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Previous thread: >>682188
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any info on when this guy will be finally part of the permanent team?
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>>685339
>lol what is perspective
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Retarded question from a beginner. Should I be doing my models in a specific size? I know you can just resize everything but what about the textures and shit? I don't think it would be good to have gigantic files for it.
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>>685339
Whats the best way to light a scene? Are hdri's better than lamps?
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>>685359
usually it's recommended to build them to real world scale, eg the size cars, humans or houses are in the real world. Obviously this is not possible with extremely small (virus) or extremely large (like galaxies) objects.
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>>685340
the last thing that he did was to fix the cavity mask operator now all the previews of the sculpt branch are for his parteons first and after a couple of days for everybody, he also upload builds there, wich is reasonable because you can pick that from graphicall too
"I ported the dirty vertex colors operator from vertex paint to sculpt mode. It was written in Python and now it is written in C as a mask filter. It is up to 90 times faster. You can use it to generate cavity masks and then apply colors or deformation with other filters"

he did a livestream a month ago with other Spaniards too, he is the first guy sculpting

https://www.youtube.com/watch?v=WQeSonSf1sw
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>>685391
a combination of both works well honestly

lights are great to design your shot and tell a story through your lighting, instead of relying on plug-and-play results... but I still use HDRIs for look-dev and as fill lights in my scenes
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>>685359
>>685392 this
most renderers produce the most accurate and efficient results at real-world scale
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>>685391
Technically speaking, lights are better than HDRIs as they are easier for the engines to resolve. But artistically, that's the same as asking what lighting works best for a set, a portrait, a still-life, etc.; you have to realize an artistic goal, and it's your job as the artist to come up with the right means for it. If you have absolutely no clue as to where to start, try reading some books about lighting in photography.
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>>685419
>Technically speaking, lights are better than HDRIs as they are easier for the engines to resolve.
I depends on your render engine. Most pathtracing engines vastly prefer HDRIs to lights. Pathtracing works best - converges faster, is more accurate - with lot of big lights completely illuminating the scene, and many HDRIs are 360° lights. You can be an order of magnitude faster by using HDRIs instead of lightings in many occasions.

Lights, especially point-like lights, are a nightmare for pathtracing. Especially when the point-like light is in a recess or the scene isn't properly alight.
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I got so used to looking up, hearing and getting excited about new features that it kinda feels strange when there are longer stretches without a happening...
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Anyone know a good way to get this crossbar thing to connect to the body without making an entire loop for it?
I feel like a lot of my hard surface stuff ends up using a lot of extraneous loop cuts and makes shit super messy. I feel like I should be using the knife tool in certain places to isolate areas so the mesh isn't a mess of loops, but I've got no clue how I should be using it. If there's any good vids on that sort of thing it'd probably help.
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how do you export if a video has audio? if it doesn't im ok with the default (png) and then ffmpeg but what if there's audio?
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what's the 2.8 equivalent of mask as used in this tutorial?
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How do I made quad junctions in blender?
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>>685469
In the encoding options there's a section about audio. Just pick a video file type, then pick a codec and bitrate.
For obvious reasons, you cant export image sequences with audio. Since they're individual images.
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Hello, blendlets. I have a question about rigging in Blender.
I'd like to make a rig similar to this video.

https://www.youtube.com/watch?v=axr-XZOE6UI

However, I'm not sure what this technique is called.

Does anyone have more information about this style of rigging? What is the technique called? Is there a term for it?

I apologize in advance for being a newb at Blender. I have the general basics of sculpting down, but I'd love to delve further into rigging specifically.
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>>685489
it uses the skin wrap modifier and I suppose Transformation Constraint, it's on the https://cloud.blender.org/p/blender-fundamentals/

https://www.youtube.com/watch?v=9kW8tGrCK1g
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>>685489
just in case you couldn't understand this >>685512 you have to apply Transformation Constraint to the object and control it with the bone rotation, in that example he uses the object to control the bone
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TexTools got ported to 2.8. Time to party. https://blenderartists.org/t/textools-for-blender/700811/393
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I'm a completely new to Blender and I just wanted a quick 3d box with a png texture for my Unity game and I have watched 3 tutorials and sill don't know how to do it, my results are always different than on the video
why is something so simple as adding a texture so complicated

pls help
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>>685512
>>685513
Thanks anon! I'll check this out. Really appreciate it.
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>>685518

nevermind, I have figured it out
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>>685480
For 2,3 extrude, scale down, grid fill
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>>685517

B a s e d
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hey so heres a blender waifubait thingy i made
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>>685528
Nice start, now finish it.
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>>685528
>>685530
This. And don't cum on it this time.
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>>685339
I am currently looking for a blender artist to help clean up and port models to the Unity engine for an H-Game. I am willing to setup payment, and offer other stuff: code, changes to the game you want, etc. As of now a huge chunk of the code is done and ready to go.
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>>685392
>>685400
This sounds like bullshit but I'm too retarded to know if it's true or not.
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>>685569
It's real man.
Having everything modeled on real dimensions makes sure that everything is proportionally consistent.
It's not a hard-and-fast rule, but if you do use the proper scale and stuff, everything ties together nicely.
It also helps if you've got multiple assets in different files and shit. Say you modeled a car earlier using the proper scale, and you bring it into an environment that you've also modeled at a proper scale. The car will just work with the scene as soon as it's put in without any fucking around with scaling the car to look right.

To quote a true visionary...
"It just works."

You don't have to be super duper accurate and anal about every little measurement (often times just having a human model to compare against for scale works), but it's a good practice overall.
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>>685569
>classic /3/
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How or where can I change the shortcut for the "Change Pivot Point" option? I can't find it in the Input preferences.
I'm using the pie menu addon btw.
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>>685585
I just set it to the quick menu (Q). Specifically "Origin to 3d Cursor". It's been way quicker than a shortcut.
I think you can just right-click the menu item and set the shortcut there though if you want.
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>>685339
I'm not sure how to phrase this, but how do i prevent selections on vertices/edges that are facing away from the view?
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>>685580

fucking kek
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>>685359
3dsmax dude here.
Reescaling actor characters is a fucking PAIN IN THE ASS: because how morph targets works, the reescaling make the morphs either extreme or inexistent, so you also have to reescale the morph target models and re-apply all morphs and re-make all controllers.
What is the best scale for a model/actor? Well, ask the FUCKING SOFTWARES YOU´RE WORKING WITH - Zbrush handles very large models completely wrong, even the largest brush scale appears tiny in those cases, and the normal scale (using Zbrush standard t-pose male model as a base) results in a biped with the size around 8 or 10 in 3dsmax (when standard scale is 100). Now, suppose you´ve exported from zbrush to 3dsmax and rigged the bastard. Now export it to Unity, to the standard starting scene (that one with the workbench): where the fuck is the model? Oh, it´s in the viewport alright... in a MICROSCOPIC SCALE.
Enlarge it 1000% to make it BARELY VISIBLE, and another 456% to fit in the scene.
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>>685623
So I take it you have a ZBrush cowboy in your team?
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>>685623

Why would you import a fucking rig inside zbrush.
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Why does blender still use legacy rendering techniques like the laughably outdated mist pass which doesn't even work with a glass shader because it's added in post, like unless you are designing ironic hipster vaporware graphics that are made to look like 90's 3d why the fuck would you even use this garbage?
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>>685630
There aren't any better free options.
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>>685637

Well, there's the volume scattering shader too that you can asign to a domain. I've just started playing with it but it seems to give much more realistic results.
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>>685623

Zbrush mesh scale determines brush strength, dynamesh and zremesher too. You have to hit a sweet spot every fucking time to have a good zbrush experience.
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>>685617
There's this button.
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I imported Travis Touchdown's Collada model to blender but for some reason when I zoom in shit disappears, like clipping into the model, is it something with Collada models or what?
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>>685660
Check your object's scale and camera clipping settings in the "N" panel.
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>>685637

Plenty of free options on CGPeers.
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>model gets worse the more work you put in it
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>>685664
I'm not going to commit a felony just to make 3D in my spare time. Plus fuck Autodesk.
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>>685630
Just because you're to retarded to actually see if there's other options doesn't mean that there isn't.
There's Z-buffers and other options as well.
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2019, I am forgotten
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>>685703
sad!
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>>685684

>moralfagging usmutt goy

kys
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>>685703
why do this and waste time trying to clean up, when you could just extrude and resize then mirror all done.
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>>685630
mist pass? no. that's not the only way to make mist im 80% certain.

you can do it with volumetric effects, its an old feature actually.
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>>685663
Cheers.
Also where do i see the data of a single object? Because on the lower right I can only see the data of the whole collection.
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>>685733
>unable to understand examples giving some hint of what you could do with a tool
That's why you won't get anywhere.
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Im usually a sad and unmotivated stoner but im almost done with my Donut and its kinda fun, i struggle sometimes cause i dont know how to control the camera and shortcuts like i want but its ok

Thanks /3/ ill show you my donut soon
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>>685810
thhats fucking secksy
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>>685810
This is a blue board.
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>>685842
Hey, if that turns you on, it's entirely on you, mate.
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>>685810
The expression is cool, but that elbow is broken.
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>>685734

Uh yeah, that was the point of my whole post. Why do people still use it?
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>>685810
>Furshit

Burn in hell degenerate
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>>685870
because its faster. shader effects are really heavy
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>>685580
Should've made the bulge look like Suzanne.
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So I imported a .fbx game model with the armature but the armature seems to be at the top , containing the mesh which is strange since it should be the opposite. Anyone know why, cause I can't even toggle xray.
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>>685901
kek
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>>685913
>Tbh i don't like furries but i like money.
Well and it shows.
For some reason every furry artwork made by artists who solely do it for the money make them with expressions that kinda tell it right away. Can't point it out exactly but yeah, technically ok, lighting is kinda shit and no soul in it whatsoever.
>>
Anyone know how to set up a collar bone rig like the one shown in the second gif here: https://blender dot stackexchange.com/questions/41539/shoulder-deformations

I can do it in a really simple fahion with copy rotation constraints, but I was looking for the gradual increase in motion as the upper arm is raised.

Unfortunately the model that's linked in the comments doesn't help. Any other sample rigs for this out there?
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>>685922
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>>685923
How2blue circle things?
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>>685924
simple constraints, different types of constraints, those are just rotation constraints, and they need to be in their respected hierarchy if they are to follow the movements of objects higher in the hierarch.
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>>685919
>every furry artwork made by artists who solely do it for the money make them with expressions that kinda tell it right away
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>>685870
Faster to render, quicker to set up to get a result instead of fiddling around with camera settings and shit, don't have to worry about scene scale and volumetric shit.
I'll use mist pass just use as a quick depth render to use in post for atmosphere. Just to get things looking right, then when I'm happy I'll use volumetrics and other effects.
It's about giving people options to use whatever they need to solve whatever problem they have. There's other uses for mist passes than just mist.
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>>685810
Finally some good fucking yiff model.
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>>685941
>i don't dislike Furries (The people)
It's okay to dislike most the community.
They have a lot of awesome artists but oh boy you better stay the fuck away from the community. There are tons of people who're literally in only for the art/porn.
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>>685960
>There are tons of people who're literally in only for the art/porn.
How is that bad?
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So I looked up the base artwork for OP, and, I must say, I'm quite disappointed in the way it was translated to 3D. It got all blobby and with inaccurate proportions. Yet the comment section on FartStation is full of jerking off from Blender users.

I don't think we deserve this. We ought to be more critical with what we create. Otherwise, no one will ever take Blender seriously, and we need that of we are to some day take the place of Autodesk.
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>>685976
artstation sucks in general, blender is a good tool with 2.8 since its actually intuitive now (3dsmax fag here, no more license fees thanks to this update), blenderfags who dont just use the tool within an actual development pipeline will always jerk it over corn syrup shit made with it
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I wish I could model better. I'm sick of posing pre-made stuff.

Can anyone recommend a good free tutorial for making photorealistic human characters? I know there's a lot out there, and that's part of the problem. I don't need a million different ones, just one good one.
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>>686004
This Udemy tutorial was posted here some time ago. I think it nails what you're looking for.
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>>686005
>this kills the man
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how do I make this scene better ?
the thing should be a robt with head blown off.
Im too tired to set up texturepainting or any textures with normals, or more than 1 texture at all
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>>686007
That terrain's got that stock Windows 95 pattern wallpaper vibe going on my dude.
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>>686007
Overlay a scaled up terrain texture onto your terrain material.
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>>686007

Ground and textures are flatter than the lies us gov peddled during Vietnam war
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>>686015
>>>/pol/
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>>685976
>Fartstation

All "normal" art communities highly encourage asslicking and criticizing is frowned upon, especially since that particular place became kinda the modern business card to show around for artists. In some communities even really good constructive critique gets replies like "oh so you have to be THAT guy..." or "there goes the good mood" by the group of fans flocking around the account.
So far I only get good replies when I explicitly fucking ask for them. /3/ used to be good in that regard since replies were usually harsh but often actually fair and to the point and they actually helped. Couple years back it was like a 1/3 shitposts, now it's like 3/4 and more with those brain amputated software faggotry thrown in so I don't know what even the use of /3/ is at this point despite all those ledditfags coming here, saying the place is to shitpost or for those who got banned over there.
>>
this question is corelated with Unity

is it possible to create a random animation? not just a "recorded" animation that was randomized that is the same every time
but one that is different always
say I have a tree and I want the leaves or whatever to move slightly but the movement to be random
I know I can use c# scripts in Unity to randomize transformation/scaling but this is too basic
say the tree is more complex and I wanna add bones into it, now I can't do this in Unity
so it would have to be an animation that I do in Blender and then export to Unity
is this even possible?
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>>686039
Just load a couple of shapekeys and mix them
https://www.youtube.com/watch?v=unFd5a9-Ga8
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>>686005

Cant believe these fuckers are millionaries.
>>
>>686056
They do make good money, but not like it may seem from the number of enrolled students.
Almost all of these tutors give away 100% discounts to other teachers on their FB group so they can give feedback to each other, and those codes get leaked on forums where thousands of people sign up for free.
And that's not counting when they do actually release promo codes themselves.
I wouldn't be surprised if more than 75% of the students of the average course got in for free.
Then consider all the discount codes that get passed around (most of which last much longer than the free codes), and all the promotions that Udemy does where courses get as much as 85% or even 95% discounts (if you want Udemy to promote your course you have to agree to this, because if you don't your video will be much harder to find).
So of even the students who paid (already a mall amount), almost all of them didn't pay the full price.
Then take Udemy's cut (which IIRC is 0% on discounted purchases) and taxes out of the equation, and you're left with much less than what it looks like from the outside.

t. guy who used to add these courses for fun a few years ago (my account has more than 10k courses, most of which non-free, and I never paid anything except time), so my info might be a bit outdated, but I don't think it's changed much.
>>
I've got a shitty laptop and as soon as I open the Materials tab with Eevee, Blender crashes.
Did anyone have the same problem and managed to solve it?
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I'm trying to make a ring split into 4 interlocking quadrants to later 3d print and assemble. I cant figure out how make dovetail like sections that will print correctly.
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>>686149
booleans
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>mfw one fucking hour of my life wasted trying to fix all the common problems as to why blender 2.8 refuses to automate the weights to my model and it still won't work
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>>686162

The only problem ive ever ran into was when my model was not one connected piece. Tried that?

either way, i'd really suggest just manually painting that shit. sure its slower but youre wrestling with the software less. also its relaxing lol
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>>686162
>one fucking hour of my life wasted
Oh that's cute.
If you aim to further go the graphics design route, be prepared to waste a fuckton.
For example my whole team wasted almost a whole week on some shit our boss thought would be THE IDEA despite us telling him it won't fucking work. In the end, oh surprise, it was total shit, didn't have the impact he thought it would have and we were back to zero while he didn't (of course) admit he was wrong from the start.
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>>686168
Still got paid though (I hope).
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>>686172
Yeah, but the pay isn't as good as it used to be and is actually quite shit now
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>>686005
This is very realistic. Looks like those victims of third degree burns.
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>>686176
...only thing is, the victims are the enrolled.
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>>686220
Fantastic work anon. Are you gonna do more lewds of her?
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>>685810
>>686220
>It's a cow
>Her tits are medium sized
Come on now
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>>686220
Not sure about the cheek, though. Looks sucked in.
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>>685580
donuts and anvils
my sides
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>>685925
That kind of autism is only needed in Maya, autocuck.
In Blender you jsut make a bone and give it a "custom shape".
>>
Alright, I'm dumb and new to this, help pls
I've modeled a little brick and put two arrays on it, each with its own empty so i can multiply the brick upwards and then around a cylinder (as to make a brick tower thingy)

Question is: how can I animate the array modifier? More specifically the count property, I wanted to have a video of the bricks appearing around the tower
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>>686259
Just like animate it?
Hover over the count number and press I?
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>>686228
Anon can I ask how you learned to sculpt in Blender?
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>>686268
HAHAHAHA HOLY FUCK
Sometimes I wonder how the fuck my body manages to breathe without help
Literally a button
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>>686268
Can I ask what vids you watched? Links appreciated.
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>>686273
Somehow responded to the wrong post. Yeah, what vids? Can we get links. I'm looking to learn sculpting.
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>>686276
Not him, but a book that has helped me a lot is Classic Human Anatomy: The Artist's Guide to Form, Function and Movement. Also like >>686280 said, YanSculpts is nice.
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I don't know what to google. So how exactly do you make a background with multiple colors and lights like pic related?
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>>686315
Blender brainrot
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>>686318
Talk dirty to me daddy
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>>686334
God I'm such a fucking dumbass. Thanks a lot m8!
>>
2.8 Release Candidate coming in three weeks:
>We will aim for a 2.80 release candidate around July 11, 3 weeks from now. After the release candidate only important bug fixes would go in, with every commit carefully checked. This will also give us the opportunity to test making the release build with all platform maintainers.
>No new features now that we are getting close to the release. About 90 bugs were fixed last week.

https://devtalk.blender.org/t/17-june-2019/7846
>>
>>686351
Am I the only one who keeps getting crashes when opening the material tab on Eevee?
If I try sculpting something and render it without touching the materials, it works perfectly, but for some reason merely opening that tab makes it crash.

Everyone who had this problem on the forum got told "this has been fixed in the latest version" and responded "oh yeah, the latest one fixed it thanks", but I'm still getting it.
>>
>>686370
This one: >>683162
I know it's very shitty, but I've checked (hardware, drivers, and OpenGL) and should be compatible.
It even works well, as long as I don't touch the materials, so I thought it's probably not a compatibility issue.
Cycles and Workbench work perfectly as well, with no issue whatsoever.
>>
>>686223
Please link me, you are great
>>
>>686391
But it works fine with Cycles, and also renders fine with Eevee.
Is the materials tab alone too much for my ram?
>>
>>686386
Followed you, can't wait to see what's next man!
>>
>>685396
Sculpt Branch:
He is working on one of the most requested features for sculpt mode: the mask extract operator
>>
>figuring out how to do armpits and pelvis
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>>686456
FUCK, that guy is a madman
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>>686456
Is there a topology move brush yet?
>>
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How would one do the closest recreation to TF2/Source general shaders as possible in node editor? There was a blend file on polycount a while back but the dropbox link is dead. In addition how do you do just a half-lambert?
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>>686461
yes, he did one, it's on the previous threads
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Blender bad Maya good
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So I'm doing the donut tutorial, how do I fix this clipping with the particles? I'm fiddling around with things but I don't find a solution.
>>
Do any of you fags use a tablet? Is changing the mouse buttons in user preferences the only thing needed to configure it?
>>
>>686493
I'm sorry, but Blender is not "special" software anymore.
>>
is it possible to link multiple instances of the same character rig (collection?) from the same file in 2.8?
>>
>>686528
FROM the same file or TO the same file?
If you are linking the same rig to different files, yes, that's not a problem.

If you want to link multiple instances of a rig to the SAME file, it gets a bit tricky:

Linking the same rig in the same scene, no, that is what the new proxy system will be for coming in a later release.

Linking the same rig in a different scene, maybe. It is supposed to work but wasn't a while back. It may have been fixed by now.
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>>686529
from the same file to the same scene in another file, yeah
i'll just use a different file for each character like in 2.7
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>>686351
>let's not include any of the massive improvements from Pablo's sculpting branch
>let's not allow Ludo to add in the texturing features from ArmorPaint
2.8 was such a disappointment. The viewport improvements are great, but literally everything else is just worse, clunkier and slower.
Hell, why do we still have to flag animation data for it not to be automatically deleted (even if the file is saved)? Why hasn't outline offset been added as a basic part of the tools yet (need addon for it, which has been availabel online for free since 2.6)? Why do constrained objects still not update automatically if you abort a transform action? Why have so many hotkeys been removed, with no new alternative? Why does Ctrl+Z suddenly delete ALL animation adjustments you've done since last keyframe insert???
Beyond Eevee and general viewport features, I don't see any reason to use 2.8 over 2.7. Especially since most addons aren't even supported yet (and many never will be).
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>>686581
>BlEnDeR iS sTiLL ShIT
Good try, Autocuck.
>>
>>686581
>>let's not include any of the massive improvements from Pablo's sculpting branch
Do you have any idea about how a software release cycle works?

>>let's not allow Ludo to add in the texturing features from ArmorPaint
There's probably a good reason for this, like keeping a high quality codebase instead of merging everything and anything as soon as it's available to the point where the code becomes such a mess making any progress becomes impossible.
>>
What's good resources for sculpting in blender 2.8 ?

I've been searching but i can't find a lot
>>
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Has anyone tried to make photogrammetry models from YouTube videos? Pic related was the result I got from meshroom. This is lit using white (FFFFFF) lighting. Looks reasonably good, but would be awful close up. Even from a distance, the video compression is semi visible. However, I think something like this could be useful for distant scenery, if you were to "unlight" the diffuse texture, as you can clearly see the sunlight from where it was taken from.
>>
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>>686596
With the right HDRI image and sun lamp color, however, it looks reasonably good, even if the lighting isn't totally accurate. If you could make the jagged edges at the end straight (I tried cutting them with a boolean, which worked well), and mirror two on their X-axis, you could link up as many as you want, and use a spline (or bones) to bend and scale them to create visual variety. I didn't do that in pic related, but they still look pretty good when used in creative ways. Once the camera starts to move, though, you can see the seams, hence why I said what I did above about linking them together.
>>
>>686590
I'm actually a Blenderfag who absolutely detests Maya. Although I'm annoyed that the focus for the 2.8 development has been pretty dumb, Blender is far, far better than the zombie wreck that Maya is.
The damned thing is so slow and clunky that it should be illegal to demand money for it at all, especially when it crashes all the time and even corrupts saved files.

>>686591
My point is that they should have focused on sculpting tools and texturing - stuff people actually want to see improved in Blender. Instead of raping the UI and removing hotkey functionality, forcing a new and objectively slower control scheme, etc.
>>
>>686597
That's pretty good. I think the ideal would be to use footage filmed during an overcast day. What kind of video did you use? Drone footage?

>>686599
>stuff people actually want to see improved in Blender
A lot of people have a lot of different needs. I personally don't care at all about sculpting, for example. Also you can use the 2.7x shortcuts preset if you want. Not to mention how easy it is to assign custom shortcuts now. I agree that the new scheme is less than ideal but the benefits of the new UI outweigh the negatives in my opinion.
>>
>>686581
>Why have so many hotkeys been removed, with no new alternative?

It's because they wanted to free up hotkeys for addon developers. Which is retarded because then addon developers will just create conflicts with eachother's addons.
>>
>>686601
>A lot of people have a lot of different needs
Yes, and literally no needs were catered to for 2.8 apart from the need for a better live viewport.

>Also you can use the 2.7x shortcuts preset if you want.
That's guaranteed to just be a temporary thing, and it doesn't fix a lot of retarded changes. A lot fo hotkeys are simply gone (try Ctrl+T to add a constraint, for example), and some have been swapped for retarded circle menues (try Shift+S) which just makes everything slower.

>the benefits of the new UI
What are those? I've literally only seen changes which have made the UI worse.

>>686603
Then why have they taken typical addon hotkeys, such as Q?
>>
>>686604
>Then why have they taken typical addon hotkeys, such as Q?

In this case q is the logical choice for the new quick favorites menu. I'm sure they've freed up more hotkeys than they've added. I know I keep running into missing hotkeys and that aggravates the shit out of me.
>>
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how do you actually use background images? i just ended up covering the whole with my mesh.
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>>686581
>2.8 was such a disappointment.
They have completely rewritten tons of stuff and it is not even officially out yet.
2.80 first has to come back to the feature amount and stability of 2.79 and THEN you can expect more and more features to pour in. To be honest, it's actually impressive how much new shit 2.80 has already.

Also, calm your fucking tits. 2.81 will come out like 3 to 4 months later and there are many features that almost made it into 2.80 which means a lot of new stuff in October/November.
>>
>>686601
>That's pretty good. I think the ideal would be to use footage filmed during an overcast day.
Thanks! And I agree. Overcast, midday footage would take out (most of) the shadows, and give a result with lighting closer to FFFFFF white. I've found a few videos with such shots, so I'll give those a try next.

>What kind of video did you use? Drone footage?
Yes. I've found that the portion of the model with the most detail tends to be the place where the drone is closest to at the start of the footage. The unfortunate thing is that horizontal surfaces can have heavily distorted textures and geometry due to perspective, as the drone rarely just points the camera straight down towards the ground, which is why I chose to delete everything except the vertical surfaces. Using a vertex group and a shrink wrap modifier, however, it is possible to "patch" terrain onto the top of the cliff, although I've found it difficult to make the textures applied to that not look totally out of place with the rockface (the lighting doesn't help). It's all a very interesting process. These two channels tend to have good drone footage in very high resolutions:

https://www.youtube.com/channel/UCg72Hd6UZAgPBAUZplnmPMQ

https://www.youtube.com/user/dhuting

One of them watermarks the lower left-hand side of the video, so you'll have to crop out the bottom 15% of your screenshots. The iridium plug-in firefox plugin for YouTube makes taking the screenshots ultra fast. If you open all your screenshots in GIMP (File open as layers), you can crop the images to a selection, export them as .ora, and then extract them with 7zip, or another archiving tool. I've found this to be the fastest way to export dozens of .pngs at once from GIMP.
>>
>>686611
>They have completely rewritten tons of stuff and it is not even officially out yet
I'm not disappointed in the work that's been put into it nor how the development is progressing according to the stated goals.
I'm disappointed that their goals are retarded and useless. 90% of it is just UI bulshittery pandering to Mayafags, making the experience slower for everyone.
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>>686613
>90% of it is just UI bulshittery pandering to Mayafags

The thing is, Blender has always been "too hard" for most and that meme was so persistent that at some point they got sick of it and started making things easier for beginners to join.
>making the experience slower for everyone.
Complete bullshit because they put lots of effort in keeping the tradition of Blender being hotkey-heavy for users who want to keep working that way. Fuck, you can even hide most of the new spoonfeeding icons and shit and make it really fucking neckbeardy if you desire. Literally a couple clicks and saving your settings.
If you don't know this you might be not as much of a Blenderfag as you claim you are.
>>
>>686615
Are you implying the new standard control scheme isn't very much slower than the 2.7 standard?
Because then you're either very inexperienced or just plain stupid. Even if you revert to the 2.7 control mode in 2.8, a lot of shit has been fucked over and made slower.
>>
>>686617
>a lot of shit has been fucked over and made slower.
Oh yeah, then tell me.
Tell me what has been fucked over that can't be set to your needs in like one fucking minute.
>>
>>686618
>Oh yeah, then tell me.
I already gave you examples. Also, if you haven't noticed anything on your own I don't see any point in discussing with you, since you clearly don't use the program much.

>Tell me what has been fucked over that can't be set to your needs in like one fucking minute.
The fucking forced radial menu, for example?
Undo undoing ALL steps done in pose mode?
Having to double-tap A to deselect everything?
There are huge amounts of small annoyances added in 2.8 that are unfixable unless you reprogram them yourself.
And none of the old bugs have been fixed.
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>>686619
>The fucking forced radial menu, for example?
Can be disabled? (but why the fuck would you disable an actual improvement)
>Undo undoing ALL steps done in pose mode?
Undo is completely fucked, I give you that but they also say they're working on it
>Having to double-tap A to deselect everything?
ALT+A, wow that is hard, especially since ALT was used for a lot of undoing shit before
>There are huge amounts of small annoyances added in 2.8
May I remind you that you're fucking using a Beta version? Making shit available so early was clearly a mistake.
>And none of the old bugs have been fixed.
>none
Congrats, now you went full retard.
>>
>>686619

double tap a to deselect was def irritating only thing I simply had to modify so I changed it to toggle in keymapping. Alt+A also deselects all by default, btw.
>>
>>686622
>Can be disabled?
No, it can not. Try turning it off and then hit Shift+S, for example.

>but why the fuck would you disable an actual improvement
Fuck off, slowfag.

>Undo is completely fucked, I give you that but they also say they're working on it
Alright, that's nice to hear.

>ALT+A, wow that is hard, especially since ALT was used for a lot of undoing shit before
That's objectively a slower way to do it than simply pressing A. Like I said, it's small things, but there's A LOT of these small changes, which make it a slower experience overall.

>May I remind you that you're fucking using a Beta version?
Again, I'm complaining about the general direction, not the state of the program in terms of stability. Stop trying to make the discussion about something else.

>Congrats, now you went full retard
None of the old bugs have been fixed, no. They've just made a bunch of new ones (and they fix most of those pretty swiftly, but the old ones remain).

>>686628
>so I changed it to toggle in keymapping
That's a good idea. I thought it was just permamently fucked. Thanks for the tip.
>>
where to find 2hu models for blendr
>>
>>686615
>The thing is, Blender has always been "too hard" for most
Oh yea? Then how do you explain the deluge of crappy work that's been coming into the net since Blender became popular? Do you think that would be the work of brilliant minds?
>>
>>686635
Not him, but blender beign hard would explain that, simply because all that work would've been of higher quality if those people used a less difficult program, regardless of the talent or intelligence of the artists.
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>>686456
Sculpt Branch Status Report
Post about the new main features that were added to the sculpt-mode-features branch in the last 3 months, as well as my opinion on how to merge these features into master.
https://code.blender.org/2019/06/sculpt-mode-features-branch-status-report/
>>
>>686636
Blender pre-2.8 wasn't hard, it just had a chaotic, disorganized UI.
>>
>>686638
Is it any different o 2.8?
Serious question.
>>
>>686639
after my frustration with blender 2.8, Im starting to realize a lot of the changes make more sense and will eventually end up taking less time to make stuff than 2.7. Its still too foreign for me to switch over 100% but I'll use it for the occasional render heavy project here and there.
>>
>>686638
>Blender pre-2.8 wasn't hard, it just had a chaotic, disorganized UI.
"wah wah blender is too hard" is literally just what all the people kept screaming for years.
you explained it well but again, it's what all just kept memeing.

>>686639
2.80 is a huge step towards muh "industry standard" workflows, so people coming from other software have it a lot easier and on top of it there's a ton of spoonfeeding going on with descriptive icons, new buttons and there have never been this much easily accessible tutorials for blender around.
>>
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>>686637
YESSS OH FUCK YES.
The standard settings for sculpting were always completely SHIT.
Sculptris for example was absolutely PERFECT out of the box, never understood why they never at least got up to that quality.
>>
>>686640
>Im starting to realize a lot of the changes make more sense and will eventually end up taking less time to make stuff than 2.7
That's objectively not true. Every single UI change in 2.8 makes a little bit slower than 2.7 - All together that makes 2.8 a significantly slower workspace than 2.7.
>>
>>686637
>>686643
Where the heck can you get the Sculpt Branch now, anyway?
Can't seem to find any download links
>>
>>686666
This is from 2 days ago, I think he hasn't submitted the extract mask, not sure
https://blender.community/c/graphicall/dcbbbc/
>>
>>686637
Is there a document or hotkey list for some of those features? I cant figure out how to do that cool growing mask.
>>
>>686670
Thanks!
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>>686618
I want my left side tool panel back.
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>>686456
Any idea when Blender is getting any kind of transpose tool? Trying to move any kind of complex mesh that has been sculpted on is a fucking pain in the ass.
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>>686711
>left side panel is now on the right side
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>>686714
The sculpt branch has a new rotate tool >>686670
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>>686672
You have to map the operators
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>>686728
Alright got it working, thanks!
>>
Modeling Cloth Clothing Tutorial

https://www.youtube.com/watch?v=DxZju9RJqqo
>>
>>686745
That's cool. Last time I tried Modeling Cloth (in 2.7) it was completely useless for actually making clothes, because the collisions were barely functional.
>>
>>685528
>suzanne pattern shirt
qt
>>
>>685528
I think she should have more vibrant colors.
>>
Is cycles GPU acceleration disabled in the new 2.8 builds? I get "No compatible GPU's found for path tracing". I'm using a radeon
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Any idea how to make removed tights like pic related? Wish I had the exact files for it or knew it's filepath, much less a better look.
>>
>>686799
If it worked previously you should probably bug report it.
>>
>>685340
It doesn't' seem to be posted yet but he posted a blogpost on all the features and theres some planned features too. One being a topology remesh mode.
https://www.artstation.com/pablodp606/blog/1vEn/new-blender-sculpt-mode-introduction

The code status report was already posted but this should make more sense to anyone who wasn't following this closely.
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im using array and circle modifier to create treads for my tractor but the wrong side ends up on the inner side of the curve. how do i fix this?
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>>686745
Crevices were like black holes last time i tested, i hope its better now.
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Im trying to test out some PBR metalness but I keep getting reflections in the dark areas. I read that in PBR metalness workflow the reflections come from the base color/albedo (which has the gaps pure black) so why is this still happening?
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>>685340
That whole situation is hilarious as fuck

>community keeps whining about sculpt mode being shit for years
>at some point parts of the community finally come together to brainstorm how to improve things
>a lot of talking takes place
>maybe this, maybe that, maybe summer of code, maybe code quest 2019
>meanwhile some spanish pokemon comes along who suddenly just starts cranking out fucking stunning program improvements after another, single-handedly catapulting blender sculpt mode years forward, finally into the modern era
>only because it was insufficient for the work he wants to do for his portfolio and releases the programming efforts to the public/implementation into the blender master

They'd be quite dumb to not take that gem of a programmer in.
>>
>>686846
>They'd be quite dumb to not take that gem of a programmer in.
They should but I think that not gonna happen, He says that they could merge all now but what blender needs is a new data structure from scratch designed for the sculpt/vertext paint mode, he said "This is not an easy task, and it will probably take several versions to get this ready for master before any of the tools can be ported. You can think of this process like going from the pbr-viewport branch to the draw manager and EEVEE. In the meantime, the current sculpt-mode-features branch could be supported as well, as some tools it has are crucial for some people’s workflow." and I don't know if that's a priority now.
https://code.blender.org/2019/06/sculpt-mode-features-branch-status-report/
>>
>>686845
Black albedo + non-white metalness gives you that. Basically you modeled metal, and those reflections are correct behavior.
>>
>>686857

So Im understanding and testing, if I had pure black albedo that was masked (is metal - white area) id get no reflections.
With that in mind so for non-metals (dielectric) what would be the proper way to get rid of reflections since I read its fixed reflectivity? Do people use AO to cover that or something else? I tried messing with roughness but the reflections are still there just more or less blurry.
>>
>>686892
If you just want it to be a non-intrusive black material, I just set it to a really rough dark dielectric material.
As for getting rid of reflections, play around with the specular slider in the Principled shader. Just drop it to a lower value until you get the look you need.
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>>686643
>LOOK AT HOW MUCH BETTER OUR GRAB BRUSH IS!
>Despite the fact that it still grabs points within a radius rather than connected faces like Zbrush's move topological brush which makes trying to edit anything in tight spaces a pain in the balls.

FOR THE LOVE OF GOD SOMEBODY PLEASE FIX THIS!
>>
>>686908
>SOMEBODY PLEASE FIX THIS!
B but he did
>>
>>686902

Thanks, that seems to work decently.

One last question, how are you supposed to properly mix an AO image to the Principled shader? I read in a few places to "Just multiply with albedo then stick that result into the color slot in the principled" however that doesn't quite seem right since the effect isn't really that noticable/doesn't do much for darkening reflections.

On sketchfab I see models that have a separate AO map and is that blended differently?
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>>686911
That man is a total BEAST
>>
There a good nude Tracer model out there? I don't care for the game but she's cute and I'd like to use her.
>>
>>685580
>not 3d
It's still good. So 6/10.
>>
>>686920
There one here? https://smutba.se/

Not bothering to check myself.
>>
>>686922
Nope, just a bunch of random shit and basic rips from the game. Judging by the porn I've seen floating around, it looks like each creator has their own model and no sharing is taking place, which seems typical of the animated porn community.
>>
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I've been spending the last 3 days practicing sculpting in blender, and finally made a head just now i don't think looks horrible!

What do ya'll think? (i know ears are wrong, but i couldn't be assed to look at references, it's too late)
>>
>>686928

Looks like you've gotten pretty comfortable with the tools (maybe a little crazy w/ the pinch) but your proportions are almost all wrong.

Especially the placement of the ears, the lips not wrapping around to the side, the non-existent jaw, a brow that disappears into nothing but forehead, no orbital socket to speak of, etc. etc.

I'm sure some ascerbic asshole will come along and offer brutally destructive criticism (I guess you kinda expect that) but I have a couple of facial anatomy shorthand tips I use and they're pretty easy to remember:

Tops of ears align just above the eye line (and the recess of the nasal bridge aligns with the ears) and the bottom of the ear aligns with the bottom of the septum (that skin between the nasal wings)

The width of the nose is almost always the distance between the eyes.

The center of the eye almost always aligns with the corner of the lips.

The jaw always terminates before reaching the ear.

Minor deviations add character, major deviations set off alarms in our brains. Unfortunately, your face has too much character. A little more practice and you'll have it.
>>
>>686930
Thanks anon, noted
>>
>>686912
Unless you're using Eevee, you don't really need an AO map.
That being said if you have to have one, the general practice is to do what you said. Take the AO and multiply it with the base color. If you need it to be more pronounced, just use a higher value. No one is making you use only a 0-1.0 value.
Reflections won't darken because they're reflections. It's light that's bouncing back, of course it won't darken just because the color is darker. Something that's black but reflective will still have bright highlights, dielectrics anyway. IF you need the AO areas to have less of a pronounced HL, maybe try mixing them in with the specular or roughness.
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>>686928
Don't worry, you're getting there. But even if this is your first head, it still could use a lot of work.

Take a few days off, relax, work on something else, forget all about this. Then when you're ready, get back to work with a refreshed perspective. You will catch a lot of mistakes you hadn't seen before, try not to get overwhelmed by all of them because this is the hardest part, to not get discouraged, and to keep pushing forward. Just focus on one piece at a time, think about the elements as individual components: eyes, forehead, mouth, nose, cheeks, jaw, etc. Get a lot of reference, think not in the anatomy, but in the shapes that get made, where light hits the face, where it gets occluded by shadows, how they fold and combine with one another. Compare with reference, frontal faces, side faces, from up and down and every weird angle you can get your hands on, from drawing tutorials, and yes, also from anatomy pictures. No one can just come up and model an original face only from memory. Chip at it, little by little.

I know someone already listed all the defects your model has, but I don't think that's the way to learn, I wouldn't pay much attention to it. You need to realize your mistakes by yourself, you need to be your biggest critic.
>>
>>686983
Thanks man. I ain't discouraged, i expected to have a lot of problems. It's all a learning process! I'm looking for references more for my next sculpts
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Holy fucking shit why is modeling so difficult? I don't even know where to start.
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Any ideas on how to emulate this texture procedurally using a node setup?
I know I could just use a noise texture, but I really want that brush stroke look.
>>
>>686986
make low poly assets for rpg games
>>
>>686986
Well how much do you already know? Do you know the difference between hardsurface and organic? Lowpoly, midpoly and highpoly?
>>
>>686986
https://en.wikibooks.org/wiki/Blender_3D%3A_Noob_to_Pro
Gingerbread tutorial.
It's not complicated, just need to take it in steps. model simple things first like a coffee cups. Eventually you get a feel for it.
>>
>>686986
>I don't even know where to start.
Blender Fundamentals
https://cloud.blender.org/p/blender-fundamentals/
from there low poly arquitecture would be the way to go
https://www.youtube.com/watch?v=QHuyd59bYp0
https://www.youtube.com/watch?v=9Q7bU3izpuk
https://www.youtube.com/watch?v=VDzBWNNRSPY
if you want to do characters do this
https://3dtotal.com/tutorials/box-sets/joan-of-arc
it's for 3ds max but you can port all to blender easy
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>>686928
Me again.
Spend tonight sculpting a more toony character i had sketched out
>>
>>686999
wait, I've seen that bun somewhere
>>
Blender keeps fucking crashing when messing with materials. If I connect nodes it can sometimes cause a CTD for no apparent reason. Only started happening after updating to the latest experimental build. Anyone else having this problem? I mean I can't assign a fucking texture without the program crashing, the fuck is this shit
>>
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>>687001
I made it off of this sketch i drew.
But you're probably reminded of a bunny from Spyro.

Some people have said it looked like it, i haven't played the game yet
>>
>>687006
>Blender keeps fucking crashing
>Only started happening after updating to the latest experimental build.
welp...

But yeah, try another version. Bleeding edge builds are always hit and miss.
>>
>>687006
Kinda: >>686353
>>
Is there a way to add an operation from the search menu into the quick/q menu ?
>>
>>687074
You gotta find out where they are originally unfortunately
>>
How 'Important' is sculpting in creating organic/living models?
>>
>>687103
very, very important
>>
>>687103
I mean, it's meat and potatoes
>>
>>687103
It's just a method for achieving a result. You need to give more context to your question: Are you asking if you should learn to sculpt as part of assembling a skillset for a job working at a studio?
Depends on the studio, depends on if you're a generalist or a specialist

Should you learn it in general because you should probably be a little familiar with some of everything, even if that doesn't become your concentration?
Yes

Is that the best way to achieve organic things? The best way is the one you're the best at.
Before sculpting, people used subdiv modeling, lofting and splines
>>
>>687109
Shut the fuck up

>>687103
Yes, if you wanna create organic models worth a damn, you need to learn sculpting even though it looks difficult. Start learning today
>>
>>686456
SPEED SCULPT DONE HAD THIS FOR 3 YEARS GG
>>
>>686911
>>686913
normally you wouldn't use the grab brush to do that operation.
>>
>>687189
It's a demonstration, moron.
>>
What would you guys recommend as a starting point if I want to use
blender to optimize and animate game characters?
For example, optimize daz3d assets and animate them for use in Unity.
My idea was start with this and eventually learn how to model characters by myself, but I've
found a terrible lack of tutorials in the subject, any advice on how to get in it?
I'm a complete beginner, and I'd like to focus on learning how to animate before tackling on modelling/sculpting.
>>
>>687198
also should I use 2.8 to get a solid base or 2.7?
Are there any substantial differences between them for my goals?
>>
>>687198
>>687199
Figure it out
>>
I'm too scared to learn Blender. I only want to animate anyways
>>
>>687202
Learn Maya, then. It's the queen of animation.
>>
>>687203

This >>687202 isn't me.
Like I said, I'm not scared of blender and I don't want to animate only,
I just want to start with that and get into modelling eventually, but since it's
for a game I'd rather start with just the animation part while I can use other
tools for the character creation part, for example, what I'm currently doing is simplifying the materials of the models.
And I'd rather not pirate maya (don't want to pay 1k per year for it either) so I thought blender would be the best thing for that.
>>
>>686456
Sculpt Branch:
New data structure from scratch will be the way to go for the Sculpt
Trim and insert mesh will be the next things in the sculpt branch. Node brushes after the new data structure.
Native retopo is needed, he want to work on that after the sculpt branch.
Texture paint need a total rework.
He want to work also in the cloth simulator and do a mini Marvelous Designer
Video in Spanish:
https://www.youtube.com/watch?v=VN8L4oAcXdc
>>
>>687218
Hey, thanks man.
I kinda felt like missing out on something big when I saw that he did a whole fucking hour stream about it while only mentioning it shortly in the english stream.
Wish there were subtitles.
>>
Early July 1 online meeting notes:
https://www.youtube.com/watch?v=LbadAU8CULs
https://devtalk.blender.org/t/1-july-2019-upcoming/8054
>Linux builds now work on older Linux distributions such as CentOS 7 with glibc 2.17, matching the VFX Reference Platform
>Builds are already available

https://vfxplatform.com/
>The VFX Reference Platform is a set of tool and library versions to be used as a common target platform for building software for the VFX industry. Its purpose is to minimise incompatibilities between different software packages, ease the support burden for Linux-based pipelines and encourage further adoption of Linux by software vendors.
>>
https://youtu.be/WMEXEh5r0G4
I thought I'd share this, it's exactly what i needed to finally come to grips with sculpting.

Start with low poly count, rough out the shape, increase count, rough out shape, repeat
>>
>>685922
>>685923
there might be any number of things going on
could be
you can have an ik-chain like that collarB<-upperArm<-... with a gap in the middle, no problem. And you can fiddle with the stiffness settings to get behaviour like that.
Thing is, these settings are an utter nightmare to fine tune as soon as your chain has more than 2 elements.

There are other tricks like :
- introduce a 3rd bone say: "shoulder" as end of your arm ik chain
- parent collarB to something else
- introduce a 4th dummy bone to parent and constrain ( example: somehow offset from upper arm ) in any way you like and use it as ik target for the collar bone
- you now have a ton of parameters ik-constraint-strength dummy-bone-offset ik-rotation-constraints and stiffness that you can use to fine tune the collarBone and that do _not_ influence the behaviour of any other bone

makes your rig look like something out of NASA, but so does rigify
>>
>>686637
>Sculpt Branch
You can start trying Quadriflow using an external executable with this simple script He made. This will be integrated soon with a better UI and reprojection support, like the OpenVDB remesher.
https://pastebin.com/DJVyCQ8u
>>
>>687526
Hot damn.
>>
Is there any significant difference between LookDev and Eevee?
>>
>>687619
LookDev is just like the materials mode in 2.79, it gives you a preview of yours shading of materials, how they look etc, while eevee is the final preview, is just like the rendered mode in 2.79.
>>
>>687619
LookDev is a job title/description, while Eevee is one of many tools you may use to do LookDev. Not that you would, because honestly who the fuck uses Blender for LookDev, lmao.
>>
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Is there a way to resize the uv editor space? I don't want to have to use a texture twice as large as the space of the unwrap.
>>
>>687623
No I mean Blender has a viewport shader called "LookDev" and it appears to be functionally identical to Eevee
>>
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>>687637
if that's true, this is one of the many reasons why blender can't be taken seriously...
>>
>>687638
Why's that? It's clearly meant to be used for LookDev activities.
>>
>>687640
why the hell would you need a special "viewport" shader exclusively for lookdev?!?! makes no fucking sense, it's even contrary to the purpose of doing lookdev in the first place
>>
>>687641
I think the idea is it's less intensive than regular Eevee so you can make quicker adjustments on the fly, but I can't say I honestly know. It is a little weird
>>
>>687641
it's just eevee without lamps with a default HDRI, it's just for experimental things that are being developed for eevee I think
>>
>>687641
Lookdev is useful when you want to make adjustments to your materials since if you have a pretty heavy scene in eevee with a shit ton of lights, models, reflection, volumetric lighting etc, it can become a lot slower.
>>
>>687641
Because lookdev works just fine even when you're using cycles. Using eevee it's a bit redundant, but it is a bit less intensive than the final eevee render.

I shouldn't have to explain why it would be useful to work on a material in realtime (lookdev), rather than using raytracing and waiting for it to resolve so you can see the changes you've made. Even if you've got a fast enough gpu to resolve it in a second or two, that's still downtime that'd rather be spent working.
Lookdev is a shitty name though.
>>
*locks up for several seconds every three minutes*

*fucks up your materials after pressing ctrl + Z for no fucking reason*
>>
>>687760
Sounds like a you problem.
>>
July 1 online meeting notes:
https://devtalk.blender.org/t/1-july-2019/8054
>>RC to be released on July 11
>>New development fund grants
https://lists.blender.org/pipermail/bf-committers/2019-July/050013.html
>>Blender development coordination will be migrated to Dalai Felinto and Nathan Letwory. They will be in charge of the coming releases and anything that has to do with coordinating the development work on blender.org. Brecht Van Lommel will then have more time for his role of lead Blender architect and main Cycles developer
>>About 125 bugs were fixed last week
>>UV editor: add transform tools with interaction more similar to the 3D viewport
>>
>>687829
>Grant for Germano Cavalcante de Sousa for work on snapping tools and precision modeling.
Nice. Perhaps I can leave Modo, the main reason I'm using it now instead of Blender is the comfy alignment/snapping tools.
>>
Is there a way to make it so when i press H to hide an object it also hides it from rendering at the same time?
>>
Does anyone know how to get a video reference plane to play as you scrub through the timeline?
>>
>>687526
Sculpt Branch:

"Random experiment
This looks impressive and unimpressive at the same time"

Rotate the uv canvas
>>
>>687930
tell him we need that for grease pencil in the viewport too
>>
>>687934
There's people on his twitter saying that too
>>
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>>687218
>He want to work also in the cloth simulator and do a mini Marvelous Designer

I'm not sure what to think about that because that cat >>686745 is already working on something like that and don't want him to waste time on something that is already being worked on. Did no one tell him about that? Maybe they could join forces because the other guy already has a solid base with his cloth simulator.
But then again I think it's better if he keeps trying to get the sculpt branch forwards.
>>
>Can't even put a texture on something
Sometimes I wonder how my brain even keeps me alive
>>
>>687947
>if your object doesn't have an uv map go to edit mode > press A twice > U > unwrap (i can't help you here at making a good unwrap, watch some tutorials)
>go to object mode, go to materials tab > new material
>down in the panel you'll find base color, click on the dot button next to the color bar
>select image texture, now select the folder icon and find your photo
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>>687930
Sculpt Branch:
Today he added all the available blend modes to the paint brush for sculpt vertex colors. https://developer.blender.org/rB0997eff30c4583ede4b38f73b0978e5aaa924ee0
He also started working on a new modeling tool. It is fairly complex, so probably it is going to take him a while. #b3d
>>
>>688016
He's going to end up making his own separate blender fork at this rate. What a madman
>>
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before I start this, anyone know if there's another artist making a bo peep model?
if so, gib saus
if not, anyone know where I can find good reference shots of bo peep's profile? concept art seems scarce on google, tumblr, and deviantart
>>
>>688025
just pirate the movie
>>
>>688025
>Making the clothes along with the body
Anon....
>>
>>685684
Enjoy your corporate dicksucking
>>
>>688025
i'm not trying to stop you but why are you trying to make something like this?
>>
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>>688047
I know, the body itself will be separate from the clothes, but I figured I'd just outline the pants
>>688051
reasons
>>
https://m.youtube.com/watch?v=Hr-dQx02530&t=9s
>>
>>688016
Sculpt Branch:

Blueprint tool
This new tool allows you to draw 2D sketches to create 3D shapes.
It was designed to work in multiple contexts. It can be used for mesh instantiation, boolean operations, selections, volume editing...
>>
>>688149
It seems like Blender will finally be getting a workplane. I welcome this path.
>>
>>688025

https://www.artstation.com/artwork/nQDDa6

It's great that disney allows people to post stuff nowadays.
>>
Why the fuck the link cut, where you just hold ctrl and hold left to delete the node lines never works in 2.8?
>>
>>688149
that's real fuckin neato
looks a lot more useful to my autistic workflow than hardops or those other hardsurface addons
>>
>>688173
>looks a lot more useful
It is! I hope this puts some fire up Foundry's ass so they go back to developing Modo at a decent rate.

https://www.youtube.com/watch?v=AXhY3noT1vg
https://www.youtube.com/watch?v=1Ms0v0VsJhY
>>
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https://github.com/eliemichel/HoudiniEngineForBlender

This is apparently coming along great, just sorting out licensing stuff to continue. There already is a plan in place based on the text in the readme
>>
>>688267
Houdini integration in Blender would be pretty fucking awesome but I don't really see it happening because of GPL.
>>
Is this type of style possible with Blender? I'd really like to create semi cartoonish looking models and backgrounds.

What I like about it is that it looks like it was painted by hand. I've love to find a tutorial on this general style, but I am not sure what it is called or what I should be looking for. Does anyone know some general search terms I should be looking for? Pic unrelated, it's so you read my post.

https://www.youtube.com/watch?v=r6zIGXun57U

https://www.youtube.com/watch?v=fB8TyLTD7EE

.
>>
>>688329
You have to be pretty good at digital art to paint textures like that, it's not directly related to 3d as such.
>>
>>688332
Okay. So this is just UV mapping then?
>>
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>>688267
Yeah, naw, that will get shut down pretty quickly.
>>
>>688329
>Is this type of style possible with Blender?
I suppose, this guy just bake AO from a hight poly sculpture to the low poly mesh and paint over the texture

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

https://www.youtube.com/watch?v=2ClzsuExtCo

blender also have a "layers" workflow and color palettes that could help you too
>>
Is trying to recreate models I see on sketchfab good practice?
>>
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>>685810
>>
>>688340
Ah, thank you very much blendlet anon. This is exactly what I was looking for. I'll try to do something similar to this and it should be done within a week or two. I'm a bit slow, heh. Appreciate it though.

>>688341
Ahh yess. I'll follow the second tutorial. I'm still somewhat new to Blender, so this is extremely helpful. Thanks!
>>
>>688349
Good job getting their posts removed, retard.
>>
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Would someone please inform me on where to find an asphalt/concrete (not sure) texture like the one on the ground here?

I may be using the wrong keywords but I can't for the love of God find anything even remotely similar
>>
>>688353
if you really can't find what you're looking for and you have the time just use substance designer
>>
>>688353
https://www.textures.com/browse/bare/356

are you even trying anon?
>>
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>>688357
I may be a little slow on the head

It's just that I looked at cc0textures, texturehaven, freepbr and all but I just couldn't find one that fit. On textures.com, which you linked, I found a fitting texture but I needed a finished PBR to get those nice reflection patterns on the floor

>>688354
I uhh never learned how to use it
>>
>>688360
It's okay, anon. We're all gonna make it.
>>
>>688352
how did furry porn last a whole month here anyways
>>
>>688363
Why do you say it's porn? Did it titillate your feel-good jimmies?
>>
>>688363
Is this really a question that needs to be answered? Or even asked in the first place?
>>
lol furfags
>>
Can someone tell me how to loop cloth sims?
>>
>>688529
Generally you can't really loop sims (unless I'm wrong and there's a way I don't know about, in which case fill me in).
Maybe you could get away with having a shapekey from part of the sim to blend in at the start and at the end so it has a solid reference to loop from. So you'd sim it, find a good neutral shape from the sim, and use that for a shape key. Then bake your sim, and start the loop from your shapekey, blend out into the baked sim, then before it ends blend into the shapekey.
I don't know how shitty it would look though (probably very), but if you do it at a point in the sim where it matches the shapekey pretty well, the blend shouldn't be too noticeable.
>>
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Anyone have an idea to make realistic looking horse fur/skin?
>>
>>688535
4 looks the best. Doesn't really look like it even has fur. Horses look pretty silky smooth most of the time. I'd just use a normal map for the fur instead of using a sim for it. By all means use a sim for the mane and tail though.

Weird seeing a horse's belly button though.
I almost forgot that other mammals should have them, but in my head I can only picture humans with them.
>>
>>688537
Thank you, the model is far from done I honestly don't know if horses have visible belly buttons.
Thanks!
>>
Here we go guys, six months of following the 2.8 development are about to pay off
https://devtalk.blender.org/t/8-july-2019/8167
>The release candidate is planned for Thursday July 11. That means all changes for the release candidate must be committed by Wednesday afternoon, so we can do a call for the platform maintainers to make builds and run tests.
>Ideally the release then happens a week later on July 18, depending if we find serious issues that require extra time.
>About 100 bugs were fixed in the last week.
>Texture paint display no longer shows the texture as a separate overlay, instead it’s always drawn by workbench or Eevee. Matcap lighting can now also be used with textures.
>>
>>688560
Wew, now wasn't that a ride? I'm glad that blender is finally making things easier and adopting some of the industry standard features.
>>
>>688560
It must be quite mature already if they're planning for only a week of RC testing. Can anyone comment on this?
>>
Does eevee has object based motion blur yet?
>>
>>688569

And chromatic aberration.
>>
>>688149
Sculpt Branch:

The initial version of the blueprint tool is now available in the sculpt branch. Happy level prototyping!

https://blender.community/c/graphicall/Tdbbbc/

Pablo Dobarro will be at the Blender institute in a couple of weeks too
>>
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>>688587
>>
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Forgive my ignorance, I am but a humble 3D printer who has never done any kind of modeling outside of the CAD type.
Pic related is where I'm at and what I'm trying to replicate.
I've managed to bumble my way through most of the face but the lips are really rustling my jimmies.
It feels like I don't have enough polygons to work with whenever I try manipulating things in that area, especially when I try to smooth things down it tends to just revert what I've done.
Can anyone help me unfuck this?
>>
>>686217
this one is pretty good
>>
>>685339
Do you recommend polymodelling hair or just using Bezier curves?
>>
>>688674
Use dynotypo
>>
How do I add trapezohedron?
It says it's in the extras, but that's not true. Was it removed?
>>
Release Candidate, get in here!
https://builder.blender.org/download/
>But it says Beta
When you extract blender, run it and click the blender icon inside, then click 'Splash Screen'
>>
>Download new blender 2.8
>Oh this LookDev mode is nice
>Load a 100k Verts XPS model
>Rotate models around. >Get 2 FPS

How the heck you use this thing to pose again? I have i7 6600/RX580 it shouldn't be this slow.
>>
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How do I rotate a loop and have it affect the ones next to it uniformly?
>>
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Any videos detailing on this kind or workflow?
>>
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Does anyone have this issue with 2.8?
Get FPS drop when I move some objects. They have the same poly count without any modifier.
It happens in solid mode too.
>>
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Can someone explain to a brainlet like me what might be causing this weird ass line?
I don't even know how to ask properly, I'm using smooth faces under shading.
>>
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is there an infograph for blender 2.8 default keybinds like pic related? or would anyone here who knows 2.8 well enough to make one?
>>
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>>688881
i only know of this one, but i dont think its updated
>>
you guys know how to get the mouse cursor to warp around the opposite side of the screen when scaling like in 2.79?
>>
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>>688871
I don't know what the problem was.
I had to redo it all.
Got there in the end though.
This'll be the first thing I've modeled from scratch.
>>
>>688871
>>688920
flipped normals
>>
>>688930
Flipped normals?

Hmm... How do I know when normals are flipped?
>>
>>688940
viewport overlays > geometry > face orientation

ctrl + n in edit mode to flip
>>
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New Thread: >>688942
>>
>>688941
Cheers.
I redid the whole model, but I'll remember that in the future.
>>
>>686005
he can't keep getting away with it!
>>
>>688535
look at paintings of horses. you're not that far off.
>>
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>>686590
>>BlEnDeR iS sTiLL ShIT
you actually use that normie youtube meme?
>>
>>688940
>>688930
>>688871
Those are NOT flipped normals. That's obviously connected internal geometry.
>>
>>686005
that's the face you make when you get to the second course.



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