Cat tats editionPrevious thread: >>674142
friendly reminder that the sculpting gets a major overhaul in 2.81/2.82
>>682189>b-blender will be industry standard by 2025, f-for real...we...we promise, A-a-autocucks are 100% defeated!
>>682188New aditions to the sculpt branchhttps://blender.community/c/graphicall/dcbbbc/https://docs.google.com/presentation/d/1fmjdtajPzeD3ixpGIvseKMRsAzhmKC4etIE8YqacwLk/edit#slide=id.g4f96fdc4c2_1_0This new brush moves the topology of the mesh while preserving its volume, producing a better geometry distribution and edge flow for sculpting.This implementation doesn't like meshes with a lot of connected poles, so it goes crazy with the output from the voxel remesher. I should try to fix that before committing it. Furthermore, this brush should have a multires version.
>>682194The performance of the mesh filter tool has been improved a lot, so now it should be usable with high poly meshes when they are partially masked. This sculpt has 13M vertices and it works just fine
>>682192>being this much of a drama faggot to bring drama into a clean thread
>>682195Added a mask by color operator. If you are not using vertex colors for shading, you can now use them to store different sculpt masks at the same time.
>>682195>>682194Really looking forward to those changes. If you look back at the last couple years, it's actually amazing how much has changed considering how small the team and the funding was. Now they have like 3 or 4 times the funding to work with. I'm really curious what will happen once the heavy jump to 2.80 is finally finished so they can focus on building on that.Also hoping Retopoflow will be ready for 2.80 soon but apparently they had to rewrite tons of stuff because of the new viewport.
>>682200>Now they have like 3 or 4 times the funding to work with.I think this is free volunteer work from that freelance from Spain, Pablo Dobarro, he maybe get hired this summer to work in Holland with the foundation.
>>682202>I think this is free volunteer work from that freelance from Spain, Pablo DobarroThat is true. I was just thinking about the new possibilities apart from his work. Also, fucking hope they really get him on board. That dude is on fire.
>>682196Blender threads are tainted since their very conception.
>>682207And you think crying over some software somehow helps you in a way
>>682188Post more fat cat tats
>>682188How did you make something like this? I find sculpting in general to be very fucking annoying, I'd much prefer not to do it.
>>682216I wanted more of the cat in OP
>>682219You're saying, just because she wasn't made in Blender, you wouldn't fuck her?
>>682219you're just jelly that your tits aren't that shapely
>>682203forgot to say that to test the new mask options you have to add shortcuts and then pick the option from a submenu like this inEdit > Preferences > Keymap > 3d view > Sculpt > Sculpt (Global)
>>682226H-how did you know?
>>682218Just downloaded her and gave her a look.Model is really old so depending on if you use 2.79 or 2.80, you'd need to change some stuffhttps://www.blendswap.com/blends/view/50358
>18925 downloadsThe things this model must have seen by now...
>>682244Judging from the face it's making, probably.
I drew lines using vertices and then converted it to a curve to extrude it and the top is completely flat instead of extruded. how do I fix this?
>>682188how do i actually make a character like this?
>>682260low poly modelling and handpainting the textures
I'm trying to do an open-world game in GodotI thought about doing the world in Blender, and then export it into Godot, but even with this shitty graphics it's still starting to become slow... should I give up?
>>682188Semi-newfag here.How do I do clothing?I thought about the following:1) copy character model2) delete unneeded body parts3) use "solidify" modifier to the restIs this a good idea?
>>682297I suppose you'll have to play with the draw distances,.lod fog and things like that, I don't know if Godot support that, try unity or unreal instead
>>682194How the hell are you viewing quads while sculpting? Every time I try I only get tris, and which is this new brush? It's difficult to tell from the clip.
>>682297Are you copying the trees or instancing them? Because if it's the former, that would explain the slowness. Otherwise I would look at the tools, Blender is known for its poor performance.
>>682319>How the hell are you viewing quads while sculpting?I suppose it is a texture unwrap > reset the uvs
>>682319the brush is called Relax, but it isn't working to me
>>682335I was afraid of that, I was hoping there were changes to the viewport wireframe display to allow quads while sculpting.>>682336I figured that was the one but it isn't working for me either no matter the brush strength or how much tinkering I do.
>>682335Just fyi, you don't need a texture for this.
How do you get the latest blender 2.8 version everyday on linux when you update your computer?
>>682343This is a pretty tidy solution, my only issue is it doesn't tile very well on cubes with some lines doubling and some with no lines. Which is a shame since cubes are what I typically start a sculpt when I'm not using dyntopo.
>>682299>Is this a good idea?whatever works well and quick is a good idea.so yeah, wherever it's possible you could select some faces on the character, separate them, solidifier modifier them and use that as a base
>>682343>>682335what the actual fuck are you guys doing? why over-complicate things?
>>682351oh I see you want to see quads rather than tris. I guess your way works then.
>>682353Still a bit strange because at sculpting stage you shouldn't be worrying too much about quads since that comes later in the retopo phase anyways.
>>682297armory3d is better than godot if you're using blender already
>>682343>you don't need a texture for this.the problem with that it is that adds more quads if you subdive the mesh in multiresolution and with a texture looks cleaner because you keep the original quad size.
>>682354you can do the high poly sculpt and then retopo and bake or do a medium poly sculpt and then use multiresolution after the retopo to finish the detalis, usually the 2nd way gives better results because you can work with more polygons
>>6822991. make a primitive shape along the contours of the body using vertices editing2. subdivide smooth3. sculpt for extra detail
>>682207So as your presence here, that's why you should hang yourself immediately.
>>682192Stay salty autofag
>>682381>dat like to dislike ratio
>>682244it's such a boring model too, even if you slap proper genitals on it you still are stuck with a boring gray bunny
>>682394>you still are stuck with a boring gray bunny>he rather prefers loud and visually offensive thots
>>682299You can try cloth sim on a low poly and apply it to a higher resolution mesh to approximately equal effect. It depends on the style you're going for, I suppose, that's not to say that you can't alter it once the sim is complete. I've heard Blender's cloth sim isn't great, and with my limited experience I can't really say either way, but there are a lot of parameters to tweak. I'm sure you can get good results.
>>682194So has anyone got the relax brush working or am I retarded? I know I'm not the only one with this problem.
>>682432Increase Autosmooth to 0.1
>>682428Blenders simulation is only good for table cloth, i export animations to marvelous designer then import the mesh cache back into blender.
>>682475Out of curiosity, what's the difference? I haven't gotten to try out Marvelous, but it's on the agenda.
>>682479the workflow is more intereactive and the modeling is made with curves, wich is easierhttps://www.youtube.com/watch?v=j01Xly3w8gwhttps://www.youtube.com/watch?v=ZT78_QCHIaYhttps://www.youtube.com/watch?v=ZT78_QCHIaYhttps://www.youtube.com/watch?v=3_A3rDGVzQU
>>682188Is there an easy way to have bones react to physics?
>>682546If by physics you mean bones with mesh deformations, then there is a "set wright to default" option or something when you set the default pose.
>>682546bones can't be affected by gravity or collision in blender.. not without some kind of hack that's slow and painful to setup.
>>682546I don't know if you want to do ragdoll physics or you are rigging tiddies, you have tutorials for both in ythttps://www.youtube.com/watch?v=HryXEpIz-cg https://www.youtube.com/watch?v=R-4ivgyP_6Q https://www.youtube.com/watch?v=k5TeXW11TUw https://www.youtube.com/watch?v=18woi-A6OqI
>>682704wow, blender truly is a pro-level tool
>>682484you have this paid addon for blender too but it isn't that good, something like this should be included by default inside the cloth simulator as modeling toolhttps://www.youtube.com/watch?v=qvdxE6YbOSU
>>682198sculpt branchNew Sculpt Mode Transform Tool- It supports meshes with millions of vertices. No need to enter edit mode to transform a sculpt- Same keymap, gizmos, snapping, constraints..- Compatible with sculpt mode symmetry, mask and undo - New operators to move the pivot for posing
>>682704Is this true? Damn it, I got a bit more respect for the animators using Blender.
>>682188the triangulation modifier seems to simply connect the quads by splitting them into 2 triangles. Is this good (enough) for game engines with animation? I'm afraid some triangles are too long for proper animation. Should I be worried about this? Maybe my question would be, when am i supposed to triangulate when exporting to an engine like unity/unreal?
>>682753Triangulate after animation, make sure that the triangulation doesn't change per frame, and triangulate using FBX's algorithm for maximum compatibility.You'll probably need Maya for this, so export your quad animation from Blender into Maya, and do the rest from there.
any good blender tutorial on cgpeers? There are so many dunno where to begin. It's for gamedev specifially, how to create characters and retopologize, uv mapping, etc. The whole workflow basically
>>682765Most of what I see there looks like shit. Everybody do at first this https://3dtotal.com/tutorials/box-sets/joan-of-arc for begginers try thishttps://www.youtube.com/playlist?list=PLc4Igh5xe93rlE6xOeWiXaey073j11MHofrom there you can go with more advanced modeling and texturing tutorials, I really like this one, it isn't for blender but you should be able to follow ithttps://www.youtube.com/playlist?list=PL5254wVvvPeaCjulsrovknRgHlV-I4UYhyou can try this toohttps://3dtotal.com/tutorials/t/low-poly-character-modeling-and-texturing-athey-nansel-moravetz-model-man-low-polythis is for anime characters https://www.youtube.com/watch?v=5Xuf6ODN_xY&list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiMthere's also a couple of dota 2 guides that are interestinghttps://support.steampowered.com/kb/8700-SJKN-4322/dota-2-character-texture-guideAnd you can try in http://wiki.polycount.com/wiki/Tutorials too
>>682734Didn't you see the post directly below that one showing the solution?
Why isn't it possible to just use a selection you made in the edit mode as mask for painting?I want to paint the body but the eyelashes are in the way, so I just selected the eyelashes by their material and now I'd like to use that selection to mask them out when painting the face area.But apparently this isn't possible and you have to awkwardly do a manual selection with the face selection tool in the texture paint mode.
>>682773Well now I selected the faces manually, hit H to hide them and now it hid them correctly BUT won't let me draw on the other parts like I wanted. Switching out of face selection mode lets me draw again but shows the hidden faces again and the brush bugged out too lmao.I guess 2.80 really isn't there yet.
>>682774>>682773Got it to work. For anyone else looking for this:>go into edit mode and hide the shit you want to hide>go to paint mode (in lookdev shader)>face selection masking and either select faces you want to draw on or just select them all. in any case, the stuff you hid in edit mode is hidden there too now
>>682770thx a lot bro
>>682821Anyhow if you want to get more into video game design, after doing the Collin's Massive Blender Tutorial, you could go with modular desing tutorials, these are harder to find for free and CGPeers have few of them that are really good, just type modular and don't be afraid if it isn't for blender, you can port most of the knowledge
Why is topology so hard
>>682836I dont use blender but does it have vertex snaps, angle etc.
>>682850Yes it does have the ability to do those functions if your in the 3D view it’s along the bottom of that panel near the right hand side, there are snapping options there
this is even harder than I would have imagined.I open blender, delete everything in the scene (camera, etc), import an FBX. I rotate it 90 degrees the way I want it, export again. Nothing else done to it.When I open it in my game again, it's fucked up:1) The size is way off2) It's rotated so it's laying down instead of the rotation I did in blender3) inspecting the FBX in unity shows it now also contains a ball in addition to my mesh. There is no other mesh in it in blender, I deleted the default cube.tl;dr just want to rotate my model 90 degrees in the mesh instead of in code or unity, but it fucks the entire FBX up
>>682891it also isn't centered
>>682891>>682893Somehow fixed all of it by playing with import and export settings, but any rotation I do now at all aren't saved. Appears with the same rotation in unity no matter what I do to it.
>>682896Fixed. Apparently nothing you do in blender matters until you CTRL-A and apply it
I'm only interested in modelling hard surface stuff, specifically military vehicles and props for illustrating my sci-fi RPG/wargame rulebooks.Anyway, seeing as how the meshes will never need to be deformed, do I really need to lose much sleep over topology? Can I just boolean my way through and say fuck it as long as the shading looks correct?
>>682897Yeah, same as pivots in autodesk programs.
Did they improve Cycles in 2.8 because HOLY FUCK the rendering makes me want to fucking cream my pants!I tested this model with the Eevee render and it gets the job done but feels like a downgrade, will reply to this post ASAP.
>>682910Eevee renderAlso can anyone post 2K renders, cause I have those and the website can't fucking post them because it thinks I didn't match the captcha.
>>682911Okay I slightly improved the Eevee version by adding Ambient Occlusion and Screen Space Reflections.
>>682911eevee renders can look very good, it just takes extra time to set up your settings/materials just right
>>682915Not him but I highly doubt that
>>682903No because you have to subdivide it, and quads work better with subdivision
>>682381What did they do?
>>682923Okay, help a tard out here. Why exactly do I need to subdivide anything?I made this half-assed thing up to illustrate; just a bunch of boxes boolean'd together, not a single edge loop or subsurf modifier added. I had to adjust the position of some of my cuts, and add a weighted normal modifier to the main hull to avoid some weird shading, but otherwise it seems okay... Am I missing something?
>>682965>Speaking of tard, forgot my picAhem.
Why does this happen?How can i delete a vertex (or segment) without changing the handles on nearby points?
>>682966Ya that's all you need to do. If blender supports creasing that would be even more ideal. Topo is just for gameart or animation.
>>683009Thanks, anon.I'm gonna try applying all these bools to this thing, unwrapping and taking it over to Substance. Fingers crossed.
>>682965>Why exactly do I need to subdivide anything?it depends on the angle or if you want to reuse the model after to do detailed shots of some parts, escale it to do some scenes, if you do some kind of postprocesing etc ... it that's enough for you just do that
>>682932The 3dsMax userbase got for their 2020 update only bugfixes.I don't know what new features they wanted added because last time I used 3dsmax was around 2009.
>>682381Are they depreciating max in favor of maya or do they just think that they can solely exist on bribing universities to only teach Autodesk software to remain "industry standard"?
>>683048max has been like that years but modeling in Maya is a piece of shit and max is industry standard in Archiquecture and it has a big chunk of the game industry
>>683049You have to be 18 or older to post here
Blender 2.8 trailerhttps://www.youtube.com/watch?v=Kq5KWLqUewc
>>683042You cant improve upon perfection.>>683059I never asked for this.
>>683059Damn, EEVEE is looking good.
>>683061Apparently you can, that's why they're disappointed.Coming back to Blender, latest meeting most relevant notes in my opinion:https://devtalk.blender.org/t/20-may-2019/7242>>Interface freeze unless changes are important>>API freeze>>Bugfixing begins and should end around June>>Google Summer Code program begins next week
>>683061reading the comments people are unhappy about lack of new features as well as are wanting things like bring the software closer to houdini.>>683064Anon I don't think you get the joke.
>>683069haha indeed i don't think i dowhats this meme now?
>>683071I don't get it either but I'm 100% sure it wasn't claiming that they used blender 2.8 to make a video in 2010.Probably something to do with the icarus thing in the video or something.
>>683072I think it's the "I didn't asked for this" quote. Lot of people didn't like the UI changes to 2.8
>MY WINDOW LOOKS COMPLETELY DIFFERENT THAN YOURS>WHY DID YOU MOVE THE BUTTONS AGAIN>WHAT IS UI FREEZE IS THAT DANGEROUSSomehow I think it's a bad idea to advertise their development versions that much to normies
>>682299One more method:1) Make naked model2) Use Marvelous Designer to make clothes on its base3) Sculpt details, retopologize
I'm just starting out with 3D modelling with Blender, and I'm finding out about all the noise and fireflies problems.I don't have a good computer so increasing the samples is often not optimal.Do other programs have the same problems or it's just Blender?Also, I'm using Cycles.Does Eevee have the same problem?
Does Blender even care how hard I press with the pen? You can see the pressure is activated in the tool settings, but no matter how light I press the result is pretty much the same as if I had used a mouse. And even so it seems to be detecting the pressure from that small circle within the brush circle. Is there something I'm doing wrong? Is Blender just a meme?
>>683105well first of all the snake hook needs more resolution, go put on a multrisolution modifier and subidivide a couple times. and second of all the snake tool doesnt use pen pressure its only a manual thing. you can tell by the pen pressure being missing, aka strength.the default sculpt brush uses pen pressure.
>>683104other programs let you control what you can sample more (subsurf, reflections,refraction ect), i dont know if cycles can.
>>683104>>683111just checked, it should. mess around with the light paths in cycles see if you get anything desirable.
>>683111So those other programs still have these issues but can reduce them by finetuning the settings?>>683112Cool. I guess I'll need to learn what all of that is then.
>>683104Fireflies are a normal ray tracing problem and you can combat it with good lighting (very small light sources tend to cause bad FF problems) and using sufficient samples in the settings. Also, check out d-noise. It's a denoiser that uses AI to get the FF out so that you can get away with using lower samples than normal but you might lose some details.Eevee works completely different than cycles and it might get you cleaner and faster results but it sucks massive ass with shadows. Every eevee render I've seen has sloppy as fuck shadow accuracy, making it look like a video game still. As intended it works well as preview though but if your computer is pretty old already eevee might not be able to run anyways.
how do i gitgud
>>683116Thank you very much.>if your computer is pretty old already eevee might not be able to run anywaysWhy is that?Is it more intensive or it's because of compatibility issues?I have a 2014 laptop with the following specs:i3-4010U CPU @ 1.70GHzNVIDIA GeForce 820M GPU4 GB of RAM500GB HDD (5400 RPM)Is there a way to render with both the integrated and the dedicated gpu?
>>683162Ouch, those specs are quite horrible if you want to dive into 3D content creation.I'm don't know how much you know about computers so I kinda try to condense it down a bit..Basically with B2.80 they went with a newer underlying framework for everything viewport (OpenGL) and some older hardware doesn't support this anymore. You might be lucky since you still have that dedicated Gforce chip but usually integrated old graphics don't go far or won't do it at all.You might be able to do some really simple stuff with eevee but MIGHT run into some strange issues like materials just being pitch black suddenly or having no material at all and the like.Another issue is that your laptop only has 4GB of RAM which with a modern Windows OS is borderline unusable if you try to do anything other than text editing. Also, only 1GB VRam which means you're really limited in how many textures you can use in your projects and how big they can be so in the end Blender might also not render at all if you use too many too big textures.The 4th gen i3 was already bottom end back then but as mobile CPU it's way worse.The 5.4k RPM HDD must also make your life hell because everything takes ages to load. A "normal" desktop HDD runs at over 7k RPM and usually also have bigger internal cache which makes things WAY more responsive. If you don't want to have to deal with HDDs anyways anymore, get some 50 bucks SSD and even that cheap one (from a local store, not ebay or amazon since if you buy cheap from there you often end up with some china crap that doesn't even perform 50bucks-like) will make an absolute incredible difference. My actual advice though would be to get some sort of scrap desktop (if you're poor). Many offices literally throw them out every couple years to keep their equipment funding numbers up and while most have contracts with recyclers you still might get lucky and either get one for free if you ask nicely or get it for a couple bucks.
>>683162Also, try to find a desktop with at least a 3rd gen i7, 8GB ram (16 would be damn nicer), a 7k rpm HDD or just SSD and then get some cheap Geforce 750Ti for like 50 bucks from ebay (used) or anything better you can get for your budget.
>>683237>>683238I'm reasonably computer literate (/g/ is by far my all time most visited board) and I'm very aware of how terrible my specs are.Unfortunately I'm very poor and have no way to get money at the moment.I make electronic music (which isn't too problematic on this computer) and my goal is to just make some simple graphics to post on Instagram to promote my music, so nothing super realistic but hopefully something that looks nice and moves along with the music.I'd be happy with having just a flat plane with something like this:https://www.youtube.com/watch?v=K91OKfeUT34And the various parameters being automated by the audio.Would that be feasible (assuming I'd be willing to wait several hours for the render)?Thank you very much for your time and suggestions. I'll see if I can find some scrap desktops but I highly doubt it (I don't think it even happens around here).
Beginner here, I need some help please.I'm trying to create a low poly model of the tile on the left, making the carving a texture with a normal map.I baked it, but it doesn't give the results I want.What am I doing wrong?
>>683243What do you expect it to do? It's doing exactly what it should.
>>683254Make the pattern more prominent.Should I combine with a height map?
>>683255maybe the strength slider could help
>>683240I'd say just dive into it and give it a try.If shit actually works and you're okay with the render times too, then cool, if not well, then I wish you luck that you can somehow get a good older desktop for cheap somewhere. I know from personal experience that doing 3D stuff with old laptops is just completely unnecessary pain and that frustration just stifles your creativity in the long run.
>>683266I will, thank you.
First ever model. Thoughts?
>>683269I know everyone wants to get some praise for their first work but just keep going. It's breddy neat so far.I see you're trying to go the handpainted textures path. If you really want to do this, you NEED to get good at painting, otherwise it is absolutely pointless. Practice painting at least an hour a day to git gud. If not, you have to go back to backing rendered shit like every pleb.
>>683243try connecting your texture to height instead of normal map
>>683271I'll definitely be working on my painting skills. I made those in MS paint because I was being lazy but either way I'm nowhere near ready.
>>683274>I'll definitely be working on my painting skills.That's good.The thing that many people don't understand is that manually painted textures are the reason why models created that way look neat in a really special way and stand out and that with them it's way more important to absolutely nail your texture work. More than the actual modeling even. Just look at old 3D Nintendo or Playstation games. Literally a handful of polygons but the stuff looked so neat because they put a ton of work into the textures to make things shine even with really low poly counts.
>>683275Yeah, I'm still amazed how they used just drawn shading to make cubes look like fucking spheres.
*singlehandly changes whole blender sculpting game like a fucking onemanarmy*
>>683276>to make cubes look like fucking spheres.normie maps
Help! Uber noob here. i don't know even what to do now. What should i do?
>>683315>What should i do?a barrel roll
>>683315Alright i did something to the tail.
>>683318but how i fix this mess?
>>683319>but how i fix this mess?by learning topology.seriously, your project is the perfect base to learn this stuff and you have to learn it, otherwise your whole 3D creation life will be nothing but pure PAIN.
>>682729This new masking operator generates a mask that follows the topology by clicking and dragging on the mesh. You can use it with the mask filters and the transform tool to pose a sculpt.
>>682915what kinda roided up ps2 and ps2 games do you have?
>>683349The tech is awesome but the effect looks fucking creepy. Will probably turn on stone transformation fucks while modeling tho.
>>683335Do you have any tutorials or materials to learn this?I was on the early stages of a video course of blender and was supossed to make a simple plane, but i got very into the plane that skipped the whole course so i ended with this.>Pic related. First stage when i decided to make the plane on my own.
>use 2.8>have the right click select option checked>been right clicking since the beggingWhat is wrong with me?
>>683387You gambled on the wrong horse instead of using left-click from the beginning like any sane person.
Am I retarded or something? Why is 2.8 making the reflections at this kind of angle?
>>683412no idea wtf you were doing there.what graphics card do you have?
>>683414It's an amd. I think it's most likely a cycles bug in my github build since in 2.79 it looks absolutely fine.
>>683421It's an open source program. A lot of the 2.8 features started in separate builds for Grease Pencil, eevee, etc.
>>682192It took an Adobe shill a matter of seconds to spring into action.
>>683447So now it's Adobe?
is it alright if my topology is not super perfect and clean and symmetrical while making the model? that's what retopology is for?
>>683427so essentially is like a lego set where most of your pieces are stolen from around the block
>>683500>stolenThat's not how free software (and software development in general) works.
>>683497depends on what your model is for
>>683500You can be glad you don't need usernames around here. What a piss embarrassing post.
>>683509Consumer cucks can't comprehend something like shared knowledge and resources. They been brainwashed by the corporate lobbies to believe that even the most basic of ideas should be compartmentalized and locked away behind paywalls that criminalize the use of those ideas or spread of them. Because if you don't suck the asshole of the mega-corporations, you must be a commie, or poor, or lazy.
>>682910>I tested this model with the Eevee render and it gets the job done but feels like a downgradedo people think eevee is designed as a replacement for a proper, offline, pathtracer?
>>683349Holy fuuuck. Is this what people mean when they say blender is miles behind zbrush. Are these the features I've been missing?
>>682188I made a thingy
>>683651dude its just a simple mask and you can do that with zbrush too
>>683651Nope, these are just basic functions that should be in the sculpt mode years ago, people want better performance and polygroups mostly, I really want the transpose, I hope he add some of the things from the linear deformer from Mira toolshttps://blenderartists.org/t/miratools/637385Also some mask options like extract mask and cut
>>683693Cool falloff, like the ones in Modo. It needs to be in the master branch.
Is there anything in Blender that lets me array duplicates of an object onto a mesh? Like one for every vertex, mid-edge or mid-face. The Array modifier doesn't seem to have the option.
>>683720you can do that with particleshttps://blender.stackexchange.com/questions/50695/emit-hair-particle-from-center-of-face
>>682188Is CGCookie good and worth watching as a scrub?
>>683731for basic shit you better try the official tutorialshttps://cloud.blender.org/p/blender-fundamentals/from there look for architectural tutorials, I really like Wayward Art Company and CG Geek, if you want to do characters do this https://3dtotal.com/tutorials/box-sets/joan-of-arcit is the hello world tutorial for characters
>>683720Either particles like that other anon said or you could also learn animation nodes. >>683731They used to have the best introduction to blender tutorial in my opinion. You may have to dig into their archives to find it.
https://code.blender.org/2019/05/user-interface-and-api-freeze/>Confirmed ui and api freeze>There may be minor adjustments to the interface but nothing that will break the documentation>Writing of documentation and tutorials can begin now>"The Python API will also remain compatible. Add-ons that work now should continue working in the final 2.80 release."
>have some abandoned addons that don't work in 2.8>only thing I can do is learn python to rewrite them for 2.8
>>683840>learn Python>instead of creating 3D artgg ez
>>683104Increase samples, enable denoising, decrease max bounces.
>>683269Are you painting directly on blender?If you are I would recommend baking those textures.Then finishing the texture on Kirita or Photoshop CS2.Buy a pen tablet with pressure sensitivity if possible.
>>683899>bake textures that are already therewot? do you know what baking is?
Can I install the 2.8 beta to try it out alongside 2.79, or will it overwrite the older version?
>>683910The 2.8 beta is in a zipped folder, no need to install it.
>>683910yes and no
>>683913Cool, thank you.>>683914What do you mean?
>>683910>will it overwrite the older version?JUst take care and don't overwrite the .blends, you can't open 2.8 files in 2.7x
>>683916Yes, but I meant the program itself, not my project files.
>>683915>What do you mean?yes and no
>>683923there's only the portable version, no the installer, you can keep both
>>683910It won't overwrite anything, it's a zip file and 2.8 will create its own configuration folder.
>rendering an animation in 2.79>1 hour elapsed>almost at the end>get bored>middle mouse click in one of the 3d viewer to take a look at my scene again while it renders>blender crashes without warning to desktopI fucking hate my life.
>>683932>>get boredDon't you have anything else meaningful to do?
>>683932This is why you render image sequences.
>>683934Oh my fucking god am I so retarded holy shit it should be an achievement to be this retarded. Why the fuck haven't I thought of this? God fucking dammit.
>>683934doesn't blender automatically render to images into a temp folder and then use ffmpeg to convert?maybe his shit is still in the temp.
>>683936That would make sense. Hopefully it is.
>>683932>blender crashesCaught the Autodesk shill. Stop spreading misinformation.
>>683948Not him but I haven't been able to use 2.8 yet because every time I open the material tab it crashes immediately.A lot of people seem to have the same problem as well.
>>683936The avi file is corrupted unfortunately.>>683948I don't even have money for autoshit. Don't give me this "shill" bullshit, no software is perfect, yes, blender 2.79 crashes but it's rare and when it happens it fucking sucks.
Sup, anon, please upvote this addon https://blender.community/c/rightclickselect/D8cbbc/I so fucking hate these extra clicks during simple deletion.
How do I make a fractal out of this?
>>683951>The avi fileI meant a temp folder with individual image files that it used to compile the avi. Look for it.
>>683898Thank you very much.Just a question:If I get 2.8 and do everything with Eevee, will the render times be shorter?Or it's just faster in real time renders (so in the viewport and whatnot)?
>>683961Eevee is a realtime rendering so what you see in the viewport is 90% similar to what your final render will loom like. Yes, the render times will be significantly shorter, a render of mine took an hour at 1080p and only 15 seconds in eevee. However since it's a realtime renderer it's not by any means as realistic as cycles so be aware of that.
>>683961Eevee isn't meant to replace cycles.Shadows are shitty with it so only use it for preview or certain cartoon shit.
>>683963>>683964Ah, good, thank you very much.I don't need it for super realistic stuff (I explain it better here >>683240), so from what I've seen it's more than realistic enough.>a render of mine took an hour at 1080p and only 15 seconds in eeveeYou mean it took an hour in Cycles and 15s in Eevee?
>>683965Yeah, 1h in cycles, but I had to do some readjusting for eevee since some materials and lights were fucked.
>>683966Nice.Thank you very much.
I didn't use blender to make this, nor have I ever used blender. But here's a cat with tats I made last year since it's relevant.
>>683981Ignore the shiny shoulder pads, i had a weird setting turned on in marmoset and didn't realize until well after I considered the project done.
I also posted this in /questions/ but this is a ded board so I figure it'd be good to get it here. I surrounded all my major details with face loops like topology lessons told me, but there's this one area where 3 such face loops are close to each other and cause this creasing. Is there any way to relax the creasing without losing the artifacting protection of those face loops?
>>683349Why would you pose this way instead of using bones?
>>684003because having to skin it is a waste of time when its not going to be taken any further than just to pose it.
Bah, I'm worthless. I want to make the top shape. I add a cube, I scale the bottom, I select the top and front face, hit E and Enter. What now? So far scaling to normals and solidify haven't given me the desired result.
>>684017You could use the solidify modifier with even thickness checked
>>684017Make flat shape then solidify?
>>684022For fuck's sake just take top inner edges and drag them down to outers' level and you get your box or whatever it is.
Anyone got a link to HardOps? I can't afford it. Exchange rate.
>>684023The edges wouldn't be parallel then and also the lip's faces aren't planar.
>>684025You can press G twice to slice along edges but honestly, just eyeball it. It's a cup, not a science experiment.
>>684025>wouldn't be parallelThat's what you have "snap to" for.
>>684017I don't get your problem. Solidify plus literally 30 seconds of adjustments do the job.%%inb4: >2.79%%
>>684026It has to be precise, which is why I'm wasting so much time and patience trying to get it right. If I can't get it to work and understand the concept on a simple shape then how will I apply it to a complex mesh?>>684027I don't see how snap to would help. Whatdo you have in mind exactly?
>>684029Are you from India or what?
>>684030No, but I am an ESL. I'm talking a little funny atm because I'm trying to stay emotionless instead of exploding at the people who are trying to help me.>>684028Part of what pisses me off so damn much about this is that it's a 10 seconds thing in Sketchup, but Blender can't import from Sketchup properly and Sketchup crashes if you try to import anything from Blender like it has 3D AIDS.Anyway. All sides are supposed to be diagonal, otherwise I could make the lip's faces planar with simple scaling. I could do what you did and then use boolean but that won't work on more complex objects and it's still too much trouble for something that should be working in the first place.
>>684032Well it looks like you're wasting your time. Go and watch tutorials instead, you'll get much more profit than trying to perfect out that thing.
>>684032If you need precision, why not use CAD software?
>>683899>Are you painting directly on blender?No, I'm using MSpaint
is there a way to make a particle spawned object play its keyframed animation at the time that it's spawned by the emitter? So, in the case of this video, I'd like each cube spawned by the emitter to play the "stretch into a long bar" animation independently of each other. I can't figure out how to do it, I don't see any setting that lets me do that sort of behavior.
I'm pretty new to blender and 3DCG in general. Any tips to how I could improve the lighting in this scene? Everything is lit by a subtle HDRI, acouple dozen point lights and volumetric scattering. But the overall result is pretty boring. Any immediately obvious ways I could improve the look of the scene?
>>684170tons of tiny light sources will cause tons of fireflies (the white pixels). the meme guru also did some videos about the matter: https://www.youtube.com/watch?v=bum0F00TaKUalso, learn to use "levels" in any graphics program, pic related
>>684172just realized the fireflies almost make it look like rain, fitting the intended rainy weather kek
>>684172Fireflies aren't a huge problem I think, I'll just render it out longer and denoise it. Thanks for the video, I'll watch itI toyed around a bit with the color management settings. Which one would you describe as comfier? One is darker and slightly gloomier, and two is warmer and brighter overall. The third one is both combined in photoshop. Personally I think the third looks best... Any input?
>>684173>just realized the fireflies almost make it look like rain, fitting the intended rainy weather kek>>blender tips
Which one looks better? Top or bottom?
I like the bottom one better, i think it looks more like you're in the setting and its welcoming you in, and its warmer
>>684184Top one is better, try making the lights on the right even more yellowish - thus, warmer and more realistic as the candle/gas lamp wouldn't be as cold and white as on the bottom pic.
>>684187Thank you, I appreciate it. On a second look it's obvious the top one looks better
>>684170>pretty new to blender and 3dcg>posts something that a professional would make
>>684189You really think so? Well, thanks man.
>>684185Sorry I missed your post, I actually agree the bottom one has a more welcoming feel to it. I might end up going with it after all... We'll see.
Can you align a face to an axis in Blender? If so, how?
>>684189>>posts something that a professional would make>what's downloading complete scene stages and dicking around with them in blender
>>684223I didn't though. Every asset in that scene is created by me.
how do i make two versions of a material? i want to be able to tweak the material for different objects without changing all of them. ive been at this for hours and no fucking clue what im doing
>>684229Create a new material, SELECT ALL PARTS OF THE MESH THAT YOU WANT TO CHANGE and hit assign, then edit the material and mesh like normal
>>684190I have serious doubts on whenever you actually made that scene all by yourself, without buying anything. I think you're just lying for attention or you've spent months practicing before posting something worthy. I don't think I could do one thing from that scene and I've been dicking around in blender for a year.
>>684232I dunno what to tell you. I modeled out building pieces and props from picture references off google and screenshots taken inside Assassin's Creed Syndicate, used Substance Painter to texture them, set up the materials, scene layout and lighting in blender, then post-processing in Photoshop. I've been using blender for a year too. I didn't think I was doing anything particularly mindblowing
>>684233You're putting me in depression when I look at my scenes and they look like some shit from a 90s game cover. I guess 3D isn't for everyone.
>>684236Don't worry, anon. We're all gonna make it. Just stay motivated and stay true to your ideas and you can't not get better.
anyone knows how to do creases and folds on clothes?something like thishttps://www.youtube.com/watch?v=CEwlwlLabaY
How do i denoise animations without flickering in blender? Can 2.8 do smoke / fire / volumetric fluids yet?
>>684256you mess with the light paths
>>683243That better be the start of a daisangen and not a yakupai hatsu you shitter.
Pic related is the leaves of a tree of a model I was inspecting. There is an amorphous, low poly base and then hundreds of quads spread on its surface. There were maybe 10 different leaves in the texture file for the quads.I'd like to replicate it. Question: is there a method to place quads on a surface, with random rotation, easily? Or does it have to be done by hand?
>>684298Use particle systems. I'm not sure but perhaps you'd have to make a separate system for eash type of your leaves. Use weights or vertex groups to distribute leaves as you see fit. I don't know mush about particle systems, so you'd want to play around with settings or watch some tutorials.
>>684299I don't know a thing about particle systems, I'll check it out. Thanks.
>>684300For starters, you can watch tutorials about hair/fur, as it is usually done using particle systems. And read the docs ofc.
>>684301Thanks again. It'll take some time to get it right but setting the basis is very quick.
>>682188>>download blender>>opens up>>whew very quick>>Z is up and down>>closes blender>>into the fucking trash it goeswhat the fuck?
>>684307Houdini is right-handed, Y-up. Your argument is invalid.
>>684304>Unable to adaptThat makes you a failure. not the program.
>>684307Wish they got that shit standardized already. I don't even care what, make it X-up so everybody loses, just make it the same everywhere.
>>684329PROTIP: It doesn't fucking matter.
>>682188So I've never really done facial topology before and have been experimenting. How would I change this so that the edge loop goes around the highlighted faces as opposed to the current purple line?
>>684331Edge loops always run through opposite edges of a single face. You have to merge red vertices and create an edge where green line is to turn edge loop in that direction (dotted blue is what your quad should turn into). It'll make that quad in the middle into a n-gon, obviously, so you'll have to find your way around it.
>>684335Oh, and that will also mess up other nearby quads, keep that in mind. Well you said you are experimenting anyway, so, like, good luck with that.
>>684337Thanks bro. Can't do loop cuts on an ngon but I completely didnt realize that its just following the opposite edge.
>>684304>>684307>>684319>>684320>>684329>>684330Lol I don't give a shit, it's just three meaningless fucking letters. It could be A B and C for all I care.
>>683349sculpt branchThis new tool allows you to tweak all the colors of the sculpt at once. It has the same adjustments modes as the current vertex color operators, but with much better performance.
>>682188Blender 2.8 takes a retarded amount of time to compile shaders (Shaders Compilation). Is there anyway to stop it from happening automatically whenever I make changes to a node tree? It really slows down progress when just connecting one node to another takes 60+ seconds to calculate.
>>684420Are you using cycles? If that case, obviously go into solid view or lookdev when making changes to materials. If you're using Eevee you got some bigger problems.
Do you guys know any add-ons for xshade .xsh files?
>>684417A real 3D app with good sculpting functionality? Soon, ZBrush is gonna be rekt.
>>684431>ZBrush is gonna be rekt.not anytime soon
>>684417The guy has a Patreon now so I guess for whatever reason the Blenderfoundation didn't take him in (too meddlesome for them?)
>>684434He's probably not liberal enough. I mean, have you seen his artwork? Full of joyful, lighthearted feminine grace. He didn't choose to represent LGBTIAQ+ culture, and deaf ears from the Foundation is how he's paying for it.
>>684436What?Please elaborate on the foundation being like that.How extremist are they about their beliefs?
>>682192>>684436I'm assuming you're the same guy.What exactly makes you think that the BF is hysteric in that way?Whenever I see photos or videos with the staff I don't see dozens of trannies or pink haired butchdykes, so what exactly are you on about?
>>684439>I don't see dozens of trannies or pink haired butchdykesThat is exactly their problem. They're not inclusive enough like the industry standard companies. They will never make it.
>>684434>The guy has a Patreon nowBlender really need developers like him. The problem is that the blender fundation will pay him a couple of months at best this summer, if he had a studio that supports him like the grease pencil team he could keep the develop I suppose ...
>>684448>inb4 he's hired by Pixologic
>>684450and then spit out again a year later after they sucked out all the knowledge out of him lmao.it's all so tiresome.
First ever try at sculpting. It was supposed to be a human face, somehow.
>>684454If they hire him is not to gain from his knowledge, but to stop Blender from growing and chipping away at their user base.
>still no object-based motion blur in 2.8HURRY UP AAAAAAAAAAAAAA
>>684428The files is from an old game and I can't find any guides for it so if anyone knows anything that would be cool. If I open them in a hex editor they all start with SHPX if that's any help
>>682723>>682484Modeling cloth was also recently updated for Blender 2.8.https://www.youtube.com/watch?v=jNXBYI-WPU4Nowhere near MD yet, but the basic principles are there, so it might get pretty good in time.
>>682546>>682704>>682717Ooor you can just use the free jiggle bones-addon?
pls, rate baby's first render.
>>684421Sounds like I've got some bigger problems, lol.
>>684493The dev of that addon is a damn hero and you're amazing for informing me about the update! Made my day.
I have some .fbx files im trying to open but when I do I get this message. If I convert them first then they get all jacked up and the text file is saying it couldnt find the texture because it is leading to the hard drive of the person who made them originally. Anyonw know how to fix this?
>>684498The cup looks fake but the rest looks believable
>>684498Try plugging fresnel into the roughness of your material and setting it to the IOR of glass or ceramic for the cup. That should get you a less mirror-like result without reducing the reflectiveness, it just makes it so that angle influences the brightness of reflections.
>>684523Use the official FBX SDK to avoid most issues when working with that format.
>>684545how? I got these from someone else I dont have autodesk
>>684523You could try converting from FBX to another format first. Autodesk has an FBX converter available for free on their website.
>>684493looks great, this guy and the one from the sculpt branch should be hired to integrate all that
New bNPR showhttps://www.youtube.com/watch?v=uweAo4VkqFY
>Help my IK doesn't work!>Move the knee/elbow/joint forwardOkay yeah sure that ""works"", but what's the actual solution?
I model primarily in blender. But I have an AMD laptop with a 5750m GPU that cycles will not render on. Will marmoset toolbag render on my gpu? Is it better than cycles? Pros and cons? Anyone with experience can share?
>>682192Holy shit shut the fuck you fucking jew nigger faggot cuck, no one gives a fuck
>>684458just look at some sculpting tutorials. should also watch some quick quides on how to draw a human face, same principle applies.
>>684547Use any of the tools with standard FBX support (Maya, Max, Houdini, C4D, Modo come to mind) to convert the file to a format supported by Blender.
>>684696>Meanwhile at DE's Warframe dev team
>>684696Oh wait my webm uses another addonhttps://gumroad.com/l/KZllV
>>684696OH BOY, will you see that being overused in every fucking portfolio and upload now with the original presets or maybe one thing slightly changed.His idea and addon are great but it automates too much in one go that it's too much simplified power in the hands of those who made their first donut a week ago.The road to hell is paved with good intentions.
>>684727That's nothing new. Good artists will know not to rely on it too much.
>>684727So what? You know good art when you see it, no matter how much cheap stuff is lying around.
Alright, I'm new to the board, new to Blender, and have a few questions and/or requests.A) What Blender Addons or Scripts do you highly recommend for Hard Surface Modeling, or organic Sculpting. They can be Free, Paid for, or Included with the basic package.B) What are your thoughts in general on the MeshMachine, Kit Ops, and Hard Ops/BoxCutter addons and Community/Ecosystem? New BoxCutter looks amazing with the whole Non-Destructive workflow, but I want your criticisms and the general community view on them.C) Do you guys have a Repo/Mega/Share Thread dedicated to housing these resources?D) Lastly, are there any Alternatives to the Wonder Mesh addon? It seems Dead and won't go to 2.8, and as the one addon I purchased, it's the only one I can highly recommend: Parameter-based Primitives, leting you insert a basic Cylinder, Enter an outer Radius for the width of the cylinder, an inner radius to let you turn it into a pipe, a full XYZ segmentation parameter option so you can add loops in easily, and a radial setting so you can make Half-pipes or Pie Slices out of it, and entire set is much the same..Not trying to be a shill for this, I just want those features in an addon for 2.8, and want any substitutes you may have.Apologies if I'm unknowingly repeating some bait or meme that you guys have to deal with, and also apologies for being new in case I just missed the answer to one of my questions in the Pinned Thread. Thanks for any prompt response.
>>684493ok who of you fuckers was this,his channel is even filled with nothing but skyrim mod milf walkcycle videos he made kek
>>682192>implying there's an industry standardbased mongoloid poster
>>684524>>684533Finished the scene. What do you think?
I'm just getting started with blender 2.8, never tried modeling before, I'm so-so at drawing and got a shitty tablet from 2012 or something.I was reading the FAQ and Blender is barely mentioned in comparison to Max or Maya, how come? is the FAQ outdated? Me being an ignorant faggot regarding modeling have never heard about those programs and it's only Blender this and Blender that.
>>683932>wait for a 2 day render to finish because PC is shit>hop back on and miss click to shut down blenderJust went to bed and started fapping to futa girls for a while
>>684915You deserve it for being a fucking futa faggot. Next time instead of jerking off just go throw yourself in front of a train.
I'm sory if it's one of those questions asked all over again, but can you guys direct me to a good course (paid or free) that teaches you character modeling for games?
my first ever 3d objects! i've been playing with blender all day, it's pretty funat first i only wanted to use it for drawing reference, but i might actually learn 3d as well
>>684745Definitely would recommend RetopoFlow (free) for your retopology needs, BoolTool (included) for quick booleans, you can also play with AMD ProRender, if you have AMD card, didn't test it too much, but it renders faster and looks better than Cycles (especially since my AMD GPU isn't supported by Blender).
I'm a complete absolute newfag with blender, I mostly use models made by people better than me.I need to move a part of a model for a scene, but it keeps rubberbanding back to it's original shape. Anyone know what might be causing this or what I should google?I tried googling sculpting issues and reverting and stuff but I only found threads to an unrealted sculpting bug.Attached is a webm showcasing the issue.Thank you for your time.
Noob to blender, really want to learn how to use this. Anyone have any decent guides for retards such as myslef?
Problem i've noticed when opening older 2.8 files is that the bones aren't visible. Unhiding or display settings seem to be the same and they will still rotate if selected from the outliner. New bones or imported models show up fine.
first attempt at poly stitching a character model; it's not finished.
>>682188Is it true that you can't use vertex group with the multiresolution modifier? It would be very useful for creating masks
my first blender model from a tutoriali will now try to make other objects on my own
>>685838Maybe dumb question but have you checked that they're not on a hidden layer?
>>686107Yeah. Turned out it was a visibility options that somehow got clicked off. Must have been a ui change thing.
Why are my blender models lower poly in object mode than in edit mode?I don't understand anything.Also, is there an addon that makes the camera not absolute garbage, I have been spoiled by working on CAD programs with better controls.
why all of yours first try shit looks a light years better than my stuff
>>686379That's fine for a first one, you humblebragging seeker.
>>686380>humblebragging seekerHah, gottem.>>686333Do you have subdivision modifier on?Check when it's enabled - object mode, edit mode, render.It's the three buttons on the Modifier.
>>686455Only modifier I have is armature.
>>686333the camera is nice once you get used to it. make sure you select what you are working on and press the period key on your numpad to center yourself on it.
>>686531I can't seem to get used to it.How do you reset it after you dolly it around with shift and middle mouse button?I can't find a clear answer to it, everytime I google it, the results are about the rendering cameras.