another wip/help thread last reached the limit >>629171
>>632683working on my second renderthis is surprisingly fun
anyone else watch jimmy gunwan on youtube? today he's been taking render output and running it though (((apple)))'s turicreate, a free python-based image processor which uses machine learning to apply the artistic style from a set of images to another. https://youtu.be/Y1Le8um7hi4definitely worth subscribing if you're into scripting / nodes / procedural stuff.>>632687a e s t h e t i c
>>632686hehehe, funnnnnnniii lets make this blender mimi thread gogogoghogogogo
>>632689this took an hour to render
>>632693nvm I figured it out I'm an idiot
hopefully disney will hire me now
>>632752Did you use the FLIP addon?
>>632753nah i haven't got it compiled for linux so it's just a particle system
I have my objects set in passive/active but they still pass through walls sometimes, is this mass related or something? The objects stay on the floor but pass right through the walls when wind pushes them. the walls and floor have the same properties though.
>>632770some stuff need different type of collision. not sure how or why
>>632770you probably need to increase your solver steps per second. it defaults to 60, so if you have an object moving fast enough to pass through another in under 1/60th of a second, the solver won't detect the collision and it will pass right through it.
So what exactly do UV Pinned Vertices actually do? Always found it odd that one could pin a bunch of UV faces and still have the vertices move by:- Proportional editing translation- Minimize Stretch operationsAlso, if you mark seams then do a UV Unwrap (Project from view), the unwrap operation seems to ignore the user created seams. Is there any way to rip / split UV vertices in UV Editing screen?
Not a call for help, just thought I'd express some thoughts (read: rant) about 2.8.Decided to test drive it just to play with the new SSS Random Walk algorithms (spoiler: it is phenomenal), but also just to see how things are coming along. Compared to the earlier builds of 2.8, it's progressed very nicely. I'm quite on the fence about the UI changes though. On one hand, it looks incredible. I love how much cleaner it looks. The sorting of the properties panel is done excellently, and from the themes panel it's even more complex than before. On the other hand, they've changed/outright removed some UI features that I wish were explained (well maybe they are in the docs, but eh). Took me a while to realise Layers are now Collections, and it was quite the annoying ten minutes trying to switch layers and only realising you had to tick the little # symbol in the outliner (side note: why though? the eye under toggle visibility worked perfectly in the past, don't see a reason to split it up into viewport visibility and actual objects being there). Due to me being a pretty big macro nerd, it also pissed me off to find out they'd changed some of the shortcuts that I use and abuse all the time. On such a shortcut-reliant program, I really don't think it was wise to reengineer them "even if it's for the sake of beginners". [Shift+S] to Save Image, really? What was the problem with good ol' F3? And what happened to accessing fly mode with [Shift+F]? I still haven't been able to figure out how. And for some reason, occasional right-clicking brings up some context menu that I just don't see the point of. I just want to select my objects, dammit.Going into nitpicking territories, the increased border width of selected objects sure is thick. I do like that the borders remain active during Render Preview, however they're just so thick they easily occlude finer details like reflections. But I'd expect it to be easily changed in the Theme settings. Hopefully. /rant
>>632687Shade that nigger flat and then manually set your edges to sharp to fix those fucking errors in the reflections.
>>633337>tfw character limitFuck. Didn't realise I typed so much.Oh well, I wanted to cap off by saying 2.8 on the overall is pretty good, despite all my bitching. Nothing to say about Eevee, I'm not too excited about it plus I've spent time with it in the earlier builds before. I really do like that the Principled has the option to change to Random Walk SSS, because like above: Random Walk is just really nice. Arnold users will understand. I kinda wish they would finalise Cycles once and for all though, and give it the last few remaining drops of love like proper depth of field rendering and motherfucking efficient caustics. Seriously. Excusing it because "Cycles is an animation-centric renderer" is just an old excuse by now.
>>633341>I kinda wish they would finalize Cycles once and for all thoughyes absolutely. iv been waiting for a better lightning system for a while now. there are many features that need more options
>>633266>Also, if you mark seams then do a UV Unwrap (Project from view), the unwrap operation seems to ignore the user created seamsbecause some of those seams are not seen from the view, its like the dark side of the moon.simple unwrap always gets the best results with seams, granted you should always use the controls after you unwrap
>>633337Agreed on the collection visibility - they've changed the two toggles to three so that you can also control visibility when that collection is appended into another file (or something along those lines). It doesn't make much sense to me. I think the idea of collections replacing both layers and groups is generally an improvement though. I just wish they'd bring back local view.The keyboard shortcut changes are a pain but Paulo has said that they'll ship both a "new" and a "legacy" layout so hopefully no need for concern. The new "quick" menu should be useful for any operators which are either buried or non-existent in the UI like "grid fill", "select boundary loop", "subdivide edge ring" etc.I'm really happy that you can finally enable snapping to increments and geometry at the same time and, although it's been in the 2.79 nightlies for while, the bevel node is very helpful for adding wear and tear.Maybe someone will find multi-object editing useful too I guess.
>>633339oh thanks, a bit late since I lost the model but I'll keep that in mind
>>633266>So what exactly do UV Pinned Vertices actually do?Unwrap, pin some vertices (just selected few/corners), then unwrap again. You will see that pinned vertices stay same between unwraps, while rest adjust to make distribution evenly.
https://www.youtube.com/watch?v=xNlGsmZ6oskWe're pretty much at Disney-level rendering (minus good caustics) now.
why blender when you can 3ds max?
>>633618whatever tickles your wheeny
>>633618seriously you cant make shit like this with blender3ds max is superior
>>633622give blender to the artist who made that and they will be able to
>>633622What exactly is impossible to do with Blender?Its just a character...
>>633622>basic human model >poly hair>real time snapshotthis probably takes the cake for worst attempt at blender bashingwhat point are you even trying to make
>>633622You are right...at least you get a decent job, not some freelancer meme shit like the blendlets.
someone just uploaded this to blender gallery. pretty impress
>>633672you should jump into that trashcan lol
>>633675After you blendlet
>>633674OPEN WIRE SHOW TOPO
>>633683I bet my left ball that the viewport performance is below abysmal, since donut maker can't handle shit, kek
>>632683This 3D stuff is fascinating but every time open blender it feels like all energy is sucked out of me and I have to lie down for a while.
>>633689Do you feel slightly nauseous too? It happens to me.
Can someone tell me how to hide seams? I mean not when aplying a texture, i mean when working on a model, i have a model all rigged up and textured but everytime i enter in edit mode i see those billions of red seams everywhere.
>>633696you just need to keep islands more apart when you unwrap
answering questions from the other thread>>633092you probably need to extrude more control points. to avoid issues i suggest you always give curve modifier when all the objects are perfectly aligned and not angular like now.>>633483you can probably close it with a pole in the middle. i simply extrude scale and then alt+m merge at center. or you can try your luck and do a grid fill. or you can simply fill it with F and then triangulate that face
>>633685>gets absolutely blown the fuck out>tries to move the goalpostYou're a fucking retard, just end yourself now and never post "blendies", "blendlets", etc you absolute heel.
Is blender 2.8 usable now without it crashing every 5 second? It looks rad as fuck
How the fuck do i configure my tablet to work with Blender when sculpting without using 3 Button Mouse Emulation because it fucks up alt+ left click. Zbrush is unironically easier than use than this thing
>>633719It will never be. I have an inside source that proved to me why.All I can say is that it has to do with funding, and not necessarily the lack of it.
>>633717AWW SHIT HE MAD
>>632683how the hell did you manage for it to look like sfm
>>633719no I think somewhere in august is expected to be released.
>>633731Imagine the laughs in Autodesk after they saw this picture.
>>633353>>633373So thaaaats how to use it. Thank you very much for explaining! So, would a strong strategy option be to:+ Unwrap specific faces from Project from View+ Pin their UV vertices+ Regular unwrap the remaining partsAny idea if there is a way to lock designated UV vertices for purposes of proportional editing?
>>633719If you aren't planning to use it for Eevee, the 2.79 dailies seem to be pretty stable. All the new fancy Cycles features are usable and pretty fun, and some of the UI changes (very small stuff, like change in shortcuts and all) have trickled down.
>>632683can blender handle 100k poly model well?
>>633827Easily. Things only begin to crack when you go in excess of 5M polys, hence all the comments about how unsuited Blender is for sculpting.
>>633827Sort of... not really. Pic related. I rotated around the object in edit mode or equivalent, and noted the viewport fps. Unless I'm doing something easily fixable, the difference is abysmal.Hopefully, this will be improved in 2.8.
>>633836Edit mode performance is naturally piss-poor sadly. Hence many people working with non-destructive modifiers. Outside of it, things run smoothly. You don't need it active to sculpt anyway, so it doesn't really matter. I do believe Blender's viewport is locked to 24 if not 30fps too, though.
>>633836It's a lot better in 2.80. No noticeable chugging for the same Suzanne with 4 levels of subdivision.
Anyone that can help me with what could me causing the weird mesh deformation in pic? When I move the model's thigh or leg with IK a part of the lower pelvis (left side of the model's texture) mesh seems to stretch alongside the thigh/leg mesh? I've tried weight painting to separate the leg from the pelvis however any value of strength/weight causes the mesh to disconnect completely.The leg pose in the picture is exaggerated however that's just to see the problem more clearly. Any help is much appreciated.
>>633881post topology of that area
>>633883Think I found a solution? Apparently my mesh wasn't actually one piece? By selecting the entire mesh and removing double vertices the strange deformation is now gone.
I have a model that is composed of multiple segments as seperate objects (a mecha) that I want to hook up to an armature. Is there a best way to do this so that all the segments stay seperate so I can explode them in another program?
I need to paint per-vertex. NOT per-vertex per-face bullshit like in pic related. It's for game engine compatibility. If I can't do this then I'm renouncing Blender. Maya has a simple switch for it.
>>633966works for me
>>633918well when you export it exports all objects anyway (unless you specify certain ones)
>>632683So the last time I modeled I used 3ds maxIs it just me or is the UI in Blender beyond retarded?
>>633974that's why i always use hotkeys
>>633972Paint on the corner. Doesn't show on the other sides.
>>633976why does it matter?
>>633977Game engine compatibility. DirectX, OpenGL, Vulkan, all 3D apis render data per-vertex and not per face vertex like how Blender represents it here.
>>633978doesn't seem to interfere with comparability, last time i checked.
>>633980Have you ever exported vertex colors in Blender and have it work in a game engine?
>>633981far as i know, unity doesn't support that by default.secondly, unity doesn't read your weights. it only reads your keyframes on the rig
>>633696Press N. It's a checkbox under "Display".>>633719Not really. Autosave is your friend.>>633725It pretty much just works? You know about the tablet pressure icon to control brush size etc? Also be sure to go into user prefs and bind some buttons on your pen or tablet to "undo", "rotate view" etc. There are plenty of good videos on YouTube about this subject.>>633726I wonder who could be behind this post.>>633918You can just parent the objects to individual bones. They don't need to be joined into a single object.
>>633743August is the beginning of the beta stage. You won't even see a release CANDIDATE until October.
>>632760g8 b8 m8 i r8 8/8
I'm trying to get my texture to work with my toon shader but it only appears when I check shadless I tried looking it up nodes but Im not getting any decent results
How do I prevent my renders from looking like toys?
I'm UV mapping for a game.The game will use three meshes for a leg (engine doesn't have mesh deformation) and each mesh will use a different part of the same texture.How can I make a region of a UV map occupy a given rectangle?Also, how do I make a UV map intended for a non-square texture?
>>634057switch to material mode and get a lamp>>634069>How can I make a region of a UV map occupy a given rectangle?you can make 1 map for 12 objects, as long as they are part of the same material. i don't understand your question fully tho.>Also, how do I make a UV map intended for a non-square texture?the same way. again, i don't understand that question
>>633966well you're absolutely right. i've just done some testing and a cube contains 6*4=24 MeshLoopColor objects. Ii don't see a way of doing what you want in the ui but you could try these addons:https://github.com/Glynn-Taylor/Glynns-Blender-Addonshttps://github.com/andyp123/blender_vertex_color_masterworth noting that vertex painting does work "properly" in 2.8>>634057>Im not getting any decent resultshave you uv unwrapped or is it meant to be a solid colour? the lack of shadows on the right is because you've enabled shadeless. disable it and add a sun lamp.>>634059scale your model to a realistic size and use a realistic lens size in your camera: https://digital-photography-school.com/choose-perfect-portrait-lens/
>>634091Why would that matter? What's the science behind it? Isn't size relative in 3d?
>>633689I feel like that when I open zbrush and nothing makes sense
>>633836This is the reason why I stopped using blender. And I'm glad that I did.
>>634124spare us your sob story idiot.this forum pisses me off because its all the same shit over and over.if you don't fucking need 5 million polygon viewport, then why bitch about it? you are just looking for shit to pin at this point, i mean you are aware that layers exists? you are aware that scenes exists? what kind of highpoly shit are you working on that requires 5m viewport
>>634127t. triggered insecure blendlet
>>6341275 million? Blender will shit itself in edit mode before the model even reach 1 million polys, as the comparison picture suggests.
>>634127I sense the Blend is strong with this one.
>>633836the fps counter isn't (currently) there in 2.8 but the display port is fast enough to get some screen tearing at 500k verts and definitely doesn't feel laggy.ffmpeg couldn't keep up when i tried to capture at 60fps so i had to drop it to 24. the flashes you keep seeing are my desktop, i think it's because i was only capturing a quarter of my screen.
>>634147I tried that, it works. But deselect everything, press C for circle select, and paint a selection. At least on my machine, performance drops again. If you perform edits on the selection, it's even slower -- I see <10 fps just moving a bunch of vertices around.Of course, improving those things takes time. I'd say, let's wait for the final release before judging its performance.
>>634150ok, here's 2M verts. navigation in edit mode (which is what you tested here >>633836 ) is honestly still pretty decent but it lags horrendously when you try to make selections. it looks like 3 seconds between me hitting "a" and the action taking place. the two circle selections were drawn as a line.it's definitely an improvement but 2M verts doesn't seem workable, at least with 2.8 as it is today on my hardware. i guess it should run better on something more modern.
>>634155sorry, wrong webm. this one shows the selection lagginess.
sculpting at 2M verts is like butter though, even on a 6 year old i5.
>>634155>>634156I don't really see myself trying to edit a high-poly mesh like that in editing mode, makes no sense for me. That's what you use sculpt mode for.
>>634157there is no need to prove anything. the fact that max puleiro made juggernaut in blender proves to me that it can be done. he also streamed it on his channel. you can keep subdividing teapots for all i carehttps://www.youtube.com/watch?v=W1j4iSyMrGE
>>634199this is 2.66 too. which is miles behind 2.8.
>>634199>>634200>Blender 2.62Blender sure had a quirky interface back then.
>>634202yeah, looks like that shit zbrush interface. God, now that's real shit, even worse than blender.
>>634199>there is no need to prove anythingIf it stops the arguing for a bit then I don't mind at all.>you can keep subdividing teapots for all i careI only like monkeys.
>>634199>this hand probably has more polys than that model>this hand would probably make Blender explode just as his revolver did
I have a couple of UV mapping questions.First, how can I set a vertex to a specific coordinate? I can see how to move it a certain distance, but that doesn't help much when I can't see the exact position.Second, if I'm editing the UV map in a 1:1 ratio but I intend to make the texture 1:2, should I make everything twice as wide?
>>634238You can see the vertex coords on the left panel. 0,0 is at the top left. Not necessary. UV maps scale based on the texture's aspect ratio to occupy the texture space.
>>634239Shit, meant the right panel, not the left. My bad.
Should I start with the donut tutorial or is there a better one?
>>634239Thanks, that helps a lot!Would you perhaps so happen to know how to distort a UV island into a square?I'm trying with pins but it isn't working very well.
>>634242I don't mess with UVs well enough to know the true method, but I believe in Blender you have to manually align each row/column of vertices to the axes. There's an "Align to X/Y axis" shortcut to help out with that, but otherwise I don't believe Blender has a one-click solution to that at the moment. I could be wrong though. Any other anons know?
>>634091>https://github.com/Glynn-Taylor/Glynns-Blender-Addons>https://github.com/andyp123/blender_vertex_color_master>worth noting that vertex painting does work "properly" in 2.8Thanks senpai
>>634205you don't get my point, i just provided you a proof that highpoly shit can be done within blender.he obviously used alot of masking and modifiers which are crucial to performance, the retards on this thread actually apply the modifier on the monkey fucker head and call bullshit.
>>633912>>633886>>633881It’s either people are assholes for not helping you, or just retarded, maybe both.Try checking the other bones to see if any of them are deforming areas they shouldn’t bb ;3
>>634241Stay clear of anything by Blender "Guru".
>>634277The model you referenced is not hi-poly. Its density is appropriate for games, though, and the detail comes from texture maps. If that's all you need, Blender is fine for modeling.But note that the creation of the hi-poly sculpt base was made in ZBrush, not Blender.
>>634289the base was hardly 100k and was only meant to house the gear on his body, he could easily punch the whole thing in blender.also there is nothing lowpoly about this character, you can clearly tell he unwrapped a whopping 400k polygons (with modifiers on of course)
>>634288Hi Gleb and congratulations on you and your husband's kid's birthday.
I have two similar models. I want to merge one aspect of one model onto another. Is there some way to create a static cutting plane?. I know about the bisect command the the line does not remain after the cut. I want to use reuse the same plane on the second model.
>>634334It sounds like you're after Knife Intersect. Form your cutting plane as a separate object, go into object mode, select the plane and the object you want it to cut through, tab into edit mode, and press space to search for Knife Intersect. Press F6 to enable "cut-through". It's projected from the current view so you'll probably want to use the numpad keys to line it up and go into orthographic mode first.Alternatively you might want to use a Boolean Union modifier.
>>634332Thanks, Andrew. I'm happy you got your diabeetus under control now.
>>634337Actually it was yellow fever but thank you for worrying.Pic unrelated.
>>634289*blocks your path*https://youtu.be/c33QjOzH2uM
>>634381Working with pieces is the sensible way, yeah. Not all objects you might want in a 3D scene can be partitioned like that, though. That's where problems will most probably appear with the 2.7x branch if said objects have too high a polycount. Think simulations, for example.However, you can still see the viewport seemingly having trouble with camera panning (!) about the 26:55 mark. And there's no editing going on, that's just a shading/lighting process, anyway. Blender does fine for solo assets/small scenes in that regard.In any case, the developers haven't ignored this problem and are working to solve it in the next major release. I'm hoping for their success.
How in hell do I get rid of n-gons? Right now I just move the vertices until it becomes very subtle, but it's still there.Also, in this case, how could I move this vertice so that it is again aligned? Right now, I select all vertices on the column (along with the bad one) and press S - X - 0, which aligns all of them but still gets moved a little bit in the direction of the one bad vertice
>>634405snap -> vertex -> select another vertex next to it while holding down the axis you want to control
>>634070>switch to material mode and get a lampI was in material mode and a lamp is what is creating shadows on the left image>>634091>disable it and add a sun lamp.I did UV unwrap it, my goal is to have the eyes be green and some areas to have lines at all times using my texture. The problem is I want shadows to form and be controlled by the lamp and I cant get that result while also having my texture. If I turn Shadless off I get what you see on the left which has the shadows but if I turn shadless on my textures appear but I lose the hard cell shading I want.
>>634340How the hell does a Blendlet manage to get a gf?
>>634428Alas, I wish I knew.>>634425Just assign a different material to the eyes.
>>634425sun lamp will make it so you have no shadows. so obviously you have no shadows. use area
this is driving me crazy.i dont have any mirror on or anything.all the parents are correctly assigned..why is this deformation happening everytime i try to pose the arms
>>634439nvm i fixed it
is there any industry standards on what face shape keys are required when animating?like for example there should be a mouth open, mouth pursed, eyebrows angry etc?
>>634601well i don't know. its an artistic call
Sensei is a pile of shit. I want everyone involved in its development to die today.
Rate this thing I made in blender, i'm interested in this aesthetic so im happy i did something like this
>>634708Cool shape. Too dark though. Needs more interesting lighting and composition. Also, there's a bit of stretching on the top left corner that I find slightly out of place. But really cool overall. Keep at it.
>>634708looks cool, keep it up
anyone else interested in fractals? webm related is a markus–lyapunov fractal osl script plugged into displacement.this and some other osl fractal shaders are here: https://github.com/maitag/blender-osl-shader
forgot to composite a background in.
would anyone happen to have the cloth weaver plugin?
>>634755>cloth weaver>literally an inferior marvelous designerI mean, since you're already looking for free things, you might as well go hunt for cracks of MD instead.
how do i get procedural textures to display in the viewport?
>>634771you switch to material mode
>>634772not getting anything. what am i missing here
>>634771You have to use rendered preview to do so. The easiest is to plug your texture directly into an emission shader's color input. Enable the Node Wrangler add-on and you can ctrl-click to immediately create a "Viewer" node (it's just a relabelled emission shader) on whatever texture you're viewing.>>634776And you're in Blender Internal. Never mind then. Why though? BI is getting deprecated in 2.8.
>>634776have you UV unwrapped the plane ?? are you in texture/material viewport mode?
>>634777>>634778tried with and without UV unwrapping, and in both textured and material modesusing internal because the project is realtime NPR. sounds like procedural textures in the viewport is just unsupported in internal? image textures do appear to work
>>634779>internalsorry you can't
>>634779Why not do the procedural stuff in cycles (or eevee), bake and then import to bi?
>>634779do you have a lamp in your scene?
>>634779ok, nvm , you have to bake the texture first to a file
this might be more of a general question, but I'm using blender so i'll ask here: how was this aesthetic achieved? was the environment sculpted and then a low poly version was modeled based on it OR it was modeled normally (box modeling etc)?
>>634823Bevel vertices, add some randomness. Done.
>>634826I see, thanks. i read this article http://www.brameulaers.net/tutorials/generic_wall_tutorial/generic_wall_tutorial.html and thought a similar process was used (I'm very much a beginner)
>>634822there is no reason to use bi for procedurals. bi have about 10% of the controls you would have in cycles. you can create cloth, wood,metal easily in cycles
>>634830Not him, but I want to ask - how does Cycles stack up to the likes of Substance Designer for creating materials 100% procedurally?
>>634846not well.sd is far better. but if you understand sd that knowledge transfers to cycles
If I open up DOA models, and add textures in cycles, they all work fine. However when I try to mod the textures, I can't find any seams on the mesh, and if I unwrap it does what you'd expect, but that throws it out of alignment with the textures. If I just highlight the model in edit mode, I can't see anything in the uv editor. How do I find out where the unwrapped coordinates actually are? It all fits the mesh perfectly so it must be unwrapped somehow?
>>634943zoom out the uv editor more, its probably thrown out somewhere
>>634947Even easier - click in the UV editor, press A to select all and numpad "." to view the selection.
>>633622Cycles is perfectly capable of producing photo realistic renders. Most people just suck at texturing... But not me.
>>634975Wait til you try out EEVEE. Absolutely unbelievable that this is a realtime render.
>>634980I know, right? The Blender Foundation is gonna roflstomp the competition.
How do I make each vertex snap to surface individually?It's really tiresome to have to go through every single point and snap it after extruding a strip.Quad Draw in Maya works nicely, but it slows down to a crawl after just a few thousand polygons, so I'd prefer to do it in Blender.(Shrinkwrap modifier didn't work when I tried it)
>>635128That is painful to watch.
>>635131Yeah, it's painful to do too.Any help?
>>635132Shrinkwrap modifier and set it to be visible in edit mode?
>>635133I tried that, but it didn't seem to have any effect at all?
>>635134Toggle the "mesh triangle" beside the "edit mode" cube for the shrink wrap modifier. It should make the actual mesh that you are working on shrink wrap as well (not just the faces).
>>635136>>635133I'm probably just doing something stupid here, but it doesn't seem to work
>>635134Oh, and you also have to assign a target for the shrink wrap (the object you are redoing).
>>635138Did that too
>>635139In the shrink wrap modifier's options there are 4 toggles; a camera, an eyeball, a cube with 4 verts selected, and a triangle. You need to toggle on the cube and triangle.
>>635140Here's what I have
>>635141Turn on green circles and set red circle to nearest face. If you can, apply a subdivide modifier to the object that you are retopologizing (not the object you are editing; subdivide the target of the shrinkwrap). It'll make the shrinkwrap's end result a little cleaner, but your viewport might slow down.
>>635143On second thought, you might not need to subdivide that model. It looks pretty highpoly as is.
>>635143Those are turned on, and I tried nearest face first. No change at all...
>>635145>>635143Wait, wut, it works when I turn those OFF?What the heck
I just realized that I kind of forgot to make the nosebridge/jaw-loop.Is it really important?
>>635128Check out Retopoflow. It's normally a paid addon but you can just download it directly from GitHub as a zip and then install it as normal: https://github.com/CGCookie/retopoflow
>>635160Oh, dang, niceThanks!
>>635160>>635161Wait, there's a bunch of files there. Do I just extract it all to addons?
>>635163Either choose "install from zip file" in the addons menu, or make a directory and extract it into the addons folder.
>>635164All right - nice!
>>635165I've got some other nice addons starred on Github too although one or two need to be compiled before you can use them https://github.com/johnakki?tab=stars I haven't had a chance to try it out yet, but this one is meant to really simplify baking in Cycles: https://github.com/s-leger/meltdown
>>635167Oh, sweet!I have no idea what even half of them do, but very interested in trying some out
>>635168There are Blender addons for absolutely anything you can imagine. Earlier in the week I was using Sverchok Nodes and Audionodes to make a very basic DAW controlled by donuts
>>635174Dam, that's awesome.Blender is such a wild jungle of options and content
I want to try some serious sculpting, so I made the blandest face I could imagine to use it for multiple face sculpts.It doesn't look good though, but I don't know what is wrong. Should I change something?
>>635176it's because it's so easy to script against. how about a game engine which compiles your finished game for just about any current platform: https://armory3d.org
>>635177Use a reference
>>635180Pretty cool. I wonder if this or Godot will ever be a contender against UE4 and Unity.A pity it renders based on Cycles and not Eevee, though I suppose that might be updated in the future?
>>635182As far as I can tell, it's just using the output from Cycles to bake its own realtime shaders. It has it's own implementation of the nice stuff from Eevee like bloom and realtime volumetrics. I haven't had a look at Godot yet but GameFromScratch seems to like it. https://www.youtube.com/user/gamefromscratch
>>635177>Should I change something?Your approach. Learn anatomy first.
>>632683Is it possible to set up compositing to use images that doesn't exist yet? Lets say I have two scenes; one is an office space and the other is a lower resolution exterior city. For reusability's sake, I want the city to exist separately from the office scene with just the camera data linked between the two. However, I'd prefer to not have to explicitly run the render for both scenes one after the other. Instead, I would like to just run blender in the background and tell it to render the scenes in a specific order; exterior and then office space. The office space scene would be set up to composite its results over top of of the exteriors scene.I am pretty sure I read somewhere that you can use %d or %b, or something in place of specific parts of a file name, but I can't seem to find that documentation anymore... And I can't seem to find where I would plug those dynamic file names into compositing nodes anyways.
>>635240/path/to/files/%04d.png matches 0000.png to 9999.png in ffmpeg so presumably if blender supports similar syntax then that should work. i guess you'd want to use multi-layer exr rather than png though so that you can capture all of your renderlayers.you'd want to put the path into an "image sequence" node in the compositor.
>>635260Ah, looks like I was over thinking it (and had a different issue preventing compositing). Turns out blender does it automatically. However, you have fiddle with settings in both the UV/image viewer panel and the image sequence compositing node's settings. I had somehow managed to change the frame range in the UV/image viewer panel without knowing it so I was trying to load image_2000.png into the Image Sequence node's frame 1 slot.I was getting "image file cannot be found" outputs to my console so I just thought my pathing was wrong. I guess "Image Sequences" are separate from the "Image Sequence Nodes" that use them (probably should have guessed that sooner).All I had to do was put the first image's future path (eg "//file/image_0000.png") into the into the Source option of the image sequence and blender automatically searched that directory for the rest while compositing the final render. I also had to fiddle with the image sequence's settings as well, but that was due to my original error (I think I somehow initially created the "image sequence" with the wrong frame range).On a side note, you aren't wrong. However, apparently that syntax is only available when executing python commands (something I didn't want to get into).
>>633672Crawl back to whatever pipe line you crawled out of 3ds fag
Aside from memory concerns, is there any reason not to run an instance of blender per CPU core? I'm working on an aesthetic that requires very low sampling (150 is overkill). The amount of time actually spent ray casting seems to be on par with the parts that are limited to a single core. Am I pissing away huge chunks of render time by idling cores while those process complete, or is there a reason not to run multiple instances?I already know about caching physics before hand from my time fiddling with makeshift render farms.
>>635331I don't see any problem with it. Just set your CPU affinity per process and you should be fine. Have you checked out the command line options? You can run it headless and give it a list or range of frames to render and even specify a different output directory if you want. blender /? from a console will show you all the available options.
>>635341Yeah, it does seem to be working. I've managed to absolutely max out my working rig for the last hour; 99.3% CPU utilization without a millisecond drop. I was just wondering if there was some % of base overhead per instance of blender. When I was running a single instance with UI it would idle around 2-3%, but does that hold true for instance running in the background? It kind of defeats the purpose if every 20% of the CPU is gobbled up to just run all them.Seems to be running faster though. I'll have to render a half dozen frames without core limits to to get some comparison numbers.
>>635215And another one.
>>635349You might want to rethink the inflatable armor.
If I want to make a character animation first and then animate his facial expressions later (maybe even changing/replacing the head if needed) is there anything I should know beforehand? Or is it as easy as just adding the keys inbetween?Also I'm having a terrible day so please don't ignore this post
>>635440well.. not really.just make sure your rig is set up properly
>>635440This is typically how it is usually done if I remember correct (maybe not the head swapping part). In blender (never used maya, but potentially that as well) you'd just layer the actions. Basic large bodily movements would be one layer, maybe little tweaks and twitches would be another, facial movement would be a third, and hands gestures would be another (for example). Most models I've worked with use keyshapes for facial animations instead of armatures, and I didn't like mixing workflows, so I just separated them.On top of that, if you separate them then they become reusable. For example, you might only use a specific dance move once. However, if the dancer was snapping their fingers to the song, you'd be able to use that hand gesture again if you wanted the character to hail a cab.Also, a lot of premade models have phoneme mouth movements for lip syncing. There's a lip sync file format that can be imported to a lot of animation programs (a format I forget the name of) that allows you to automate lip syncing to a certain degree. You'd have to look into that yourself, I'm not that far along in my amateur studies.
>>635440>>635453I'm quite new myself but that's what I typically do. I start off with large movements then go back for details. However I've never tried or looked into layering them.
>>635455Yeah, they have some fancy name for the workflow (keyframe animating is the traditional method, but I forget the name for modular animating). Blender refers to them as "actions" and lets you layer/fiddle with their influences. Most people look down on it because the results are supposedly lesser than keyframing every individual movement. However, most people also suck so their "superior" technique produces results that are just as bad and, in the long run, adds hours to their workflow. You still have to build up a library of actions in the first place, but you get to reuse(and rework/perfect) them once their made... And there is nothing stopping you from going back and cleaning up the composited animation after the fact.
>get hyped for 2.8>test current build>runs slower>sculpting kinda sluggish compared to 2.79>blender spokesperson dude confirms that 2.8 will be way faster on good hardware and slower than 2.79 on older hardwarefuck. was hoping I can keep using my 750Ti with 2.8 but apparently that won't bet a good idea. which is okay, since there's a lot of progress in 2.8 but still somewhat of a bummer.
>>6354632.79 is still very good. 2.8 is just for some luxury features
I'm currently going through the tutorials online and have just reached the normal baking stage. After having baked said normal, the poly count on my anvil exploded. This is supposed to be the low poly model.How did I fuck up and how do I unfuck myself?
>>635512ahtry to use decimate modifier > quads
New Grease Pencil has finally been merged into 2.8 today, boys! Blender is now the world's greatest 2D and 3D graphics creation suite.https://youtu.be/h3iyy-gGeIU
>>635525>Blender is now the world's greatest 2D and 3D graphics creation suite.
>>635525https://www.youtube.com/watch?v=cKk3MqdleigLOOK AT THIS BLENDLETOH NONONONO
>>635526>>635530AUTOKEKS ON SUICIDE WATCH!
>>635526>>635530Come on, Autokeks, you've got to admit this is kind of interesting-looking.
>>635540Yes, it is. But after four years even the coolest things become ordinary.https://www.youtube.com/watch?v=Or-lmvh1JqM
>>635545looks nothing like it honestly
>>635545That looks extremely bare-bones and fairly useless.Even the original grease pencil from 2008 Blender had more functionality.Is there any more to it?
>>635525i keep replying to their dev blog posts but just get ignoredthe eraser is useless -- it should be doing a boolean operation instead of just dissolving points and any splines connected to them
>>635520Gotcha. I think I see where I messed up now. Thanks.
>>632683Anyone ever have trouble with mesh data being inconsistent between render layers? Link related is a titty jiggle test render I've been trying to figure out. However, cycles keeps throwing a fit. The freestyle lines are perfectly aligned with the physics I baked, but the layer that I rendered cycles to is all over the fucking place. Shouldn't they be using the same information?https://youtu.be/3gRNJtGCEzsShit, it isn't even really a layering issue. The thin freestyle lines and the thick lines are both on separate layers (for compositing reasons), but they turned out perfectly fine. Is it possible that just the cycles layer is adding more movement into the mesh than it should be? If I bake physics do I turn off the soft body afterwards? It almost looks like the softbody's physics forces are being applied twice in the cycles layer... But I donno, that sounds stupid.
>>635645>Shouldn't they be using the same information?they should unless you forgot the parent/link it.i don't know alot about data transfers but it seems that your freestyle layer is is no co-operating because of something
>>635645Hi Ryan. Are pic related settings identical between your render layers?Leave the softbody enabled otherwise your mesh won't deform from it. It also might be worth rebaking your softbody sim.
>>635646Alright, pack up lads. Thread officially over.
>>635646This was made in blender, right?
>>635683Hello, stranger :^)>>635676The strange part was that the freestyle render was correct. The cycles layer was the one that was way off. It must calculate mesh data updates differently than cycles, but I have no understand of either's internal workings so this is just a theory...>>635645Turns out the issue was with the technique I used for the deformation. It produces latency glitches when combined with distributed rendering. Essentially, the movement is the product of "stretch to" modifiers applied to the rig's titty bones. The physics was being calculated for the target of the titty bones deformation and not the titties themselves. For whatever reason, the titties bones were always one frame behind their stretch to target. This caused massive glitching when multiple instances of blender were used to render the scene. I guess, blender thought the stretch to target was moving super fast or something so it over compensated. I have no idea...Link related is a cycles only render of the exact same scene, but rendered with a single instance of blender...https://youtu.be/51Isc4TmS8k(it also uses a preserve volume bone constraint in place of the stretch to's built in volume preservation. The built in preservation just wasn't doing a good enough job so I swapped it out).I still have no idea why Freestyle worked when cycles didn't. However, I am going to try baking the titty bone animations and toggling off the titty physics. Maybe that'll produce consistent results... However, this is uncharted territory for me so maybe I am completely wrong.On a side note, this project was intended as a response to >>634706It is entirely possible to preserve volume in blender while deforming with physics. It just isn't a one click answer.
>>635128Delete construction history you absolute turbonigger. A few thousand polys means a few thousand fucking construction nodes that need evaluating, including any deletions and/or component tweaking.
>>635741Oh I remember you now. I wonder if Blender doesn't like multiple instances using the same physics cache simultaneously. Could you try making all your paths relative and copying the .blend and cache files? You could then run two instances of blender on the original set of files and just a single instance on the second set. If the renders from the first set are still wrong but the second set come out ok, you'll at least know what the problem is and can work around it.
I've only been using blender for a couple days so bare with me.I'm trying to model a pin for a friend to 3D print and i need to flare out the base of the walls so they'll be strong enough to print, im using loop subdivide to try to do it but when i do it anything that sticks out slightly gets completely fucked up. You can see it most is what'll be the eyes.How can properly do this?
>>635753Never mind i guess, figured it out by clicking random things.
>>635753>>635755select all bottom vertices, press S, press SHIFT+Z to prevent scaling in the Z direction (or alternatively X/Y, depending on which direction is up), move mouse
>>635751>I wonder if Blender doesn't like multiple instances using the same physics cache simultaneously.Yes, but it wasn't the cache that was causing the issue. It looks like my deformation technique caused a "circular dependency" error. The titty bones were parented to a spine bone and so was the titty bone's stretch to target. Because they were using the same parent it caused that latency glitch, or whatever you want to call it (I noticed the glitch in the viewport as well, but was hoping it wouldn't effect renders). The issue wasn't noticeable when only a single render was being done, but it became apparent when either freestyle was turned on or multiple instances of blender were used.It looks like the problem was actually with the "stretch to" and "maintain volume" bone constraints. I solved it by baking the titty bones' animations with "visual keying" turned on (i.e. bone constraints active), and then toggling off the constraints (and the stretch to target's physics since it wasn't being used anymore). Link related is the result...https://youtu.be/RD0CfpD3XUwI guess distributed rendering in blender doesn't like it when physics sims aren't running directly on the effected object... Or at least, it doesn't like it when their are dependency issues. I still have no idea why freestyle and cycles had different outputs, but the problem is solved. I hope.
>>635815Lol, no.That would scale everything in relation to a single point, you retard.
>>633677Nah, all of /3/ should at this point.I'm already in there, and it's not so bad. Bust be careful when they dump you in the truck that you aren't crushed into a bloody pulp.
>new Retopoflow 2.0>supposed to be way more stable than 1.3>supposed to be faster>supposed to be fucking better>doesn't even start at first>got it to finally work - crashes all the time>mouse button swap not supported like in 1.3What a giant letdown.
I have some poly hair modelled as separate objects. Each object has its own textures. The materials I use for each of the objects are identical, except for which image texture I'm using. I want to try a bunch of different effects to make it look better, but given the setup I'd have to add each effect to multiple materials to see what it'd look like, and go back and forth to tweak.Is there a way I can create a base material (containing the node setup, minus a specific set of textures), which I apply to all of the hair objects, but associate the individual textures with the objects as well?
>>636198Look up node groups.
May or may not be a difficult question:I want my rigid dynamic point to be affected by the waves caused in a dynamic paint system. I thought that checking deform would do the trick but it doesn't. Weird thing is that if i put the smaller ball closer to the initial waves thing, it just falls through the cube.
>>636206this is a difficult question, might want to post it on other places too
Is it possible to use physics sims on hair that has decent collision with the head/body of the model? I don't see why it wouldn't be, but frankly everything I've tried sends the hair into an absolute frenzy, and I can never get the kind of subtle movement I want. All I'm really going for is to avoid body clipping in an automated fashion, but I'm struggling to find a way to get it done.
>>636217I'm using particle hair if that makes a difference.
>>636206what, like this? obviously it looks daft because the dp waves are being treated as a surface.it sounds like you just want to use a fluid sim really but i might not fully understand what you're asking.>>636217duplicate the head, enable collision and hide it. particles can't collide with their own emitter. make sure you turn up the friction and damping.
>>636217i think it is possible but you will have to tweak the settings to make sure the hair system has proper weight to it so it won't go bonkers.also you will have to prevent the hairs from tieing up with eachother so the movement has to be limited
>>636223or alternatively, download the movie files from Cosmos Laundromat and you will see what kind of settings they used.
>>636222Yeah, exactly like that. What do you mean by dp waves treated as a surface.Also is a whole fluid sim necessary for what I'm trying to achieve? All in all, im trying to figure out how to make something like if you pour salt on a bass speaker
>>636226oh if that's what you want then yes - i just did it! the icosphere doesn't move a great deal even with the waves maxed out though. maybe it will work better with more subdivisions.blend here anyway: https://my.mixtape.moe/nylvcr.blend
>>636227thank you friendly anon
>>636233np. what are you working on anyway? if it's actually going to be a speaker then you could use animation nodes to move the dp brush in time to some music.
Has anyone figured out how to close viewports in 2.8? Been trying this shit for 30 minutes, Google doesn't help either.Why do they have to fuck up things that were completely fine as they were? Fucking retards.
>>636260Same as 2.79 but they decided to make the drag areas much smaller and get rid of the diagonal shading because >muh aestheticsIt's incredibly frustrating to use.
>>636263smaller? are you kidding?it was very small to begin wtih. i have to use a magnifier to see it
>>632683I'd like to make this babe into a Virtual Youtuber model for the contest. i'm a noob with blender I'd like to know if it's possible with blender and what is required.
is there an easier way to do a radial array with animation nodes or something? i'm trying to make an umbrella and the array modifier is driving me nuts
>>636312Apply a curve modifier bellow the array.
Is cgpeers down for anyone else? I've seen people suggest the .to domain, but that seems fishy as hell to me.
>>636333It's up for me. But I always use the .to domain, so...
lots of tutorials make me bake textures. But for all I google I can't really wrap my head around it.Do i have to set up lights and stuff I want to be baked into the uv map? What's the best use of baking for importing models into Unity
>>636380No lights needed for normal maps, but you might need a cage. This is just an identical model to the low poly model that you are baking to. However, its face positions are used to direct the baking rays. Its kind of hard to explain without a visual aid, but there are lots of tuts on the baking process so I shouldn't need to type out the explanation.Some times you'll want to bake a lightmap if you have very, very elaborate lighting in a game scene. Essentially this is pre-calculated lighting information for static objects. 90% of the time you can go without this and just reduce the number of lights in a scene (ambient lighting is your friend).The normal map baking option will give you three choices "world space" "object space" and "tangent space." Unless you are looking to optimize your rendering to the maximum just stick with tangent space. There are very major draw backs to the other two, but they give slight performance boosts... if the engine even supports them.You can also bake diffuse/albedo textures if, for example, you are using procedural textures and the game engine doesn't support them (I think unity supports substance, but not cycles procedurals). A lot of the time baking these textures is just a positive since it reduces load times. Substances in unity have two options (I believe); generate a texture on first load and save a it as an actual image file, or generate the texture every time it is loaded. The first option save download times (procedural "textures" are far smaller than actual images). The second option gives the full procedural experience at the cost of load times. Baking just does away with the initial load time. Something which players might appreciate.
>>636290>I'd like to make this babe???>into a Virtual Youtuber ???>model for the contest. ???>i'm a noobno shit>with blender I'd like to know if it's possible with blender probably but i have no idea what you're trying to do>and what is required.see above>>636333>Update Date: 2018-08-06T03:44:00Z>Creation Date: 2010-08-03T15:37:00Z>Registrar Registration Expiration Date: 2018-08-03T15:37:17ZIt looks like they haven't paid their domain hosting bill. .to is still up.
>>636388Scroll up to the top of your screen, read those four red words right above the first post. Unless you're phoneposting. Then fuck off.>just for you, 4chan's having some virtual youtuber contest because who knows what the fuck's going on anymore :)
>>636401i never even look at the top to be honest because it's all so out of date. what the fuck is a virtual youtuber and why does hiroshimoot hate us?
>>636402...and, of course, the first two search results are kotaku and reddit.
>>632683The best blender help I could ever give someone would be to uninstall blender, then install Maya.
>>636406yeah but what if i'm only ironically gay?
>>636407In that case, you dress as Maya the Bee, but install 3ds Max instead. The key is to stay away from the Blender problem.
>>636402So this is a virtual youtuber, seemingly the number one in Japan: https://www.youtube.com/watch?v=j424KpqREHkTop notch quality, lads.
>>636409>hey, anon. remember how we gave you a free 4chan pass for the model you made and rigged for us? yeah, well we want to do a weekly youtube show so can you just animate and render it for us every week too? it won't take you long because the computer does all the hard work! don't forget we already gave you the free pass :^)
>>636380bake in xnormal bro, blender have a really buggy baker - especially the cycles one.
I can't figure out why... WHY this shape keeps turning into a circle in the uv editor. I need it exact for an image. Why does it hate me?
>>636423Ctrl + A -> Apply everything
can this be achieved using the cloth physics in blender? i've been fucking around for hours trying to achieve something similar.for example i've tried: one icosphere for the head and two cylinders for the shoulders/arms, but whatever setup i try the lower part of the ghost always converges towards its middle (see pic left is what i want, right is my result)
>>636278Try the silk preset and lightly weight painting a vertex group along the bottom and using it for pinning in the cloth sim. Cloth is definitely something which needs more documentation desu.
>>636424Thank you, I love you!
>>636442for one, you want a round/oval cloth, not a rectangular one
>>636442>>636450here's my shitty 5min attempt
>>636442>>636453Please stop, this is very spooky.
>>636442>>636453Forget the sim, sculpt the general form/wrinkles/folds, rig it and animate it by hand.
>>636462i was thinking about it, but i have no idea how to sculpt and i need to finish this model this week, i'm still very much a beginner at this though
So Im watching this guys video https://youtu.be/HWeRsxSj3VA?list=UUX54i2YxfeDpEvKrN7XO5dw&t=219 and at around 3:39 he activates a node set up and gets a nice shader effect. I want to replicate, does anyone know how to achieve this. One person in the comments says that it is the inverted hull method but that just creates the outline.
>>636540Looks like inverted hull plus some strategic edge splitting. He probably set the actual models backfaces to a zeroed emission shader and cut slits in it where ever he wanted a line. The hull would prevent being able to see straight threw the model at certain angles. The actual shading he turned on is just a normals shader. They have been brought up in older threads in you look threw the catalog. I doubt the last one I saw has made it to the archive yet, but you might have to check there. I ain't doing all your homework for you.
>>636462obviously, if this were for an animated character I wouldn't consider simulating the cloth either
>>636540>https://youtu.be/HWeRsxSj3VA?list=UUX54i2YxfeDpEvKrN7XO5dw&t=219Good lord. Apart from the shading - which is pretty good - this guy needs to learn the basics of animation. Lowering the frame rate does NOT make it look like traditional animation. Animating on ones, twos or threes does. I also recommend to read books like The Animator's Survival Kit to get a feel for anticipation, dynamics etc.
i spawn metaball and only the ring is showing up for me no accual ball. wtf.
I'm still new to blender, what could i do to improve this rose's texture?
>>636621Looking at a real rose might help....
>>636643Wrong god damn thread
>>636546i was following this guy's series https://www.youtube.com/watch?v=nwG0R1xMeVs, it's where i got the idea of using the cloth sim to create the shape of the ghost i'm >>636442
>>636621Donut boy has a cherry blossom tut which should help.
as a 2d artist can i just learn zbrush instead of hardmodeling in blender? i mean i can model baisic stuff already.
>>636540>>Blender RenderWonder what these guys are going to do when 2.8 comes out and blender render is put to bed.Does Inverted Hull even work in eevee?
>>636743Don't worry! https://youtu.be/UyjLKVcrHGI
>>636743I plan on not using it until it all my addons work in it. Blender render is simply superior for that kind of work. I can't imagine how big of a paint its finna be to convert the DBFZ shader over the Eevee.
I frequently end up with quads that aren't completely flat, though it's not usually as exaggerated as pic related. Will this affect lighting or animation and how do I fix it? Whenever vertices are supposed to be parallel I scale to zero, but what do I do when the faces aren't parallel to an axis?>>632689OPEN YOUR EYES AND SEE
>>636773if you want to flatten it, use snap to vertex and click G (grab) and XYZ (whatever axis) and snap it to the location of another vertex to flatten it
>>636773It's available somewhere in the menus but i find it easiest to just select the non-planar faces, press space, then search for the "make planar faces" operator.
>>636773oh and to answer the "why" - it's because non-planar faces triangulate very strangely in render / animation and look different depending on the angle you view them from.
>>636751Hmm I see the lines are there but using emission instead of toon shader. I'm guessing that means shadows cast on the object will not work?>>636754Yeah, that makes sense. What gets me, is that at the engine level, this should be easier to do than in cycles or blender render. It's just design not permitting it.
>>636810>I'm guessing that means shadows cast on the object will not workYou could rerender the entire scene in a seperate layer and capture only the shadow information. It is possible to overwrite materials on a render layer basis. Just set your shadow render layer material to a shader that'll incorporate shadows. You'd then composite just the shadow information from that layer onto your emissions layer...I have no idea why someone would do this instead of just using a toon shader though.
>>636832My experience in the past, using transparent shader killed illumination for toon shader objects inside the inverted hull. That's why I'm they are using the emission to get around that I believe.
>>636853Turn off ray visiblities for the hull object. You just want them to exist. You don't want them effecting lighting. The hull should only be visible to camera rays.
>>636775>Snap to vertexWot?>>636778>>636779Thanks, that'll come in handy. But are planar faces necessary? I tried to model only with planar quads. It was infuriating and an outrage. It was like being a dog and told to piss in the corner in a round room. Some shapes are not possible in this universe with those restrictions. The more I think about it, the more I want to scream.
>>636773>I frequently end up with quads that aren't completely flatIt's literally completely fine. Most surfaces could not even exist with fully flat quads. You would literally only be able to make surfaces that are either flat planes or surfaces folded on one angle only. Things like terrain or faces or bodies or fucking anything wouldn't be mathematically possible with all flat quads.>Will this affect lightingNo. Normals are calculated per-vertex. A non-flat quad will have all its vertices' normals point in the direction of the average face normal and be shaded as if it were a flat quad.>or animation and how do I fix it?Yes it may affect animation. There are always two ways for a quad to turn into 2 triangles. The 3D software does it automatically, but if you bend a shoulder far enough it may choose to triangulate a different way and give a popping artifact around the armpit, for instance. The fix is to triangulate the model yourself before applying the animation so you won't get the popping artifacts.
>>636869>>636778"Make planar faces" isn't guaranteed to work on all or even most surfaces. It's there to make them as flat as it mathematically can, and is only a cheap cop-out way of fixing quads that are extremely non-planar. It also isn't even worth it because you lose geometric definition and make your model look jaggier.Non-planar quads aren't even an issue unless it's over-the-top. You should make things more or less planar-ish, but achieving perfect planar quads for everything is a mathematical impossibility.And don't worry about shading. Worry about how it would be triangulated. If they're more or less planar then when the 3D software triangulates it it won't give you surprises. (As in each quad has two possible ways of being triangulated.) Shading is done per-vertex and follows the average face normal as if it were a flat quad even if it isn't.
I've been learning to rig and I keep getting mad and doing something else when it comes to weight painting. ESPECIALLY THE LEGS.I can't seem to wrap my head around painting the legs through upper leg down to toes and not have it smear and fuck up.Which parts should be weighted with other parts? I was hoping a diagram exists for people who have trouble with this.
Is this still a valid intro to rigging in Blender or is it completely outdated by now? It's from 2012 but has good reviews.
>>636754where can I get that shader?
>>636930Download a pre-weighted rigged model. You can look over what they did to get an idea of what faces should be weighted to certain bones. There are a lot of high quality rigged models that are available for educational purposes only.Also, if your models are similar to these pre-weighted models you can use the transfer weights function in weight painted to get a weighting base to build off of (I doubt it would be perfect, but its a lot easier than starting from scratch).>>632683I'm currently transferring animations from one rig to another. The original rig doesn't have a(or doesn't utilize its) root bone, and instead it moves the armature object itself.Should I transfer the object keyframes onto the root bone? If so is their an easy way to do it? The only way I've been able to figure out is to manually copy each keyframe type from one to the other. This feels needlessly tedious when the outcome is literally identical.
>>636980Oi, no bump? What is this 1984!?! My free speech is being oppressed!
>>636867Ahh, I was able to get it to work with that. I also tried again with EEVEE. Seems toon shader doesn't work but it has a Shader to RGB converter node now that can achieve the same affected.
so let's say you want to add some variance like dust or dirt on a generic surface (e.g. a table, a wall). What do you do besides grabbing a roughness texture and fiddling with a color ramp?
I followed some advice here, does this look better?
>>633726really ? Tell us more anon.
>>633966The standard cube has separated faces, join all faces first
>>635153At least make the jaw loop
>>637168I admit I was wrong
>>632683How the fuck do I make this look not so clumpy?
>>637501You could look at an actual eyebrow first for a start. It looks like a literal piece of shit because your strands are quite clearly WAY too thick. Try zooming to fill the viewport if you post a screenshot in future.
How do i add tiny grooves without shitting up the model with bevels?I'm trying to make a glock and they're covered with them
how do i approach something like this? the circular nature of the structure is giving me nightmares
>>637531Not mine, I was trying to optimize it (and the rest of the model) to make it workable for 2.79 from an earlier version (2.57). This is what it comes out as whenever I look at it through the render viewport.Model is this: >https://www.blendswap.com/blends/view/7093
>>637624It actually looks more like an eyebrow and not a hairy piece of shit when not in rendered mode, so that's why I asked in the first place.
>>637625Hold up, my mistake, it's the upper eyelashes, but the same problem persists with the lower lashes, brows and the hair itself on that model.
>>633622You are a Retard.All of this is bog standard shading and modeling easily in the grasp of an intermediate user.go shove your yearly $3,675 dildo up your ass and cry into your ramen pillow.>>633672Except we don't pay for our software unless we donate (which I do willingly from my paycheck), where as you faggots are directly responsible for ballooning AAA budgets, and unparalleled retardation due to not reading the goddamn books on modeling and rendering.You faggots make shit bad for everyone by clinging to shit software that should be an open language. So no you can fuck right off with sucking "we fucked flash" ad0be, and "No, your student version is not your's..." autode$ks $50(ad0be) and $3000 a year cocks as you drown in a 22.6 gb cum-load of stank. while we "blend-lets use a 3d software that doesn't require second mortgages and only uses a paltry 512 mbs to do 95% of autodesk with plugins + compositing + sculpting +fluid Sim.Go back to your shit-eating. You seem to enjoy it.>>633751Based on the fact Autodesk approached Big Ton regarding their shit fbx standard, I'd say it is more gallows laughter.>>634289Any single model above 1+ m poly pre-SubD is bad modeling by principal, period.Sculpting is for retards who never learned basic modeling and for normal maps/detail maps not for production renders or *any* model used for animation or games.No one this stupid runs a business where render time is money, and if you are you should seriously reconsider you actions>>634719Fuck yes! Thanks for the link!
>>637552Sub-D that shit bro.Loop cuts are your friend.>>637501lol wow>>636953Yep. Rigging hasn't fundamentally changed in 20 years, DESU, bendy-bones/autorigging make it easier but yeah get a cloud membership, or look on youtube(it is CC-BY).
>>636869That lil magnet icon. read the manual.>>633881Corrective smoothing modifer?>>633848no you can go to 60 or higher. you have to change your target rate.
>>636442the ghost in the pic has rustling. You can pin the cloth to the head and put a wind force to "rustle the cloth. I recomend a small wind upward(very small to get the billowing, and a side wind to push the cloth to the side.)The rest is easy. Boolean those eves or hover them infront of the cloth, and hide the cylinder from render in the outliner.then either add hands with a volumetric shader or a point density, or just get creatively lazy and photoshop some spoopy hands in to the pic.OR you could make a stick armature and do the same in 15mins
>>637131Much but still needs slight gloss.right now it looks like plaster.Use multiscatter-ggx and reduce the roughness to get dat fuzzy flower feel with the principled shader. other than that the vein/cell texture looks pretty good
>>634764>marvelous designer>$ 490.00>cost of xbonex for fucking baby cloth makerWhy not be helpful instead of being a shill for retards.
>>637820>Fuck yes! Thanks for the link!In that case you'll really enjoy this - volumetric Mandelbulb in Eevee using only math nodes: https://youtu.be/WSQFt1Nruns
This is driving me crazy.Whenever I try and rotate the bone for the eye that I've made it rotates, but also squishes and scales in.I have no idea why it's doing this. the weights are only on the eye/
>>633618because im a cheapo and its freeand it literally is just as capable as 3ds maxthe only reason people shit on it is because they pay money for what they do and then people can make things almost as good as them, for free.
>>633830yeah. but seriously who fucking cares, use god damn normals at that point, it saves you time and literally looks the same
>>634143>>634140>>634138>samefagsomeone's insecure that they spent money when they could have just downloaded a free program.I've never used maya or 3ds, but I'm sure they are easier to use, can have more polys in the viewport, etc. etc.But who fucking cares? Blender is just as powerful as either for anything, really, who the fuck cares what your viewport fps is you impatient fuck, the point is that your model and render quality is good. why does everyone have to sperg over what program is better? who fucking actually cares? if it can make a model, the model looks good, and the render looks good, it works for me.for the record, you dont need a 5m poly model, just use fucking normals. it saves you hours of render time.
How do I do this on a cylinder?
>>633827What kind of absolute potato pc must you be running for blender to fail at 100k?Even back during the 2.4 days blender could handle 1m running an old 9600 GT.