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new thread. none shitposting edition
post question/wip's/finished works.

last thread >>641868
>>
why are pirated addons so hard to find?
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>>646256
because 3rd party tools are niche
i think cgpeers has the bulk of pirated addons
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>>646256
What addons? I'm only interested un retopoflow ...
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>>646272
its on github
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>>646294
I know, it isn't updated to 2.8
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Shit man, I can't fucking wait for 2.8 to be ready. I know it's technically possible to use it by now but many addons I use are not ported yet and I prefer a stable version over the new beta and its issues.

BUT STILL, the new features look so fucking awesome and from what I've seen the UI changes mostly make sense too and are reasonable (apart from the newfag spoonfeeding icons but I guess nowadays it's necessary).
I just hope it will be stable enough around next April and fuck I'd love to see improvements in the sculpting area next year. One can hope and I will probably also donate.
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>>646256
Lack of interest. If you're going to pirate, you might as well pirate serious software and not some amateur's add-on. (I know I'm generalizing, but you get my point.)
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>>646313
Woah wait. Theres a diffrence
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>>646256
>pirated
aren't all blender plugins required to be open source? somehow, i got that idea from here
>>
What's more important for the torso in a run cycle? Horizontal or vertical movement?
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>>646323
It's a tricky subject with a lot of gray area. Basically it depends on how tightly integrated the plugin is with the rest of Blender code. For FLIP fluids, the plugin needs to be compiled and built against Blender, so it has to be open source. On the other end there's Auto-Rig Pro, which relies on external data files to work (i.e. .blend files containing the base rigs), and those parts of the plugin don't fall under the GPL.

A second issue is that FLIP fluid is only required to distribute the source code, and has every incentive to make it difficult to compile yourself.
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>>646302
I wonder if there's some initiative to completely rewrite the sculpting engine.

For example, making you work on some kinda pixel proxy representation instead of doing changes to the actual mesh in realtime. You'd see a representation of the mesh that looks like your mesh but in reality you manipulate pixelbased and as you go, your changes get translated to the actual mesh inside the sculpting engine.
Blender always shits the bed if you go high density, that's the biggest reason why you mostly see busts and not a lot of complete body sculpts (or the bodies put together of several parts later).
>>
WHY I CANT SEE OBJECTS IN TWO DIFFRENT VIEWPORTS. I CAN SOME SOME IN ONE AND ALL IN OTHER. WTF.
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>>646339
>I CAN SOME SOME IN ONE AND ALL IN OTHER. WTF.


..what?
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>>646340
one viewport displays parts of the objects in the scene and other one other parts.
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>>646330
>has every incentive to make it difficult to compile yourself.
If they do this, it's probably against the GPL.

>"You may convey a covered work in object code form under the terms of sections 4 and 5, provided that you also convey the machine-readable Corresponding Source under the terms of this License [...]"
>"The "Corresponding Source" for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities."
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>>646352
>it's probably against the GPL.
no matter, we houdini now
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>>646325
Horizontal
>>646339
why use 2 camera's? just use layers. its like a new viewport for whatever you use.
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My beer from blender guru's tutorial
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>>646405
That's terrific
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>>646408
Thanks anon
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>>646261
Not to mention, many of them cost money, and some are pretty damn expensive.

I've been waiting months to get ToonKit, but I don't want to spend almost $50 for it. And no one's bothered to buy it and pirate it on cgpeers as of late.
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>>646333
Nobody needs it. If you are having performance issues odds are you are sculping in dintopo mode which is stupis and you shouls use multiresolution instead.

Zbrush became an esoteric clusterfuck because it evolved from a pseudo-3d texture painting software now it's in an evolutionary dead end.
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>>646429
>dintopo mode which is stupis
I can kinda tell why you're unable to make use of dyntopo
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im importing some daz models into blender. Is it possible to make them wear some cloths i downloaded ? they are not in T pose.
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>>646451
You really arent supposed to use dyntopo for anything other than blocking in the general shape of it, after you did it you do all the detail in multires.

Multires performance is so fucking high you literally dont need the pseudo 3d gimmick.
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>>646420
I own it, and I found some uses for it, but ultimately I don't think it is worth the money in its current state.
Half price would be the sweet spot.

I am looking forward to version 1.2
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>>646460
>you aren't supposed to use dyntopo for anything other than blocking out
>multires performance is so fucking high
>pseudo-3d gimmick
HEY EVERYBODY LET'S ALLOW AVOIDABLE TECHNICAL LIMITATIONS TO DICTATE THE BOUNDARIES OF OUR CREATIVITY

F-for... BLENDAAAAAAAAAAAAAAH!
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>>646475
You don't just dynamesh everything in Zbrush either.
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>>646475
>TO DICTATE THE BOUNDARIES OF OUR CREATIVITY

Literally retarded,
Using wrong tool for the job isn't creative, it is just stupid and counterproductive.
If blender is too hard for you good luck doing anything in Zbrush or anything else.
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First time posting here. I'm having a problem with a mesh I did for a specific game, trying to mod new clothes for it. In game, it turns out all jagged and wrong, with spikes and some parts being transparent, but on Blender it looks normal and fine.
I'm a blender newfag and I'm trying to learn on my own.
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>>646295
Speedretopo is free, and in my opinion, it just works a lot better. It was the first time I used the grease pencil, but god damn. Shits smooth compared to the retopoflow version on github anyway. Plus, no extra interface to deal with
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>>646484
Perhaps try to ctrl-a and apply scale, rotation or location. Just save it first, not sure if it will fuck up some of the modifiers or whatever.

Also go into edit mode, select all your geometry, hit space and search for "make normals consistent" too see if some of your faces have flipped normals
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>>646482
>Using wrong tool for the job isn't creative, it is just stupid and counterproductive.
Say that to the Blender fanboys, see what happens.
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>>646492
fuck off retard, your'e not welcome here
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>>646484
the parenting in blender dosen't transfer to unity.

you need to weight the clothing ontop of the mesh.
why? because global coordinates in blender and unity are different.
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When 2.8 will be available for update from 2.79?
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>>646606
Keep posting this shit outside of your containment board and someone's gonna snitch eventually. It's not gonna be me, but it's gonna happen.
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>>646486
I only use the contours, I don't care about all the other stuff
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>>646607
Discord probably knows already. And they don't care, or laugh at it.
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I want to make a tentacle that restrains one of my models for obvious purposes. Now I can model one, and I can set up various rigs with curves, spline ik, hooks, etc etc. However, I want to have the tentacle wrap around the model's arm, say, 3/4/5 times. How would I do this without having to add a ridiculous number of control points, whether bones or hooks or whatever? I can move it around just fine with five control points, but wrapping around things seems like I'd need to add many more with my current methods.
>>
Hi /3/ I'm new to Blender but really would like to get into modeling. I'm a big fan of games and animation so it seems like a fun thing to learn.

Besides Blender Guru is there anything I could watch to learn more when I cant be practicing? I've been trying to read the manual in my spare time so I can learn more about the tools blender gives to me.

Thanks:)
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>>646664
hey

https://www.youtube.com/user/Blenderfan93
https://www.youtube.com/user/DarrinLile
https://www.youtube.com/user/blendercookie
https://www.blendernation.com/
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>>646664
https://www.udemy.com/share/10055m/

It'll cost $10-20 depending on which sale is going on, but this course is badass. Made me feel completely familiar with blender.
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>>646667
>>646665
Thanks a ton guys! Ill be taking a look at all of these and possibly dropping what money i have left on the course!
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guys the way i model is bad i think. I end up with vertices on edges that are not realy connected to that edge. what do?
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>>646658
well. if you can bind it to a curve with control point it will be alot easier. but maybe try to check out bendy bones

>>646682
you connect verticies with alt+m
you connect edges with J
you can view it better using wireframe mode (z)
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>>646698
i meant alt+m can merge 2 verticies into 1
J creates an extra edge between 1 verticies
w>subdivide creates an extra vertex on a edge
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>>646475
>You really arent supposed to use dyntopo for anything other than blocking in the general shape of it
I've seen a lot of people say this, but it's fucking retarded.
Have you ever heard of Sculptris? Aka the first dynotopo sculpting software?
Dynotopo is amazing for adding TINY details AFTER you're pretty much done with the main shape of the sculpt.
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>>646719
true. just turn up the res and sculpt.
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is blender good for modelling jewelry/metal accessories?
any helpful add-ons that cater to this effort?
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>>646742
nope.. get rhino
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>>646719
Just remember that your uv map and any other vertex data goes out the window. Your quads will become triangles, not only locally where you sculpt. It's just how it works in all programs with dynamic topology. So fuck your topology and Edge flows, and good luck uv mapping the bitch if you don't know how to retopologize.

Good thing is that if you can learn how to sculpt, you definitely can learn how to retopologize. And if you don't care about image maps and can use procedural textures instead, it doesn't matter either.
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are WIP shots allowed?
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>>646746
Forgot to say that it works really great to use multires on your shrink wrapped retopologized mesh. You don't have to loose all the detail of your dyntopo mesh, and multi res is a lot more efficient in high poly situations, where as your dyntopo sculpt won't allow you to go very high with the poly count, should you ever slap a multires on it after. I'm not sure why, but blender will not play nice with bad geometry or high poly counts when picking a base mesh for multi res.
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>>646746
Uh, you always retopologise after you sculpt. Sculpting should never be late in the process, especially after you've finalised your vertex/face data. You really need to revise your workflow if you find yourself needing to sculpt after setting up all your UV maps and shit.
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Why do the blender threads not have an op with /3/ approved beginner resources specific to blender?
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>>646749
That might actually be true, my workflow atm goes like this :

Dyntopo sculpting something till its fairly high res, retopo to get some decent edge flow, unwrapping the thing, multires and shrink wrap it around my dyntopo sculpt, adding in high frequency details that I can bake out, and then texturing the thing in Mari.

I still change the shape around on the multires mesh a bit, but without going too overboard. The texture maps stay where they are supposed to, as long as your stick to the shape of your base mesh. Unless your geometry was fucked from when you unwrapped it, and it's a pile of triangles scattered around thing. It's pretty hard to not keep tweaking, especially after I get to see it rendered and textured. My stuff doesn't serve a purpose other than me trying to make something that looks good, and improving at the stuff I'm bad at. Perhaps that's why I rarely finish things, and end up doing stuff really strangely.

I just know that people need to learn retopology if they love sculpting. I never thought I would learn, and that I might aswell should have learned how to model the basemeshes. But you learn a lot from doing it, and it's a lot easier than it seems...
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>>646752
Dude, don't. You always finish your sculpt, including all your high freq details, before you even think about topology.
>It's pretty hard to not keep tweaking
That's one of the biggest issues any learning artist has. The ability to stop and be content with where you are and what you've made. You need to learn when enough's enough, even if you still spot (minor) errors here and there. You're your biggest critic and it's gonna end up being your own downfall when you keep working on the same thing continuously without being able to move on to bigger and better things. Y'know, law of diminishing returns. You keep sinking time into such minor details when it could have been spent building even more ambitious projects.
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>>646755
Thank you, I needed to hear it!

I decided that I wanted to learn how to sculpt realistic faces. Before this, I just found it really interesting to render things with unbiased renderers, before cycles was a thing... Pretty cool when indigo-render was still only free, fry-render, maxwell, all that. I only made some really simple models, or did some depthcore kind of things.

I just started doing things in 3d recently again, and it's pretty crazy to see how the visual quality of talented people's stuff have gone through the roof, it really highlights how maby things I have no concept of yet.

I think I might be too concerned about stuff being ultra realistic, and not realising why my stuff looks uncanny as fuck. I realise it way too late in the process. Like the eye sockets being located in the wrong spot, cause I keep tweaking eyelids, and pushing the fuckers back, trying to fix it and making stuff worse, go back a save file, etc.

This time I will finish. Thanks
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>>646746
Holy shit, never post again.
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>>646742
You can model anything you want in any 3D software. What do you mean?
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>>646833
i'm a noob, but i'd suppose there's particular tools, plugins, or workflows preferred for specialized stuff like industrial design, creatures, vehicles, jewerly, etc
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>>646839
>industrial design
CAD

>creatures
Sculpting/subsurface modeling

>vehicles, jewerly
Subsurface modeling, sculpting for detailing.
There are also very specific new workflows, such as HardOps or Nurbs curves, but I wouldn't recommend that for a beginner.

Just get Blender and start working.
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>>646840
Didn't mean to imply nurbs curves was anything new, by the way. Sorry.
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What are some good final render settings?

Right now I'm using 300% of 1080, with 100 samples and 4 in the denoiser. Then resizing it manually. Any tips?
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>>646853
whatever material you used for that hair would be perfect for some low poly bread
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Anyone else find it hard to switch to the new version?
I tried multiple times, but I'm still as lost as ever.
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>>646923
You mean 2.8? I've been holding off until it's feature complete, is it really that different?
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>>646926
>is it really that different?
No it is almost the same, but now it is more new users friendly
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>>646853
500 samples and defualt denosier works for me, in scenes with plenty of light.
lot of denoiser will just blur your pic out. unless you intend to sharpen it later.
normally i would also disable caustics and set filter glossy to 1
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>>646462
It should have been half its price from the beginning. No need to price it at $50 whatsoever.

Though I have to ask, if it's not the best out there, what would be a good method for cel-shading in Blender?
>inb4 "just use internal"
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>>646719
>Dynotopo is amazing for adding TINY details AFTER you're pretty much done with the main shape of the sculpt.

Why the fuck would you want to do that when you could simply use multires and subdivide further?
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>>646949
To not bog down your computer with unnecessary detail in most parts of the model.
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BLENDER KRITA BRIDGE WHEN
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/3/ I NEED your help. I'm trying to figure out how to export my Blender character into UE4 and it's the hardest thing I've ever done. Please give me some sort of guide or demonstration, all the ones I've seen before either lead to dead end errors or are outdated.

PEASE!!!!
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>>647041
And my follow up question is is exporting blender to UE4 actually a tricky thing to learn or am I just making it harder than it actually is?
>>
>>647041
>>647045
I'm sorry to have to say this, but yes, you're making it hard for yourself. Blender's ability to properly talk with other programs is limited, mostly because of the developers' reticence to properly support FBX. You have a shot to making it work by exporting your character to Maya, then exporting it again from Maya to Unreal. If this doesn't work, save yourself more frustration by re-rigging the character in Maya and not attempting to use Blender again for something that their creators appear to be ideologically against (good FBX support).
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>>647048
But Maya costs money and is expensive, I can't afford it...
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>>647053
Houdini Indie, then?
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>>647057
Eh, I've got nothing to lose, guess I'll give it a shot. It seems like Blender with a different UI and less support, but it exports things easier?
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>>647058
btw if anyone is still interested in helping, I can import my blender character to UE4 but it has missing information in the shoulders and other areas.
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>>647059
>>647048
>>647045
>>647041
I've never had any trouble importing shit to UE4 from Blender.
My guess is you just have flipped normals on the shoulders or something.
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>>647048
if he couldn't troubleshoot a simple fbx issue. what makes you think he will be some hotshot in maya?
this is what i don't get with you people, people have been making full fledged environments with blender and UE4 by now, and you sit here and complain about some issue that was fixed ages ago. admit that you were too lazy to make a lightmap or a bounding box for your collision and you have issues.
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>rate my meme
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>>647070
could actually be a good infographic
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>>647058
DON'T buy anything ffs. Blender exports fine to UE4, you probably just don't know what you're doing and won't know in other program either. Even if it is a legit problem and you want to try it out in another software, just pirate them or download a student version which is free for literally anyone.
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>>647010
> go to User Preferences > File > add the path of you Paint Programm into the Image Editor

How to use:
> go to UV/Image Editor
> open an Image
> got to the Header > Image > Edit Externally (open external Editor)
> edit the Image & saved it
> go back to UV/Image Editor
> Reload the Image [ALT+R]
> if you have a material and applied a image texture (maybe with uv’s)
you see the reloaded image on your model

It is the same way for new created texture in texture paint mode.

The only limitation is that it works without live update in blender,
after saving the image in the paint programm.
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>>647059
It's probably better if you share the .blend file so some Anon can have a look at it.

Anyway, I'm with what the other Anon said, if you're at a stage that doesn't justify buying anything, just use student/pirated versions. It's especially easy with Autodesk software, not so much with other companies'.
>>
https://www.youtube.com/watch?v=AuygjdLUAV8 I finished this silly little thing 2 days ago. Took me almost a full month to get back in the right headspace after tonsil surgery.


I'm also working on a chris chan for SCP modding and also a collaboration where people redraw entire pages from sonichu.
>>
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>>646333
polypaint when??
>>
how do I textures alpha to work with internal? its currently white
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>>647407
>how do I *GET A* textures alpha to work with internal? its currently white
>>
>>647407
that question is confusing.
you want something with alpha transparency? or with just an alpha channel?
>>
I'm still mad about the middle mouse button being used constantly for everything related to movement. I will never stop being mad until they change it. It's even dumber than right click select.
>>
>>647409
yeah, sorry about that, I have a texture (.png with transparency) and the transparent parts show up white in the render, I want them to be transparent
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>>647411
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>>647410
Just don't use Blender, then. Naysayers like you aren't welcome to the community.
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>>647280
Doesn't even look remotely like CWC.
Try using a reference next time.
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>>647410
I love it.
The only problem is that the companies that produce mice think people never use the middle mouse button, so even expensive shit breaks after just a few months of working in Blender. Fucking infuriating.
>>
>>647423
Oo, same here. MMB gave up on me a few years back. Luckily it was one of those Epic Gamer Mice (G402 desu) so I just bound it to one of the extra buttons. It works really well, feels more natural than actually clicking the scroll wheel imo.
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>>647426
>I just bound it to one of the extra buttons
Now I feel retarded for never thinking that was an option. Damned.
Thanks, I guess. The mouse I'm currently using has like 9 buttons, so I'll probably never run out of alternatives.
>>
Wew lads
https://youtu.be/A7f695R9kTQ?t=41m21s
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>>647430
It's not as bad as I expected, but it really reminds me of those odd educational songs they make about chemistry or whatever.
Side note: while I do think CaptainD makes some decent content, I feel like he loves to ride his high horse a lot. A lot of his recent stuff has him acting smug at points and his weird little tangents into his "disillusion world" generally feel odd and forced. Add to the fact that he keeps parading his Blenderisms although he's mediocre at best (not saying that I'm a professional either) really gives off that good ol' Dunning-Kruger.
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>>647412
that changes the alpha for the whole thing
>>
>>647435
>>647435
Look in the properties panel at the texture tab.
There will be an influence slider for alpha.
Turn that on and slide it to 0.
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>>647433
I think Youtube's algorithms shilling his garbage in the wake of the ad bubble bursting has made him believe his dick is twelve storeys tall.
>>
>>647438
there isn't a properties panel, in the image panel there a check box for alpha but thats it
>>
I've got a ripped model and it has a mesh inside of a mesh, but they're connected in a way that I can't use remove doubles to fix it, and I can't just press l to select the top part because it selects both the inside and the outside at the same time. Is there a way to quickly delete the outside mesh without deleting the inner mesh, or am I fucked and have to do it manually?
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>>647768
Sounds like you have to do it manually. Selecting a vertex or edge loop from the outer mesh and using ctrl+numpad + might speed up the process. You could also check if there is a material assigned to the outer mesh and select that.
You could also try other selection modes like select similar, etc
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>>646460
Is there a way to convert zbrush multi res subd meshes to blender?
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what are the main things I should learn about sculpting a mouth that can be animated later?
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>>646254
how do I change his facials?
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>>647817
have a reasonable inside space for the mouth. and upper and lower set of teeth.
basically learn face rigging, and you will realize what is needed.

>>647818
change his facials? with face rigging
>>
>>646302
>>646333
>sculpting improvements

Fucking lmao. They'll never touch that shit because Blender is mostly focused on animation implicitly. The next big step is a node-oriented animation workflow. They like stylization above all else because it's far easier to work with in animation so sculpting feature does not need to be advanced whatsoever. Forget being able to sculpt out fine details like skin pores. They expect you to use textures for that and even the texture painter is seriously lacking because of the aforementioned reason.

They give 0 shits about sculpting as long as they can punch out pixar/dreamworks/disney derivative faces all day and all night.
>>
>>647870
you can say that about max and maya, in the same breath
>>
This guy is pretty good
https://www.youtube.com/watch?v=UpcKPJTmqSI&feature=youtu.be&t=821
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>>647872
Autodesk has Mudbox and I don't know enough about Maya but I've heard it can handle more polys than blender can which is better for sculpting fine details.
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>>647875
but it doesn't have dynamic sculpting, which contributes to performance
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>>647876
As of the 2018.2 update, Mudbox has dynamic tessellation. It's miles ahead of Blender for sculpting, although I personally would stick pick ZBrush, which is on a league of its own.
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>>647879
i didn't talk about mudbox, mudbux is not a 3d suite
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>>647881
The post you were answering to does talk about Mudbox.

>not a 3d suite
Export, sculpt, import back.
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>>647858
Oh It wasnt already rigged?
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>>647791
I ended up doing it all manually, which was mad gay. Now I have another issue. These models use a bunch of uv maps, more than what Blender can handle and it is deleting the important uv maps for the skin and face when I import them in (PSK files). I've tried using milkshape to delete the extra uv maps, but every time I do that it alters the model in a way that the armature no longer works and I can't copy the weight paints from the unconverted model onto it.
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>>647885
but were not discussing mudbox you goofball. you insert mudbox everytime i talk about sculpting.

obviously, mudbox is better, but its also better than every other sculpting program other than zbrush, your comparison is leaps ahead of logic
>>
>>647925
>but were not discussing mudbox
No, we are discussing sculpting.

>you insert mudbox everytime i talk about sculpting.
lolwut. It's the first time I mention Mudbox on this board. I don't even use it.
>>
How can I separate the contribution of each light in different layers when rendering? I want to be able to tweak them in post to avoid re-rendering.
>>
>>647873
>says posing his shit in automaya was horrible because you had to weight paint
>blender is so much better!

The fuck is he talking about? To pose sculptings you also have to rig and weight paint in Blender.
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>>648077
Blender makes it easier without having to rely on proprietary shit software, doofus.
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I want to darken parts of a guy when they're behind a semi-transparent black plane, in the fashion that you see in this image, but I only want to see the part of the plane that is covering the guy. I don't want to see the whole black plane in my rendered image. Is there some kind of node/render configuration to make this work?
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>>646475
This is bait. Nobody does straight dynamesh for the whole sculpt. Unless you have an incredibly unnecessary polycount(we're talking hundreds of million) you wouldn't even be doing detail work in dyna. The whole point is to make the blackout phase faster and allow more creativity to dictate sculpt.
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>>648081
>Blackout
Blocking out.
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>>648080
oof
>>
>development fund of the whole blender
>9.4k a month
>387 supporters

what the fuck. some SFM poop creators make more and have more supporters.
as soon as I have some more dosh I will try to give them something back, that's just ridiculous.
>>
>>648081
in blender its best to keep dynatopo ON at all times, because we don't have anything like zrememsher to subdivide the shapes later.

but again, like the retard above that keeps comparing mudbox to blender. you guys really need to do your homework. blender was never intended to be a sculpting powerhouse - its a tool intended to supplement highpoly modeling and for making speed sculpts.
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Lads, there's only a few weeks left until the 2.8 beta. How can we stop this before it's too late?

>new, user-friendly tool system
>industry standard key bindings
>simple workspaces for every task
>shiny, modern look

At this rate, everyone's going to start using Blender. Max/Maya/Modo/C4D users will invade the community and shit up the culture. Babies will start using it as their first 3D program. The Blender we've known for years will become mainstream garbage, used in soulless VFX companies and game studios.

If you love Blender, and want to protect the community, 2.8 must be stopped. It will be the biggest disaster since 2.5.
>>
>>648310
this is just paranoia lad.
what makes blender unique is beyond the keybinds and the logos.
the render settings and viewports are equally annoying as the camera controls.
>>
>>648310
We should make awful BI renders and keep posting them everywhere and taunt other software users about it. This will make people think that blender is for blind people and programmers. We also need to cut all of the funding the Blender Foundation receives and use it to buy thousands of autodesk licenses.
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>>648310
lol'd
but even if you were serious:

>blender is still "too hard" to grasp for most plebs and this will probably not change until some kinda AI just creates what brainlets want by telling it some commands around 2045
>automaya and faggologic drones are still doing a great job emphasizing flaws in blender and attacking blender fans in all kinds of forums
>"costs you nothing so it must be shit" is still the first thought of the majority

you shouldn't worry about newfags shitting up the place, you should worry about the big guys trying to fuck with blender once it gets too big to ignore.
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>>648310
>Max/Maya/Modo/C4D users will invade the community and shit up the culture
I know your post is pure meme sauce, but still.
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>>648310
dumb akko poster
>>
>sculpting mesh has multiple densities
>don't want to make it uniformly high density because my PC is absolute shit

>smoothing while sculpting only works on patches that have similar density
>smoothing over borders between different densities causes visible bumps no matter how much you try to smooth

Is there absolutely no way to quickly smooth those areas? You kinda can using the edit mode and do it bit by bit but that's hilariously time intensive.
>>
>>648376
just use dynatopo, you don't have to subdivide shit
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>>648376
Give ZBrush a try, you can use it in a somewhat underpowered computer and you won't have those problems.
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Maybe this is the wrong thread, but how do you guys stay focused on a project. I have ADHD and am very easily distracted. I'll put four hours into a project one day, then the next move on to a new one, and this generally happens with other parts of my life, too. What motivates you to stick with what you started? I just want to stop sucking at time management and put everything I've learned to good use. Pic not related.
>>
>>648406
>ADHD
isn't that a meme disability?
no idea if that is helping you but some nice things that help me
>get fresh air for at least half an hour before desk time (faster walking, running)
>set smaller goals AND PULL THEM THE FUCK THROUGH
>discipline yourself and get angry when you fail but use the anger energy for your next try instead of throwing the towel
>don't eat too much before work and keep an eye on your sugar intake
>don't sip fucking shit like lemonade or other sweet crap
>don't drink caffeine shit if you already are too hyper
>drink tons of water

if you succeed in getting more and more done it will feel great and makes you want to achieve even more.
>>
>>648412
>ADHD
>isn't that a meme disability?
I'd say 90% of cases are just a meme. I only state it to see what advise other anons dealing with it might have.

>get fresh air for at least half an hour before desk time (faster walking, running)
Have never thought to do this before sitting down to work on my 3D stuff. Going to give it a shot tomorrow.
>>
I have this wierd bug where objects stop working in sculpt mode. It hangs up like it's doing something when I try, but the object never changes.

Occasionally I could get around this by deleting and remirroring an object, but now it's happening on objects with no modifiers at all.
>>
>>648443
>objects stop working
wut
>>
>>648444
That's basically it. Sculpt mode just stops responding to certain objects without rhyme or reason.
>>
>>648406
https://en.wikipedia.org/wiki/Pomodoro_Technique
Sounds like a meme but it works for me. Instead of using a timer I usually set up a 40 minutes or so playlist or podcast.
>>
>>648309
>you guys really need to do your homework. blender was never intended to be a sculpting powerhouse - its a tool intended to supplement highpoly modeling and for making speed sculpts.

It's people like you that's keeping Blender in the dark. This is why blender will always be chasing the shadow of industry standard software. Why is comparing mudbox to blender not relevant? Autodesk decided it would be a good idea to split the task over different software, the point still stands that currently Autodesk beats Blender into the dust. The point still stands that blender's sculpting tools are by far one of the worst and can barely be called a "highpoly modeling" tool. It can't handle modern standards save for the same stylized garbage over and over again. No one is asking for Blender to be the "powerhouse" sculpting it has to at least function to bare minimum standards and it's barely keeping above water at this point. Sculpting is absolutely an invaluable tool and should not be ignored as it has been for the past few years.
>>
>>648503
It's people like you that give pros a bad rep among the Blender community. Blender is a hobbyist tool, you can't expect it to be capable of dealing with industry-level assets or working in a contemporary production pipeline. Criticizing it (and their users) for not pursuing the technical advances necessary for doing that sort of work is extremely unfair. If you need to do professional work you don't use Blender, period. If you are a hobbyist, Blender is enough and possibly more than that, depending on your goals and skills.
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>>648503
blender is first and foremost an animation tool. it was built for people that don't have money to buy expensive software.
over the years, the modeling tools has improved tremendously. so you could also use it for modeling.
anything other than these two are a bonus. the nodes, the compositor, the video editor. are all underdeveloped because the community decided they want the 'foundation' to put more emphasis on grease pencil and rendering.
personally? i think the denosier, the uber shader and EVEE were very necessary. so looking back all of the improvement the community suggested, i tend to agree with them.

but if the foundation abandons the texture and sculpting tools it would be a damn shame. it can be so much more, and with that i agree.
>>
Any tips for getting good looking deformation at the hips when a character is doing the splits? The mesh always seems to fold into itself in poses like that.
>>
>>648541
more mesh in deformation areas. more careful weight paint
>>
I've seen actually good artist make decent stuff with Blender. This needs to STOP. Blender is for hobbyist and amateurs ONLY. It's NOT for industry. Blender is for FUN, not for PROFESSIONALS.

Soon, we will have a time where amateurs will gain zero visibility from their work because all the pros crowd the scene. And that's bad.
>>
>>648522
>it was built for people that don't have money to buy expensive software.
wut? Blender was a commercial product, but it tanked in the market. Only then was it released as open source -- the community had to "buy" it.
>>
>>648547
>Soon, we will have a time where amateurs will gain zero visibility from their work because all the pros crowd the scene.
Don't worry. Pros won't switch their tools easily, in good part because it costs money and thus time. But also because Blender is lacking in many areas that are essential to professional work, and there are few to no plans, currently, to bridge that gap. The development of Blender is focused on the amateur market, not on the interests of professional users, and it's likely to stay that way.
>>
>>648547
You could say that about those who use Maya, frankly.

It's not so much the tool that's the issue, it's usually the person themselves not bothering to advertise their existence.
>>
>>648522
>it was built for people that don't have money to buy expensive software.

t. Someone who doesn't know anything about it. Stopped reading right there.
>>
>>646323
No. You can do whatever you like with Blender. You can sell it if you want. Add-on/plugins the same. Totally up to the app coder.
>>
>>646742
https://www.youtube.com/watch?v=XZ6uIdNnrHk
https://www.youtube.com/user/mikhailrachinskiy/videos

This guy does some development in that field. I've only used his Commotion addon
https://www.youtube.com/watch?v=gLj4PvHbm4s
>>
>>648505
blender sculpting can hardly deal with even with what even hobbyists are demanding these days. One basic invaluable tool that zbrush has is the transpose tool so you can pose and change your sculpt quite quickly whereas this is impossible to do in Blender. There is a workaround like splitting up the body parts but this has to be done beforehand, or just dealing with insane lag in edit mode or when using modifiers. There's barely even a whisper going on around adding a layer functionality and the tool/ brush set in general is seriously lacking.
>>
>>648576
>Totally up to the app coder.
False. If an add-on is sufficiently dependent on Blender code, it *has* to be licensed as GPL. Its distribution can be done in exchange for money, but the source code has to be given too and the licensee can share it for free if they wish.
>>
>>648583
there are currently a ton of people pushing for a big sculpting update in Blender but as you can see a bit further up in this thread the current funding of the whole Blender team is around 9k and they're just about to release a major overhaul.

I wouldn't say sculpting won't get some love but it will most likely take a while, especially now that they're busy getting 2.8 as stable as 2.79.
>>
>>648589
fuck, wrong image
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>>648590
>fuck, wrong image
I don't see anything wrong with it.
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>>648583
i actually did quite alot of sculpting with blender.
and i did use zbrush for the same period of time. id say i prefer more to use blender than zbrush for sculpting. because i like to have regular camera controls,orto view, and individual control of the polygons.
even if i sacrifice millions of poly's in performance. i still like the fact that you can directly pose your sculpt and do some hard surface with a program you already know.

if Zbrush is S-Class Mercedes. then blender is a 1999 corolla. it just works and it doesn't get in your way with all the features and the luxurious tools.
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>>648583
>>648601
I miss quick transposing tools in blender for sculptings too but the lack of it forced me to look into the rigging tools more.
Slapping bones into a model is actually quite swift in Blender and when I found out about the multipaint function and I was able to quickly smooth between bone weights in one go, all suddenly didn't feel that bad anymore.
Before that, rigging a mesh was a horror for me because I always had a problem getting the weights right between bones (and on dense sculpt meshes you usually have to do the weightpainting manually because the automatic weights usually throw an error and fail).
>>
>>648601
I actually agree that I prefer blender's sculpting interface over Zbrush. I feel like Blender has so much more potential than zbrush with sculpting given that it's a "real" 3D program and you have access to all other Blender features as you work. But it's completely bare bones and most of my frustration comes from knowing they could do better,
>>
I'm doing my first animation render and I thought I set it to stop at frame 150 but it kept going. Is there any way to just stop it and save the video file or do I have to wait out another 10 fucking hours?
>>
>>648606
Nevermind. I did more googling and I think I'm fine
>>
Seriously, why the fuck is the tool panel gone? I can't even find the subdivide option.
>>
>>648666
Okay nevermind, I just downloaded the new build and now I can find the subdivide option by pressing W, the old version I was using didn't had it.
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I've been using Blender for almost a year and still don't know how to make quads NOT be converted into tris when exported.
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>>648723
I don't use Blender much, but I've never had an issue with its FBX exporter. Are you sure the application you're importing to isn't at fault?
>>
>>648583
>zbrush has is the transpose tool so you can pose and change your sculpt quite quickly whereas this is impossible to do in Blender.

1. The grab and rotate tools when using masking does this.


2. You should only be transposing after it's been sculpting and low polied

3. If you absolutely must you can either make a simple rig or use box deform.
>>
>>648081
>Nobody does straight dynamesh for the whole sculpt.


I do, but I also have an addon flood fills whatever level of detail I want it to have, so if it gets up to high, I flood fill it back down a level, or up one.
>>
>>648740
>I also have an addon flood fills whatever level of detail I want it to have
>addon
but why? it's inside blender already
>>
If I'm new to blender, where should I start?
Should I just wait for 2.8 or nah?
>>
>>648756
2.79 is where its at.
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>>648756
What do you want to do with it? If you're looking to do final high res renders/pretty looking picture with blender I hear the new eevee render is pretty good and it'll receive a lot of updates in 2.8 onwards.

If you're looking to do game models, and things where the final product isn't a blender render. 2.79 probably is fine and doesn't have the silly updates.

2.79 will also be easier to follow along with years worth of tutorials (pretty much everything since 2.5 released in 2010ish will be in the same place on 2.79). I'm sure you'll be able to perform the same steps on 2.8, but the UI will be different and hotkeys won't be the same, etc.
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>>648773
>If you're looking to do final high res renders/pretty looking picture with blender I hear the new eevee render is pretty good
>final high res renders
>eevee

Wtf.
Eevee is just meant as quick preview engine that's "pretty close" to the end result and not to get "high res renders".
You could get away with using it for final renders but even the developers make no secret out of it that it does NOT reach the same quality as cycles.
I mean, come the fuck on, most renders with it even look like video game stills.
>>
>>648776
> I hear the new eevee render

Obviously that isn't something I've paid attention to, I just know it isn't very useful for people who don't render in blender.

> meant as quick preview engine that's "pretty close" to the end result

So it speeds up the workflow, and would be useful to people doing high poly...
>>
>>648756
Start learning now with 2.79. It's early enough that learning the changes won't mean much. The theory won't change. BornCG, Darrin Lile, Blender Guru, the official Blender channel, Gleb Alexandrov, and Zacharias Reinhardt. And there are tons of other more specific tutorials like for sculpting or motion graphics.

>>648777
No, it's a like a real time video game engine renderer with tons of inaccuracies. You'd use it to preview an asset before exporting it to Unreal Engine or something.
>>
>>648782
Thanks, yeah I got half way with the blenderguru donut in early September, but then college whooped me. It's been long enough that I probably should delete that render and restart.
How important are 2d art skills when it comes to 3D? Should I learn 2D before 3D or alongside it?
>>
>>648785
>Should I learn 2D before 3D or alongside it?
Alongside it. It's not absolutely necessary to straight up replicate objects. However, if you want to games or other artistic things then it'll become important. I tried going as far as I could without 2D but then you run headlong into the issue that you need an artist to make a concept of something you're going to model. Dealing with other artists when you don't want to pay anything sucks so you're better off learning it yourself. The skills play back off of each other, having a good understanding of 3D is key in drawing good 2D. Eventually too if you want to do character design you'll want to learn anatomy which has a wealth of drawing resources. /ic/'s artbook thread has a lot of good resources. If you're starting with drawing then I'd recommend Dodson Key's to Drawing and Scott Robertson How to Draw. HtD is more geared toward perspective and industrial design than actually learning to draw but you'd use the skills everywhere.
>>
What features is blender missing compared to 3DS/Maya?
>>
>>648797
Jobs.
>>
>CUDA Out of memory

How much video card vram is enough for the typical retardedly bloated Cycles projects out there?
>>
My first render done with Blender (and 3D software in general) in years. Shall i give the hobby a try again?
>>
>>648808
Semi-Pro-Tip: Try to break your scenes into layers and combine them in compositing. Saves lots of time and memory. They do the same shit in the industry.
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>>648808
You should have at least 4GB VRAM to have a comfy workflow and that shouldn't be too hard with the GPUs available today.

Also, close as much shit as possible. Couple days ago I saw that shit like the browser, imageviewer and stuff took around 1GB of my VRAM which is fucking ridiculous.
>>
>>648797
features missing? probably more organized smoothing groups.
also missing better exporter presets.
but it makes up with video editor, compositor etc
>>
>>648797
Mainly some animation things dealing with rotation when going from Maya to Blender. I forget what exactly but Blender has very few problems being used at points in a production pipeline early enough. This was mainly an issue I had with UE4. There are some guys at Epic that even use Blender.
https://www.youtube.com/watch?v=hJ0GpTQaShs&t=7m35s

Blender is more than capable if you take the time to learn it and don't act like a consolewar fanboy about a piece of software that does work.
>>
>>648832
by animation, it's probably better grouped with importing/exporting of some file types because of being free software and not paying licenses for proprietary ip like fbx. That's more autodesk being a shit and fbx being so prevalent and strangling on the industry.
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>>648821
Yes. The style seems very apt for procedural modeling.
>>
>>648728
I have no idea what's going on, .dae and .fbx just imports the quads as tris, even if I convert tris to quads or remove angles I can look at the faces and tell that they're being deformed into tris still. In Blender and Unity they keep being turned into tris and it's a fucking ridiculous waste of polygons, literally doubling the polygon count.
>>
>>648848
By default, it'll convert them to tris. A quad is simply two tris and that's how the computer sees it, quads are easier for us to work with. You should not be getting any deformation unless you have bad geometry. You have the same amount of tris whether they're triangles or quads so it's not a waste at all.
>>
>>648848
its a conversion done by the graphical engine.

polygons don't really exist in 3D rendering, we only use quads for our sake of convenience. the actual thing being rendered is the triangles. if the object is already done and rigged rigged, then there is no problem with it being triangulated. it will behave the same way.
>>
>>648849
>>648852
I guess that makes sense, I had to stop my project until I understood what this was about.
>>
>>646254

I'd like some suggestions for a workflow. I'm mainly a 2d guy but I use Blender for getting lighting/perspective reference for digital painting and I kitbash whenever I can so I have to model as little as possible on my own, although I am quite comfortable sculpting and making low poly models.

Anyway, I am trying to figure out a good way of quickly getting draped figures into my scenes. I've used the plugin to import Daz figures into Blender but I haven't had the need to make them clothed until now.
Concept artists often use Marvelous Designer to get accurate drapery/clothing and I've been looking into that. To my understanding you have to make a animation to get accurate folds for the clothing sim. Can I make the animation in Blender and export to Marvelous Designer or how should I go about it? Pic unrelated
>>
>>648890
Yes, you should use MD, don't hesitate, its really easy. You don't have to use animation to wrap cloth around a character. Often you can wrap them directly on the posed character.
But having them in a T or A pose, then animate them into the pose you want is the safest way to do it.
You should be able to animate it in DAZ and then export either via FBX or Alembic. Blenders implementation of those 2 file standards can be faulty. But it also should work from Blender.
Just test it out or search Youtube for a tutorial, you sure find a way.
>>
>>648891

Thanks man, I'll try it. Are there high quality pre made clothes for MD? Like generic hoodies, pants, suits etc.
>>
>>648892
Idk, i just recently start using it for draping cloth pieces around my mech, so i haven't worked with human fashion.
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>>648892
Yeah, you can find some on the MD store and elsewhere. Fair warning, once you learn how to make clothes with MD you'll quickly realise how obscenely upmarketed premade clothing is. Pattern files for a suit you could've made in a few hours can easily set you back $60~.
>>
>>648896
>>648898

Thnx guys
>>
https://youtu.be/LFqopkUTO0Q?t=49
Please can you tell me what he's doing at the face at this time?
I think he moved some vertex and it's rendered at the same time for the video? But it seem he inflate or sizing(i don't know the term) a linea of vertex.
>>
>>646664
Stop reddit smileyposting
>>
>>648948
i tried to do like him, i failed :(
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>>648948
he added 2 loops, one on the left side of the head and one of the forhead.

he might have inflated it with alt+s.
you can also use proportional editing (o)
>>
Fucking tank treads. How do they work? Everyone just uses curve + array, but curve warps the objects so that's a no go. Not for a game or anything, no physics, no animation, just needs to sit there and look pretty I just really don't want to do it manually.
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Why is it not like the one on the bottom when I try to extrude along the normals?
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Hi I'm followin this tutorial

https://www.youtube.com/watch?v=nPK6JlWESM8

and can't for the love of god reposition this gradient like Danny does. It may be related to my objects transforms or rotations. This are my settings and the result I get, bottom-persp and front view
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>>649265
Forgot timestamp for this step: minute 9:40
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>>649265
Try to set your gradient texture to linear. Also apply any transform you did on the eyeball, especially scale with ctrl+A
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First time I've ever modeled, rigged and animated a character, can I get some input?
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>>649151
i think its best to the array only for the 90 degree angels and the rest place manually.

>>649250
you need to apply rotation and scale (ctrl+a)

>>649289
character seems fine, animation seems fine.
you are on the right track my friend.
>>
>>649289
Not bad, she seems to come to a sort of stop for 1 or 2 frames longer than she should everytime her foot hits the ground
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>>649151
I solved this by the way using this guy's method
https://www.youtube.com/watch?v=ftiFE9gnTyc
Using a control mesh which has array + curve, and then using face duplication with the actual treads.
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>>649280
Thank you
I've done what you said and also other suggestions about the mapping node settings I got but unfortunately the gradient placement is proving to be fucked! Nothing is working haha, I guess I should just learn to import a texture map to use as an alpha...
would be nice to be able to follow a seemingly easy tutorial tho, so if anyone else has an idea I'll still try it
>>
>>649436
You need to use UV coordinates and of course have a UV mapping on the object to texture. Right now you have it set to generated UVs, which won't do.
>>
>>649453
It should work for his use case, check the tutorial he posted above. >>649265
>>
EEVEE looks pretty dope https://youtu.be/raaAf4M1BEo
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>>649455
Yeah it's really fun to play with. Having to cheat the lighting really makes you appreciate the simplicity of path-tracing engines, though.
>>
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Beginner here, looking to make some 3d stuff for a game
What should I learn besides the general controls and tools?
>>
>>649467
how to properly import the stuff from blender into the game engine. Much bigger headache than dealing with either one exclusively.
>>
>>649467
Modeling, unwrapping, texturing, rigging, animating, exporting and importing.
>>
>>649468
Unironically this. I wanted to get into modding a game a few months ago, it took me like 30% of the project time actually making what I wanted to make. The other 70% was spent troubleshooting back and forth trying to get shit to work properly in-game.
>>
>>649468
I heard COLLADA is good. Any opinions? Or glTF or FBX?
>>
>>649492
Don't know about collada, but as far as I know, gltf would be a great choice and better than fbx, since it can include the definition of PBR materials with textures in the standard slots.
>>
>>649289
If you want it to look sexier, have the legs met towards the center, as it pushes the hip swaying out more. Keep the torso in the center of the body as much as possible, and bring the arms in more.
>>
Has anyone tried rendering an animation with Eevee and getting decent results? I know it won't be at the same level as a Cycles rendering, but the render times between the two are just massive. Two minutes or more per frame with Cycles compared to nine seconds with Eevee.
>>
Does blender have a quick auto retopo tool like other programs? I can't seem to find it
>>
>>649529
Not that I know of. But check out Instant Meshes (google it, it's on GitHub), it does a pretty good job and it's free software. I believe it's MIT licensed, so perhaps there's a plug-in for using it with Blender.
>>
>>649529
Thanks, I'll check it out
>>
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help, its suposed to be smooth
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and this not wavy
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>>649529
It does not. Instant meshes is quickest option outside of blender. However you can do it pretty easily already in blender[0] or download retopoflow from github[1].

[0] https://www.youtube.com/watch?v=2hEHtKH55Us&t=1m8s
[1] https://github.com/CGCookie/retopoflow https://www.youtube.com/watch?v=4lxPXkxflV8
>>
>>649533
>>649534
Show wires. The most probable cause is improper topology.
>>
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>>649541
heres lowpoly
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>>649541
and high poly
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>>649513
How do you achieve such a level of anime?
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>>649549
lmao that's not a high poly
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My first thing
I....dont know why the water didnt turn red though
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>>649553
Well, i mean i used it to bake detail to texture, will subsurf fix my problem? With the artifacts and such on normalmap?
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>>649556
yes there's not nearly enough polys on the parts you want round
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>>649554
No wait, I got it, yeah, my first item made
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>>649533
>>649561
Is this caused by not enough subsurf?seems unrelated to me
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>>649572
that part looks like duplicate verts or something
>>
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>>649578
thanks, the grip was mirrored i removed other side, good now, subsurf fix wavy, thanks
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>>649467
Is that a legit capture? I just noticed her left heart is overlapping the line of the cheek.
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>>646254
So... I'm having some trouble figuring out how to rig characters with multiple objects for clothing layers. Like if I have the skin, and undershirt, a button down, and a vest or something all modeled as separate objects, when I deform the mesh they all clip through each other. I can't figure out how to weight paint them to avoid this completely for the animators currently, and it takes me forever just to get close. Is there some technique or tool I can use to make this less of a pain in blender? This is all I have found that sort-of helps, but I am still not happy with the results: https://www.youtube.com/watch?v=imhTnlKrTOY Otherwise, is there something better for rigging character models? Really I want my models to be around as flexible and dynamic as Fortnight's: https://www.youtube.com/watch?v=f302Tu8Ak7c Can this be done in blender without insane man hours into just endlessly tweaking weight painting?
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>>649535
Thanks a lot
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is this web formation ok,since it works? or a big no no
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>>649654
Is that a single solid chunk? If so it's probably all right. But if it has to deform it should be fixed.
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>>649656
yeah its solid, thanks for the help
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>>649654
>>649658
You might want to test how it looks with normals applied to it, if that is looking good and it doesn't deform in animation, then while I wouldn't call it good topology, it's not a huge issue.
>>
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Where did thise gap come from?
How do I fix it?
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>>649707
on mirror modifier click 'clipping' and then select everything and move it to the center
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>>649562
Select your item in object mode, w, apply smooth shading.
>>
So whats the point of Eevee? Will it replace Cycles? Does Cycles and Eevee look the same? If i use Eevee in the viewport and then render using Cycles will it be the same visually?

Eevee sounds freaking cool and i like the updated UI but i honestly don't know where Eevee is heading or what it's for.
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>>649792
>So whats the point of Eevee?
Real-time visualisation.
>Will it replace Cycles?
No.
>Does Cycles and Eevee look the same?
No.
>If i use Eevee in the viewport and then render using Cycles will it be the same visually?
No.

Have you not seen anything about Eevee at all or something? It's an RT engine. Think of it like UE4/Marmoset.
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>>649796
So it's pretty much for game developers?
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>>649798
Not really. It'll work well as a good platform to preview PBR textures, but RT engines like Eevee are great for fast and cheap renders (especially animations), at the cost of visual presentation and accuracy.
I'm assuming you thought that because of the reference to UE4, but people use UE4 as a real-time renderer too.
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lold
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I dont know at what point, but I accidently duplicated my model under its self
How do I remove one of them?
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>>649829
Remove Doubles.
I recommend using the W menu to find that, it's really useful to get to a ton of other very helpful options like Merge and whatnot.
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>>649830
Thanks man, you're a life saver
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>>649599
Is this just not possible to do efficiently in blender???
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>>649599
the fortnite characters have very tight thick clothing, so that helps alot
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>>649599
You could try the Data Transfer modifier. Select your clothing object, give it all the necessary bones, add a Data Transfer modifier, set the reference to your main mesh, click Vertex Group(s), go through the modes (ideally the projected ones) and see what works best.
>>
Will 2.8 support particle collisions?
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>>649839
I don't know what you are asking about, but I can give you the answer regardless: no.
>>
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>>649842
Thanks, using that as a search term I eventually found this video: https://www.youtube.com/watch?v=1InoQjSOvjE Haven't tried it yet, but looks like it gets much better results(hopefully?) and I will be giving this a shot later. Just hope it gets rid of most of the hassle.
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I'm new to rigging.
I just watched the rigify tutorial on blender.
everything else works fine except the thigh+pelvis area. Though at a specific angle, the legs are okay but it falls apart when I increase the angle any further.

I don't know how to fix it, what should I do?
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>>649902
please respond
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>>649902
You should try fixing the weights of those mesh parts that get deformed by bone movements.
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>>649796
>>Will it replace Cycles?
>No.
Not Cycles' rendered view, but Cycles' Material view it will. You won't use EEVEE as your final renderer (probably), but for just about everything up until that point, barring test renders, it kind of does.
>>Does Cycles and Eevee look the same?
>No.
See below.
>>If i use Eevee in the viewport and then render using Cycles will it be the same visually?
>No.
Not the same, but pretty darn close in most cases unless you have fancy caustics. It's the developers' goal to have EEVEE results as faithful to Cycles as possible for previewing purposes since it's replacing Blender Internal and the classic Material view for texture work. They're working on getting more and more Cycles nodes compatible with EEVEE.
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>>649551
It's not really anime. It's from a french cartoon based on a french videogame.
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>>649938
Yeah but its mimicking anime
The french love Anime
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>>649939
Well, that's true. They generally love comicbooks and animation.
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>>649938
Wakfu is extremely anime what the fuck are you talking about
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>>649906
seems like your painting is too sharp and needs some softening.
also, you should make use of compensating shapekeys
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>>649902
lower the weight pressure on those areas
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>>649952
He means that anime is defined as cartoons made in Japan.
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>>650065
If the style is the same, what does it matter where it was made?
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>>649902
Use corrective shapekeys and blur the motherfucker out of that joint.
>>
Google brought up nothing.

>made multiple actions a while ago
>about to start baking actions
>notice that walk, run, idle, etc. are all just the walk animation
>all the keyframes are in accord to their own animations but everything is walk

What do
>>
Redpill me on cycles renderer.
>>
>>650088
it's a raytracer so as long as your materials are physically accurate, you'll get a physically accurate result.
>>
>>650083
you have to set an action before you animate, and then click on the "F" button to save the data. then delete [x] to make a new one
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>>650067
That's the point of the distinction though, to indicate it comes from Japan. Anime doesn't technically have a specific style (even though they all seem similar because they copy each other a lot, it's just a cartoon. Anime is just the Japanese word (a western loan word) for animation, so we use it as a distinction for its point of origin.
>>
is nvidia raytrace support coming to cycles?
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>>650200
RTX support only coming for game devs.
and UE4, in the future
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>>650200
Possibly. If I'm not mistaken, Cycles is MIT licensed, so they (the Blender Foundation or a third party) can make a proprietary version with RTX support. There's somewhat of a precedent: a proprietary version of Cycles for C4D.
>>
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whats a good list of nodes that can make your render look a bit degraded and old? tried doing it in this image and it looks decent but I want to do even more to it.
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>>650251
color grading,noise etc.
not sure about the exact methods, just learn composition
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>>650123
fuck
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How can I improve this body further? I'm planning to add peach fuzz, but its... taxing on my rig
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>>650352
Euthanasia might work.
Or fire.
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>>650354
k
>>
What should I install on top of Blender, in terms of plugins and whatnot, in order to improve the sculpting aspect?
For example, I've seen there are detail brushes much like in zbrush, which let you quickly add surface detail. Which would you recommend?
Also: anything else?
In zbrush there's a cool tool which lets you define a curve on the surface of a mesh and then grab along it. Is there anything similar for Blender?
>>
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anyway i can make the first mesh a clean tip the 2nd,i get probems because of the vertices that are bellow the vertices that will be the tip is impoosible to make clean manualy
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>>650387
i fixe dit with shrinkwrap modifier, anyone have other methods that could done it?
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>>650352
>I'm planning to add peach fuzz, but its... taxing on my rig
lol do you even lift?
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>>650356
Seems like what you need to install on top of Blender is ZBrush itself.

Just go ahead. Don't worry, Blender won't feel a thing.
>>
Where do I start with making vfx for low-mid poly game (characters have 5-10k polys, engine: UE4)? Stuff like dust clouds while walking, sparkles after metal hitting stone, torch flame...
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>>650392
forgot image
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First 3D object ever, done in Blender. Will try to do a donut or something more complex next time.
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>>650387
Select vertices on one side, Alt-M(erge) to last (or whichever), repeat for other side, move resulting edge to correct position.

OR you could use a boolean. It wouldn't be as clean and the topology would require cleanup, but it's very quick and easy.
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>>650396
I don't get it I'm afraid
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anyone know why the screws get rendered in a perspective? i baked it in substance
>>
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Am I retarded or something? Where is the 3d manipulator in 2.8?
>>
>>650544
you can disable it in 2.8, probably disabled by default because it's useless and just gets in the way. Check the bar at the top where all the interface shit is.
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>>650551
I actually found out that you have to be in the move mode and not selection box mode.
>>
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what are the best settings for denoising? I tried playing with the settings but it always just looked like a compression gone wrong
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>>650570
Depends entirely on your scene and the effects you rely on. It takes some tuning every time you set up a new scene to figure out how you should have it set up, just play around with things.
>>
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When I create a Torus, there is no scale option in this Shape Generation panel. When i scale the torus, the panel vanishes after applying the sale.

I need to be able to see how this torus will look in the correct scale. Is there any way to generate this panel after scaling?
>>
>>650620
No, those panels always disappear after any modification to the primitive.

I think they're actually changing that in 2.8, I'm not sure but I think I remember seeing a video showing off how you could modify that shit after creation.
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>>650634
Ahhhh, alright. Always been a thorn in my side, glad its getting remedied. Thank you for responding!
>>
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Anyone have a clue what modifier creates a "bounding box" around an object for the purposes of scaling? You can somehow add loop cuts to the bounding box (cube shape) to allow scaling along those various loops. Think of a 3D bounding box in Photoshop, and how you're able to manipulate the entire image selection by utilizing the corners.

I've seen it done with Suzanne head, but can't google this for the life of me.
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>>650644
Lattice.
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>>650065
>>649939
You do know Anime is a French word, right? Anime was made by the French, the Japs just popularized it.
>>
>>650686
top lel
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>>646302
the only thing I use 2.8 for currently is that marui blender VR addon which works great for material mode viewing

if they ever figure out a way to get eevee to run at 60fps in VR it'll be the best thing ever
>>
Is it possible to transfer a curve from one save file to another? Tried selecting both it and an object and File->Export-dae with ApplyModifiers off, but no luck.
>>
>>649599
Model them as close as possible in terms of topology then select main mesh, select clothing, go in weight paint,in the left tab do transfer weight / all data. It may not work in all Blender versions, it works in 2.74 and it's how I usually do clothing on top of a body mesh.



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