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File: 1522635962611.jpg (44 KB, 564x564)
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I want to start modelling and UVing in 2.8. /r/ a list of the required addons to make this doable, and if paid, where to find the free versions.
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>modelling
LoopTools *
F2 *
Bool Tool *
FastCarve
HardOps **
Box Cutter **
MESHmachine **
Speedflow **

* - built into Blender, just need to enable it
** - paid; note that they all have overlapping features as they're all built for hardsurface modelling

>UV
Magic UV (enabled by default i believe)
TexTools for Blender

>quality of life
Pie Menu
MACHIN3tools
Node Wrangler (if you're working with Cycles materials)

Those are all I know off the top of my head that are relevant to what you asked. Pretty sure other anons know more.
As for where to get free versions of addons, that's a little tough considering how staunch the community is when it comes to redistributing paid addons. You could try the typical 3D piracy sites, but don't bet on it.
>>
I use this for the uvs but don't know if it will be ported to 2.80 ...
https://m.youtube.com/watch?v=7V2b1G9TpLU
https://en.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/UV_Align_Distribution
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>>656478
>* - built into Blender, just need to enable it
what did you mean by this?
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>>656576
to clarify - where is bool carve?
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>>656577
system settings - add ons -
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>>656576
As shown in >>656589 Blender comes with a bunch of addons already that you can activate in the settings.
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>>658330
ok thanks
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I want to handpaint my textures, what resolution should the texture be to have a clean textured low poly model that doesn't look pixelated or blurry at 1080p?
Is there anything else I need to know before starting? I'm just going to make the texture in PS.
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>>658406
UV map is subpar to say the least

>Is there anything else I need to know before starting? I'm just going to make the texture in PS

the distance between islands matter
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>>656475
Pie Menu is a godsent but i cant seem to find a way to make custom pie menus, if i could it would be a golden must have
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>>658409
Thanks, I'm trying to bake the materials into the UV map (I fixed the distance already), but I get this blurry result on basically every edge of the model, like in this picture for example. How do I deal with this?
The texture is 1024x1024 and I pretty much just followed this tutorial https://www.gamefromscratch.com/post/2014/07/16/Baking-Blender-materials-to-texture-to-make-them-usable-in-a-game-engine.aspx
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>>658516
this is getting into graphic design territory but ill try to help.
basically, pixels are just dots on a screen. the more you zoom in the more these dots are visible.
second part is brush and stroke interpolation. other than brush 'strength' you also have 'hardness' which sets how 'hard' the color will hit the texture. soft and hard brushes are used in different ways. this can be change by clicking on the most right vector in this option menu. (vector goes into straight curve in 90 degree angle).

the second thing i want to talk about is how you baked the colors for the character, which is an awful method. because you basically patch together a texture from different materials, and the bake engine might not give the most accurate result.
always paint on 1 material, with 1 uv map. this is the most acceptable method nowdays.

p.s
im not here to bust your nuts or something, its a good learning experience for you.
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>>658520
Thanks for the response, sorry if these are dumb questions but it's pretty much my first model.
I know how the brush works, I still haven't used it though because since I colored my model with materials while making it, I thought I could translate that into a texture automatically so I could have an easier time paiting the textures by hand since I'd have colored parts in the map this way.

>always paint on 1 material, with 1 uv map. this is the most acceptable method nowdays.
So if I got this right, I should do it like pic related instead?
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>>658529
well yes. that's how a model should look like before painting.

but, your islands are too small. have you ever used seams?
this is how a UV map should look like (roughly).
i highlighted the margin option, which you might find very useful.
btw i hate unwrapping suzanne so i hope it was worth the trouble :)
good luck friend
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>>658535
Thanks again for the help
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>>658406
I don't know if it's really correct, but I always use double the horizontal resolution of the animation for important textures, or whatever is closest.
So 720p is 2048x2048, 1080p is 4096x4096, 4k is 8192x8192. I don't do this for all the textures in my scene, just the things that are going to be pretty close to the camera or are very big. I think it might be a bit overkill, but it hasn't caused me any problems compared to having textures that are too small.
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>>658535
another anon with a question: How do you get blender to unwrap symmetrically? and how Do I center an island and keep it at hard angle/no rotation?
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>>658544
>How do you get blender to unwrap symmetrically?
i don't understand this question. i don't think you can symmetrize seams.
before you unwrap click ctrl+a "rotation and scale" to apply it.
in unwrapping, flat surfaces are unwrapped with most ease, any surface that is zigzaggy or have sharp turns is harder to unwrap, that's why you mark seams over and across.
basically, watch a tutorial - you will get eventually.
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>>658547
I figure they mean mirroring UVs. Easy enough early on by just unwrapping half the model and mirroring it but it can be a pain if you don't want to change the mesh at all.
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>>658548
unwrap with mirror modifier
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>>658551
Wouldn't that still effect the mesh though?
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>>658552
you start with it
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>>658556
Well yeah but I figure that anon is asking if there's a way to UV symmetrically when deleting and mirroring the model isn't an option. Like if it has rigging and blend shapes.

Only think I can think of doing the unwrap+mirror to a copy of the model and somehow transferring the UV back to the original. I remember Max had a way to project UVs between models.
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>>658516
Your issue is how the image texture is being interpolated, at least that's what it looks like.
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>>658406
>>658409
>UV map is subpar to say the least

This, holy fuck learn to UV map properly.
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>>658535

Oh my god you blendlets really know nothing. A uv map should NEVER look like this. There is way too much resolution wasted, and your materials will look like ass in painter because of this. The gap between UV islands should be tight while still being able to see some space from a distance.

>pic related
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>>659597
I'm a Blender user and what is this?
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>>659597
have fun with this
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>>659597
you're doing it wrong
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>>659597
This is bait right? How do you even know what is what. I'm frightened and confused
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>>659597
>>659606
>>659611
>>659613
>>659621
Judging by what's in the background, I'm assuming this is an autounwrap based on angle. Since the object being unwrapped is super angular, pretty much every face gets its own seam.
Now that UV map isn't inherently bad, it's much better compared to the Suzanne unwrap above (a lot less wasted space), but it's definitely illegible. Doesn't entirely matter if what you're doing is just baking down into a single mesh, and is even better if you're baking lighting information too (no overlapping faces + maximised lighting resolution). Still, I wouldn't say it's the best UV map, there's a ton of optimisation and organisation that's left to be done, but it's definitely serviceable.
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>>659622
Sounds about right. It's also the kind of mapping you'll usually get from procedurally generated geometry, such as buildings, which the object in the capture appears to be.

>>659621
>How do you even know what is what.
It's not a problem for baking, as the other Anon says, or if you are painting directly on the mesh, with Substance or Mari. Ptex is even more of a clusterfuck (practically every polygon is a UV island), and you can't view the texture and easily recognize what's what, but it works nonetheless.
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Also, see pic related as a great example of good packing algorithms. It looks quite organized, it's relatively easy to recognize elements, borders are aligned, and small islands are fitted inside holes left by other islands. It's possible for the algorithm to respect the areas of the islands on the 3D mesh when doing the mapping, which allows for neat packing with minimal distortion.
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>>659624
Wheres the duplicate argument now?
So many unstacked duplicates?
SUCH A SHIT PROGRAM RIGHT???
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>>659624
In other words, this is a total shite. I would unwrap this far more efficiently by hand, I feel bad for the poor blue haired lesbian having to texture this mess... wait... I don't.
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>>659651
The lighter islands are stacked duplicates. The big one at the center, a small one with holes close to it, the even lighter one at the top right corner...
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>>659652
What kind of texturing method do you have in mind? It's possible to pretty much ignore the layout if you are using Substance or Mari.
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>>659658
Are you totally blind to the amount of duplicates on this layout? Really??
Just to be clear I don;t give a shit about a program doing the work for you, but whatever program was used for this clearly does not do what you claim it does.
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>>659659
I have nothing in mind, I have a hobbyist workflow, I take the path of least resistance. He's the one who shits on Blender for not stacking UVs and then shows this abomination of a layout.
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>>659661
The packer can detect and stack islands based on similarity. It's possible to exclude selected islands. The software allows a mix of manual and automated packing. That's what may have been done there, but in any case it's besides the point.

Here is a video of an older, similar tool, going quickly over the relevant functionality: https://vimeo.com/232530811
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>>659624
i can't tell you if you fucked up because i don't see the model. you could assign less resolution to important bits and more to less important ones.
>>659622
>a lot less wasted space
the only thing that matters is if the islands get enough resolution from the texture.
conserve space when you have alot of islands
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>>656576
Blender has a bunch of "add-ons" that are actually built into the program - you just need to enable them in the add-on menu.
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>>658535
>every face a separate UV island
This is bait, right? Are you really this retarded?
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>>656475
poast pirated versions

>buying addons for a free software
>not never once
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>>665483
>buying addons for a free software
Irrelevant. If somebody put the work into making a plugin that helps you, it's a pretty shitty thing to steal it from them. You shitty person.
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>>665487
If it's free, it can't be stolen. It's meant to be shared.
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>>665509
IF it's free.
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>>665514
The code of all add-ons relying on Blender is free.
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>>665525
You don't decide that.
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>>665528
No, that's right. I don't. It's the Blender license that does. Whoever intends to copyright their code in a different way is in violation of Blender's license, and is subject to having their right to use Blender revoked.
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>>656475

I LIKE FUCKING!!
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>>665540
That's if they take the entire program and try to sell it. Addons aren't the same thing.
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>>665525
>>665528
>>665540
>>665544
>this conversation again
Let me run it down for you two -
Blender operates under the GNU General Public License, GPL for short. The terms of the license are simple:
>free to use; meaning in modification, redistribution, et cetera. NOT NECESSARILY FREE OF MONETARY CHARGE. licensed products are allowed to impose a fee.
>copyleft in nature: all childs and derivatives of the product are required to be licensed under the GPL as well
What these two mean are:
>people are allowed to charge for their addons
>but people are allowed to redistribute addons without the price tag too
>and addons must be GPL in nature to be compliant with Blender
A relevant exception:
>if the product isn't necessarily part of Blender; i.e. resources are kept externally while a middleman communicates with Blender to bring it in and out of the program (textures/HDRIs are a common example of all this)
Addendum: also why the FBX implementation in Blender is gimped, the FBX SDK is proprietary i.e. not GPL-compliant so they cannot implement it properly in Blender. As discussed the only way around is mentioned in the exception, to create a middleman that communicates with the SDK and passes info to and from Blender.
>>
If there was a good add-on for using the reference FBX SDK, I would use Blender. As it's pretty comfy for modeling low to mid-poly assets, I believe that having such an add-on would bring a lot of new people to Blender.
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>>665545
Even if it's allowed to 'redistribute' somebody's work for free, I still say it's a shitty thing to do if you can afford it.

The other guy just annoys me with that faulty pirate logic of "it's free if I steal it, so there's nothing wrong".
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>>665562
>The other guy just annoys me with that faulty pirate logic of "it's free if I steal it, so there's nothing wrong".
I was using free as in "libre", not "gratis". The point of Blender's license is to force all code relying on it to be distributed freely (libre-ly).

Add-on licensees are of course free to hoard what the paid for (this is arguably against the spirit of sharing that is behind libre software), distribute it gratis (source only, or binaries too if they are generous), or charge for it's distribution, even more than what the original author of the add-on charges (arguably, quite an unethical behavior).
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>>656475
are there any retopo addons for 2.8 yet? or a way to simplify my sculpt?
frankly i created a nightmare
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>>667355
Export the mesh, import it in the latest version working with Retopoflow, and do the work there.
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>>667357
thats like 86 dollars
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>>667366
It's free on GitHub.
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>>667355
Just like retopo it? What do you need an addon for?
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is there a way to have the orientation follow my selection like in previous versions instead of being locked to my cursor?
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Willing to trade the latest version of HardOps for Boxcutter. Is sharing addons even allowed here?
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>>669601
Sharing the source code is allowed by the license and encouraged by the free software community. Non-code assets (such as meshes or textures) are not free to distribute unless licensed otherwise, however.

Be a good libre software supporter, and upload all your Blender add-ons' code to GitHub.
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>>665525
Very ignorant of saying this. These add-ons are essentially a form of artwork created through blender. If some private individual create an artwork that people just want to buy, it's considered a deal. It's just this artwork happens to be an add-on.
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>>670794
Do yourself a favor and read the Blender license. Add-ons relying on Blender's code need to be free, except for non-code content. (Free as in libre, not gratis.)
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>>667355
Try this https://github.com/wjakob/instant-meshes
>>
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