baking tools (Handplane Baker and xNormal in particular) actually prefer your models to be triangulated. If your models will be used with subsurf, you want to apply the subsurf before triangulating your low-poly and cage meshes before export (though you keep an unmodified copy of the low-poly mesh that will be animated)
>>
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Why is blender deleting shit that I didn't select? I exported this entire building from sketchup and clearly its picking up some sort of link or parent which I don't understand.

Help
>>
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>2018
>still no copy/paste

hahahaha
>>
>>624608
I have, but after a while, I went back to matcaps. I like being able to choose between them as needed.

However, I configured the viewport lighting to be more neutral, kinda like the one in Maya. I couldn't really get used to the default lighting in Blender.
>>
>>624631
What? You can copy & paste in Blender, even between different instances of the program.
>>
>>624634
How? Without appending bullshit
>>
>>624638
Ctrl+C and Ctrl+V from one Blender to the other.
>>
>>624630
try selecting all and hitting CTRL-ALT-G to clear any groups
>>
>>624429
Do you use bones or shapekeys or both for face rigging?
>>
>>624607
>If you mean to imply blender's texture baking sucks, it's just hard to use.

I know how to use it and it always gives me shit results. Worse, I even get shit results in xnormal (I apply transforms and location before exporting of course). I don't have this problem with Modo and Maya.
>>
is there a way to qucikly apply common materials to object without having to understand how 40000 functions of 40905909 nodes work ?

I heard of somethign called substance painter and theres a list of materials there. should i get it to texture a model ?
>>
>>623885
He leaves the low poly model completely smooth shaded. Will the sharp edges of the high poly model be baked into a normal map for the low poly model?
>>
>>624818
if you bake the model, all the highpoly shading will transfer, the only thing that matters is the shape

>>624804
what do you mean by common materials?
you have material vault for cycles which is texture + accurate materials out of the box. i think i got to use it once, take quite a while to load but they sure are nice
>>
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Playing around with a hybrid face rig using both bones and shapekeys driven by a panel rig. Pretty annoying to set up, but very convenient to use.
>>
>>624854
Never done animation before - what's that panel on the right? Is that just for testing animation or is that an actual thing used for driving the face rigs when animating?
>>
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>>624855
It's part of the rig, it's essentially just a group of bones with custom shapes and location constraints (so you can't move them outside of their zone) that drive shapekeys that deform the face, as per this diagram. I haven't actually implemented narrow smile or narrow frown yet, and when I do I'll need to redo how the shapekeys are driven so there's no snapping at the X/Y zeroes. Basically it just makes animating the face really, really easy.
>>
I'm trying to animate part of an armature. A lot of it works fine. I keyframe in a position, move to a new frame, move the bones, keyframe, and I get animation between them. However, part of the armature has some bones that don't respond to translation. If I keyframe them, rotate, keyframe with LotRotScale, it will animate the rotation. If I keyframe them, translate, keyframe with LotRotScale, it goes back to the original position as if I'd never done it. What's going on?
>>
>>624854
Oof, that's really good. You're killin it.
>>
Posted in questions thread but posting again here:

I really wanna learn to model and animate. I think I’m going to use blender as it has a ton of resources (thinking of making stuff for Unreal).

Are there any books on the functions or systems of Blender I can like read when I have time but no computer?
>>
>>624905
Not that I know of, but if you have your phone you could watch Youtube videos. Alternatively, any good general poly-modeling book will help out.
>>
>>624906
Reading is easier in public or when I have a few minutes, I know there are tons of videos.

Can you recommend any poly books!?
>>
>>624907
There was a thread a few months back that a Mega link was floating around with some awesome japanese low-poly books. Among others. I'm trying to find the link. Hopefully someone else knows what I'm talking about.
>>
is there a way to save what i see in camera view as image. not rendered picture just what i see as image ?
>>
>>624937
Press num0 to go into camera view and then do an OpenGL Render (top bar -> Render -> OpenGL), or just take a screenshot.
>>
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>>624905
>animate
>>
Is there a place I can find the blenrig 5 tutorials from cloud blender without the subscription?
>>
>>624804
you could try the pbr materials addon by 3d wolf if you're only after something basic: https://www.3d-wolf.com/products/materials.html
you can get free high def pbr textures from cc0textures.com and cgbookcase.com too.
>>624854
nice
>>624905
learning how to use blender is probably best done in front of blender really. you could read and practice sketching anatomy if you want to model humanoinds/creatures though. first video in this series has some book suggestions and he sets you "homework": https://www.youtube.com/playlist?list=PLtG4P3lq8RHFBeVaruf2JjyQmZJH4__Zv
>>
>>622502
Just wait for blender 2.8, looks a lot more friendly
>>
>>621580
Just opened up blender and did a simple left click then closed it because I remembered that's why I hate it. I really want to make stuff in opensource software but Blender is too retarded. Are there better opensource options?
>>
>>625046
You can change to left click select in the preferences, retard.
>>
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>>625046
>>
>>625046
I know that but how do I get rid of that annoying manipulator thing?
>>
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>>625049
>>
>>625051
thanks
>>
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>>625048

Can you guys relax your UVs yet without using that shitty uv sculpt relax tool that makes everything worse? Oh why would you, you still have to wait until 2.8 to do something as elementary as multiple object editing.
>>
>>625084
I relax my coworkers' UVs by uninstalling Blender from their workstations after work hours.

They think it's the IT dept. It never was.
>>
>>624989
thanks
>>
Whats the best tutorial for modelling characters
>>
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>just wanted to fucking clear the god damn texture
>thought i cleared orphan data
>still there
>deleted orphan data
>still there
>start selecting each individual face and deleted them via the UV window
>realized i had to keep the orphaned textures unchecked
>tfw not even trying to load a new texture gets rid of it now and now the faces i manually deleted the texture wont fucking take a new texture
i am in fucking pain
why is there no god damn clear texture button? why does clicking X next to the texture data block not clear it off the model
i do not need this stress after a bitch day at work
>>
>>625230
Hold shift when you click on the X to clear a texture. Then save and reload the file. Gone.
>>
>>625231
my dude i could suck your dick
>>
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>>625165
CGCookie's one.
>>
>>625258
Doesn't it cost money?
>>
>>625283
yes, but that's not the only one they have.
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>>625284
I've looked at 3 so far and they're all behind a paywall at some point
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>>625285
you can pirate cgcookie tuts but i don't know if cgpeers is up or what
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>>625286
yep, that's about right
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>>625286
Nice, I'll see if i can get an account the next time they're accepting admissions which is in 2 days?
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>>625288
i don't know, worse case scenario post your discord and ill share
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>>625288
They've got loads of their older tutorials up on youtube if you want something to do in the meantime.
this one is intended to be realistic and is hard: https://youtu.be/g8qbY70F8po
this one is cartoon-style and is a lot easier: https://youtu.be/9whe0Ham7GI
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>>625296
they do alot of livestreams on youtube with new stuff every week
>>
>>622047
>>622055
Hey man I was just about to rip her model from the game and make a nude mod but the app says the demo is no longer available in my area. Do you think you could share the model?
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>>625296
Will do, its mainly faces that i have trouble with, always end up making aliens and screwing up the topology
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I have a model that has two parts for the body, and both are mapped to the same texture. I'm a huge noob at uvs. I've merged the meshes so I can rig the body properly, but now the texture is messed up. Is there a way I can take the previously correctly mapped uvs and put them on this new mesh? I've not edited it in any way other than merging them, so the placement of verticies and the like ought to be the same.
>>
just what the fuck are they doing to blender? just tested 2.8 and it's SO shit.
>>
>>625396
Of course, it's an alpha. Or are you talking about something else, a design problem maybe?
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>>625402
Hopefully it's just disabled features for the build, but let's see:
>Tabs for creating new subwindows gone, in fact, subwindows are nowhere to be seen.
>Can't drag around these new, shittier, 'subwindows'.
>Wireframe mode gone.
>Render modes gone in this test version.

Things I'm sure some retard changed for no reason or to copy other applications:
>Tab no longer switches between modes.
>Version, verts, etc., info changed to the bottom of the screen.
>Menus that were on bottom now on top, thanks to this stuff like pivot point are far away from the mode/menu tabs.
>Minimalistic shit everywhere in the UI, from the new buttons to the borderless new shitwindows.
>Viewport now has smoothed and thick selection lines by default, feels heavier as well.
>User Preferences in some bs edit tab.

They better add a legacy mode so I don't have to manually change back the shitfest they are doing to it.
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>>625406
2.79 is already good for me, so worst case scenario ill stick to 2.79b
>>
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ok this might sound unorthodox but this anvil is to be used for a minecraft mod (yes i know that minecraft works best with cuboids with faces strictly parallel to the axis but i know damn well there have been exceptions.)
my problem arises from the fact that whenever i try to use a texture, it results in blurred out and muddled rendering.
most likely due to the fact that all im doing is smart UV unwrapping onto a solid texture. is there a better way to go about this?
>>
When I textured my mesh, I had to move some vertices slightly and one bit of the texture is now distorted because of it. Is there a way to re-unwrap the mesh and have it keep the current texture positioning?
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>>625421
Manual unwrapping. Hit Ctrl-E when you have an edge selected and find Mark Seam, then Unwrap when you're finished with all your seams. Can you post a picture of what you mean?
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>>625406
God, they still haven't fixed those? I tested 2.8 a month ago and those were my biggest gripes. Si solid mode at least back? As well as modifiers? When I tried out 2.8, switching to Cycles automatically put it in rendered preview and I could not switch it to solid whatsoever, and all modifiers just stopped working and had to be applied in order to view their results.
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>>625423
>>
>>625431
I can't see your UV unwrap in, go to Edit Mode to make it show up on the top-right window. First impression is that your image texture is waaay too low resolution.
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>>625406
>>Tab no longer switches between modes.

Number keys.
https://youtu.be/TK3tgfPZ9SQ?t=2m
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>>621865
>comparing Blender users to cultists

Newfag here, what even is this overdramatic, elitist nonsense over who's 3D software is better? Blender will not turn you into a cultist zombie lmao. You either like Blender or you don't, it's that simple.
>>
>>625546
There's never not been shit-flinging between users of programs, literally just pick whatever you like to use and use it. There will always be someone complaining about Blender's UI or how 3DS crashes, no point in engaging with them.
>>
>>625406
>>Wireframe mode gone.

The devs got wireframe working this morning, apparently, though I think they haven't implemented a way to adjust the wire thickness just yet.
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>>625433
sheit its 128 resolution
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>>625586
...128x128 and you're wondering why it looks blurry? That's practically a given at that size. Unless you mean specifically that it's not crisp like this texture, you need to go *at least* 4-8 times higher with the resolution to have it show detail nicely, especially on an object that size.

If the "crispness" is an issue, I think the issue is texture filtering. I've never used it so I don't know if it would help, but it's at least a couple of keywords to look up.
>>
>>625588
i didnt want to go too overboard
this is for minecraft after all
>>
How do I make realistic looking cumshot?
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Why does this happen to my mesh when I apply a subsurf modifier?
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>been using blender since feb
>still no gf (male)
is 3d just a meme?

>>625631
negro there's an entire thread about it and i even posted the .blend >>620405 (i don't know how to link to a thread no bulli)
>>625745
>pic related
you haven't joined your meshes properly. 1 is the two meshes, 2 is what you've done, 3 is what you should do.
>>
I just downloaded blender where do I go from here I mainly want to use it to model guitars
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>>625814
donuts you say? well if it's beautiful concrete donuts that you want to make then you've made the right choice in software. here's some tutorials to get you started, and don't forget to post in the blender donut thread when you're done. https://www.youtube.com/results?search_query=blender+concrete
>>
>>625814
You're too vague. If you have no experience with modeling at all then you need to start with the basic interface and learning terminology rather than just "I want to make guitars". If you already sort of know what you're doing: what exactly is the question?
>>
How do I move the bezier curve handles independently in the f-curve editor? A few places online say to press H, but that just hides the point I'm trying to work on.
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>>625958
Select them independently? First select the center node, then the curve handle.
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>>625963

I can't select them independently no problem. But when I move on, the other moves in the opposite direction. I want to move the one on the right, say, while the one on the left stays where it is.
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>>625964
Select the node, press V, pick Free or Vector, I don't remember which. One of those will allow you to move handles independently of each other.
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>>625968
This worked. Thanks anon.
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>add a cube and bevel the edges
>add a sphere, move to the side a little, and use a boolean difference modifier to indent the cube
>enable smooth shading on the cube
>the bevelled edges are shaded correctly but the indent is shaded flat unless you also enable smooth shading on the sphere
>happens in 2.79 and 2.8 under viewport, cycles and eevee
who else /bughunter/ here?
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Is it possible to have a common 3d manipulator? Like like say you have 2 objects that you want to move together but still act as two different objects, no ctrl+j or selecting them both and using G
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>>626099
different to just shift selecting them (as you'd do anyway to join them together)?
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>>626099
place an empty at the "common 3d manipulator" position, then set pivot point to "active element" and select all three, selecting the empty last
>>
is it possible to model just from 3/4 view concept art drawing ? if so how to do it efficiently?
>>
>>626168
>is it possible to model just from 3/4 view concept art drawing ?
Yes.

>if so how to do it efficiently?
With practice and educated imagination.
>>
Is there a smart way to animate characters touching? I'm trying to make animations where, for instance, a character has their hand on another as they move, and even for really simple movements, I'm spending an inordinate amount of time moving around hand/wrist/finger/etc bones to make it look like they're actually touching. If I make the character they're touching move this just gets even more tedious.

Is there a way of doing this that doesn't involve excessive manual tweaking? I don't expect to be able to get rid of any tweaking, of course, but right now I'm having to go frame by frame making sure it looks right on that frame and that it flows from and to the others. It's just crazy amounts of effort.
>>
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So I'm not a 3D guy, I just use Blender on Linux for video editing because I hate the way that KDENlive is limited.

I want to have a HUGE jpg (a map) in my video over which I fly like with a camera to show different areas in different places etc.

How do I do it? do I import the JPG as an object in the animation screen and fly the camera above it? I can't just import it as a strip in the sequencer because of the buttfuck dumb way that it treats images not at native resolution of the video. can I doodle/highlight/change values on the map or a transparent object above it and have those doodles/changes be part of the animation? would I need to use the node compositor for that? I'm getting rather comfortable using and editing keyframes.
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>>626217
>I just use Blender on Linux for video editing
>for video editing
WTF mate, just use Resolve (version 15 integrates Fusion), you can do all pro (and non-pro) shit you want. Yea it has a Linux version. Yea it's free (as in beer).
>>
>>626231
The Linux version of Resolve is bloody atrocious, especially if it's not on a RHEL distribtuion (it's main target distro is CentOS) and some people on the forum even imply it isnt even basically functional in any way on Debian.
>>
neat.jpg https://www.youtube.com/watch?v=nxrwx7nmS5A
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>>626246
will my pirated pro lighting stuido and ultimate skies work with new version ?
>>
has anyone used meshmachine? https://gumroad.com/l/MESHmachine
i could fap to the demo vids t b h
>>626315
i think there's some fuckery with lamps not converting but why not just try it and find out?
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>>626344
Why doesn't the Blender Institute absorb those tools into Blender?
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>>626350
if the guy who wrote it submitted it to blender git, not only would he not get paid for the time that he's already spent on it but he'd also have to maintain it for free too.
>>
>>626380
No, I'm talking about the BI absorbing it, that is, taking the code and putting it into the Blender master branch, and maintaining it more or less on par with the developer version.
>>
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>>626390
honestly i'd love if they'd do that but it seems like they just don't have enough developers.
https://wiki.blender.org/index.php/Dev:Doc/Process/Addons
i've just come across a free addon of his (pic related) which looks like it might be useful. there's absolutely fuck all documentation though https://github.com/machin3io/MACHIN3tools
you can sometimes clean up booleans by just adding a decimate modifier, which is how i did >>626043, but it seems like the meshmachine way works a lot better.
>>
How do I get into texturing without knowing 2D art? Specifically I want to work on characters, but I haven't got the faintest clue how to draw out details. I have a working knowledge of 3D, but my 2D is sorely lacking.
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>>626415
1. Learn 2D drawing/painting.
2. Texture.
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>>626415
2d fag here. painting flat things is like the easiest thing in the world.
>>
>>626415
If you want to get better at drawing, the only way to improve is to draw - software or by hand.
>>
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>>626660
>>626660
>>626660




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