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File: 1557049881049.jpg (156 KB, 1280x720)
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Previous thread: >>685339
>>
any news on texture painting tools?
seriously hope we'll have some PS style layers at some point. or maybe even a Krita bridge.
>>
>>688957
>any news on texture painting tools?
Sculpt branch guy said that the code is really fucked and need a total rework, there's EZ Paint
https://www.youtube.com/watch?v=IzZmE1JudpM
you can try extreme pbr too
https://www.youtube.com/watch?v=g4QL02Tfjss
>>
>>688942
Have they fixed viewport performance yet? Sculpt mode is so slow in 2.8.
I have issue in lookdev mode as well.
>>
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I got the RC and gave it a try for subdiv modeling. This is what I experienced. Please tell me that I have something configured wrong; the performance here is utterly ridiculous.
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>>688995
Dang it, I tested this in 2.79b and it performs the same, so it's not a 2.80 issue, it seems.
>>
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Bleпdeг is fuп
Is it possible to choose all elements of collection in viewport? Like click on one element of collection and then ctrl+alt+del+f12 and вyaля?
>>
Anyone else having issues with the newer amd cards?
>>
>>688984
>Sculpt branch guy said that the code is really fucked and need a total rework
well that explains why the texture painting tools stagnated for years...
>>
>>688998
good question, I just select them inside the outliner
>>
>>688995
how many verts and what are your pc's specs?
>>
>>689012
The cage has 771 verts, and at subdiv level 3, 49155 verts. Hardware: Ryzen 7 1700, 32 GB RAM, and GTX 1700 8 GB.

I don't see the same problem in other software. I tested Maya (>100 fps) and Modo (smooth, but can't remember how to display fps).
>>
>>689012
>>689016
It's the blender's thing. I have this lagging issue in sculpt mode as well.
If you use windows 10, open performance tab in task managerm. Your system barely load at all, yet any model with subdiv modifiers still lag af. System spec isn't the problem here.
>>
>>689016
Forgot to ask, maybe there is a different way to subdiv model than by using a modifier? A mode that directly changes the mesh type to subdivision surface, like the subdiv preview on Maya?
>>
>>689040
>>689041
Ah, I see. Maybe it's an issue with having to rely on a modifier instead of a direct subdiv mode.
>>
>>688942
I have a Ryzen 2700X and a GTX 1070. With Cycles, they both take practically identical amounts of time to render. I've made sure CUDA and my GPU are selected as computing device, and I always optimize tile size (64x64 for CPU, 256x256 for GPU).
Is this normal?
>>
I don't really use the new blender version right now, but Is eevee as stupidly noisy as cycles render?
>>
>>689061
no, its not as pretty though
>>
>>689061
eevee works completely differently.
your renders will look like video game stills
>>
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Any good blender forum/discord to learn ?
I posted on Blenderartists and got auto banned for linking a video and they won't unban me
>>
I could have sworn this was a Blender file to download but I guess I kinda remember it wrong.
But even that Blender Today guy has the file.
>>
what
>>
Is it a good software? What about Cycles?
>>
>>689097
>Is it a good software? What about Cycles?
https://www.artstation.com/artwork/rmlW6
https://www.artstation.com/search?q=blender&sort_by=relevance
>>
>>689093
This is the kind of thing I want to model, maybe animate. Where do I start? Coming off 2d, should I learn box modeling or just splice together a bunch of stuff, sculpt and then retopology?
>>
>>689101
Model a base mesh > Sculpt details > Bake detail maps from sculpt

You can do it the sculpt > retopo way when it's actually beneficial, that is when the base mesh for the creation in question has to be very specific. But otherwise try to reuse and polish your generic base meshes as much as possible.
>>
>>689100
Why there are a lot more AAA-quality works that uses max or maya, despite I hear a lot that max is outdated.
>>
>>689112
max just hasn't provided groundbreaking updates in the last 1-2 year, but it's still top tier overall
>>
>>689113
Is Blender worth it? Or is it better to skick to Maya?
>>
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>>689114

you can afford maya?
>>
>>688942
So I'd like to learn animation in blender, can anyone suggest a good BOOK to learn from.

Not a website, because I know that will turn into "just check my email quick" then back to not doing it.
>>
>>689118
Price isn't a question, I can use student version anyway.
>>
>>689112
Maya and Max are much more complete than Blender in their respective specializations (animation and modeling), integrate better with other production tools, and are essential to big studios. Some of the best work out there, either by pros or amateurs, cannot be created in Blender alone because of technical limitations.

You can certainly do good work in Blender, but it may be unnecessarily difficult, and you'll lack access to modern tools. Which may not be a problem at all, if your work goals don't require them. Take for example the work done in Blender that's posted to ArtStation -- you'll find lots of cartoony characters. That's not just a trend, it's also because Blender is not very well equipped for photorealistic, top-of-the-line character creation. For example, its grooming abilities are limited, particularly for simulation, and it doesn't come with good hair shaders; you can't also paint a detailed skin texture because of its lack of support for UDIM; the cloth sim is lackluster; etc. But for cartoons? No problem, it can do.
>>
https://www.twitter.com/Yokohara_h/status/1150363508388712448
>>
>>689120
>I can use student version anyway.

BWAAAAAAAAAAAAHAHAHAHAHAHA!

please go with your student maya then..
>>
>>689123
For cloth simulations all use MD.
I know that 2.8 had brand new hair shader.
Blender lacks of UDIMs, but it promised in 2.81.
Not sure about grooming since I didn't use it neither in blender or maya.

>>689127
Why?

I am just trying brand new Blender, and it has one serious disadvantage - lack of udims. The rest (except some bugs) seems fine enough. And as for modeling - it's the best package I've used.
>>
Can you open parasolids on blender or any other 3D modeling software?
>>
>>689128
>it has one serious disadvantage - lack of udims
Also, lack of integration with the official FBX SDK.
>>
>>689132
What does the official fbx sdk do exactly and why do I need this so much?
>>
How do you turn on UV stretching visualization? I've scoured everywhere in the UV editor and can't find it.
>>
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>>689196
Nevermind, found it, it's very easy to miss.
>>
Am I doing something wrong? I've followed multiple tutorials on normal mapping but after applying the normal map, it makes it look like the light source is coming from a different angle, like directly above will look like it's coming at an angle instead. Am I following fucked tutorials, is blender broken or am I just retarded?
>>
>>689110
Is that good for animation though?
>>
>>689198
Are you using tangent space?
>>
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>>689209
HI, I'm pretty new to blender so please forgive me if I've done this wrong. I'm trying to get this face to have a circle in the middle of it. I've tried selecting the verts and hitting F, but that just makes two faces. I've tried a couple other things I've forgotten, but I can't seem to make it work. What did I screw up?
>>
>>689128
>was promised
thousands of things have been promised, yet to actually surface
>>
>>689210
That's not the answer to "are you using tangent space?" that anon asked.
But here's a tip.
There's 2 ways you can do it.
Delete that ring of verts you just made in any case.
Option 1. Select the face, and press "i" to inset the face.
Option 2. Delete the topmost face (only), select the ring of verts that made it, extrude, and scale (press shift+z to lock to the xy axis).

In either case this makes an n-gon, but that hardly matters at your level, and since the face is flat anyway it wouldn't make a difference.
>>
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>>689217
>>
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NEW VERSION IS HERE YAAAAAAAAAAAAAAAAAAAAAAAASSSSSSSSSSSSSSSSSSSSSSSSS

FLAT ICONS FTW

EVERYTHING IS EASY TO FIND NOW WOOOOHGOOOOOOOOOOOOOO

https://www.blender.org/download/releases/2-80/

https://www.blender.org/download/releases/2-80/

https://www.blender.org/download/releases/2-80/


v

https://www.blender.org/download/releases/2-80/


https://www.blender.org/download/releases/2-80/


https://www.blender.org/download/releases/2-80/


https://www.blender.org/download/releases/2-80/

EAT SHIT PAYWARE FAGS
>>
> Blender 2.80 Release Countdown
>no actual countdown
blender yet again failing at simple tasks
>>
>>689224
I'm sure they will fix the viewport performance any day now, right?
>>
>>689227
Are you mentally disabled?
>>
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My first big project. Any advice?
>>
>>689238
>Any advice?
Yes, do an actual hand pose.
Right now it looks like he's about to ram those metal fingers into the neck for some reason
>>
what are some good blender character modeling tutorials?
>>
>>689219
That was someone else
>>689209
I think so, what's the difference?
>>
https://www.blender.org/press/epic-games-supports-blender-foundation-with-1-2-million-epic-megagrant/

Hope you like the Epic Store.
>>
>>689248
For a Blender fag like me, who's recently getting into UE4 because they keep pumping out monthly free addons, this is pretty damn amazing.

Hopefully it will encourage Blender devs and Ton actually focus on gamedev aspects like baking and UV instead of trying to always make CG movies.
>>
>>689248
If they put this money towards turning Blender into a good modeling app I'll be more than happy and ditch Autofuck for ever.
>>
>>689255
It already is a good app but I guess you're right that it needs a big enough name stating it for people to switch.
>>
Just one more RC and then final... apparently
https://devtalk.blender.org/t/15-july-2019/8266

>We will do another release candidate end of this week with critical fixes, and then hopefully a final release next week. Developers should help with bug triaging, fixing critical bugs and reviewing bug fixes.
>Jacques Lucke create a video demo of the particle node system under development.
https://www.youtube.com/watch?v=2tKpHuq9qEk

Download:
https://www.blender.org/download/

Addendum:
If you scroll through https://www.blender.org/download/releases/2-80/
all the way to the Stay up-to-date section you'll see two video frames, the left one for Pablo stream in the Blender official channel
Unless they're counting from the release from last week, tomorrow we may be getting this new rc
If not, Pablo is going to talk about the rc at the time of this post
>>
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Anyone knows why when I turn on subsurf I get this ugly shit along all seams in cycles?
how do I fix it
>>
Do any of you prefer other programs to bake AO textures? Someone had once told me to avoid using blender (2.79) for doing so, but didn't specify what they used.
>>
>>689248
This has nothing to do with the EGS
>>
>>689263

basically every edge with SSS gets that discoloration. either connect the edges or extend them inwards
>>
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https://twitter.com/exppad/status/1150804375142567938

Licensing issue has been resolved apparently.
>>
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>Tim gives Blender 1.2 million burger coins

https://www.blender.org/press/epic-games-supports-blender-foundation-with-1-2-million-epic-megagrant/
>>
>>689279
That's like 2 days worth of latte and croissants over at Autodesk but in any case, really amazing news, especially if you consider with how little money they had to develop Blender so far.
>>
>>689279
>epic
they'll waste all that in their animation pipeline because fuck game developers, as usual.
>>
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>>689279
Now THAT'S (tea)pod racing
>>
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>>689219
Lordy this is a friendly board. Anywhere else and I'd have been crucified for such a mistake.
I didn't make myself very clear, that's my mistake. I want to extrude this circle through the face below it, leaving a tunnel. In 2D Autocad, I'd just use tr to snip the rest of the large face that covered the center, but obviously this isn't Autocad. Recommendations?
>>
>>689297
do something that's called bridge edge loop
>>
>>689238
maybe stick to getting better with eevee since you don't really know/want to create a realistic scene to begin with.
>>
Where do you guys get boxcutter and hardops? The free version I mean...
>>
>>689302
Anon they are literally 20 bucks each.
>>
>>689238
cycles/10
>>
Udemy courses for Blender are dirt cheap right now. Which ones do you guys recommend? I'm interested in intermediate courses on hard surface.
>>
>>689279
>“Open tools, libraries and platforms are critical to the future of the digital content ecosystem,” said Tim Sweeney
Then open source your engine, Timmy.
>>
>>689310

I too would like to know. Anyone ever done a game programming one there. What are the good ones.
>>
>>689312
It's already open source.
>>
>>689281
i fuckin wish
the animation tools have been languishing for 10 years
>>
>>689315
Then why can't I fork it and do with it as I see fit?
>>
>>689307
I know. Anyway, got any links? I managed to find one but it it has lots of errors when trying to use it.
>>
>>689318
Because Open Source doesn't mean Free Software.
>>
>>689320
Yes it does. If you're not free to use the source then being open source is useless.
>>
>>689300
Thank you very much. May your splines reticulate effortlessly.
>>
>>689321
You can compile it yourself with your own modifications as far as I know.
>>
>blender RC1 released after almost two years of work
>viewport still out of alignment
thanks ton
>>
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>>689279
>>
>>688942
Sculpt branch
:
The next iteration of the blueprint tool will support destructive mesh booleans
>>
>>689348
maya was first, now we're going for fusion360
prepare for it autocucks
>>
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How can I achieve this look for a material in Blender?

A cycles node setup would be much appreciated!
>>
>>689313
>>689310

I'm doing the Complete Blender Creator and Complete C# Unity Developer. They're pretty easy to follow for autistic retards like me. Gonna give the Unreal equivalent a crack at some point. About $15AUD each.
>>
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>>689359
The Complete Blender Creator course is utter trash; you should stop at once, and do something better. Ask for a refund if you still can.
>>
has anyone here tried x-muscles addon for blender? does it help with preserving proper shapes/proportions that much or is it just a gimmick?
>>
>>689361
Why does Udemy allow garbage like this on their website? I thought it was all supposed to be super professional.
>>
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Why in the fuck this shit wont update material texture
>>
>>689361
What do you recommend instead? I thought it was alright as a basic intro for a nub like me
>>
>>689361
>is utter trash
Other anon but why tho? The sections I did were a pretty solid begginning course for a complete noob without no idea of Blender. Then again I took a break on the chess table section and started another course/tutorial so I cannot really say if the rest of it (including the animation section) it's really good or not.
>>
>>689354
> gimp-oilify-effect.jpg

Maybe render out an image and then use exactly that?
>>
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>>689354
Can somebody help me with that? My approach would be to sample UV, but not continously. Instead It would be sampled with a voronoi pattern.
I can't get it to work though, notice there are artifacts inside some cells, e.g. right above the 3d cursor.
I'd expect each cell to be one color, and this color must be based on the UV coordinate it is in. How do I achieve that?

>>689375
I am not rendering images, but I do texture baking for 3d game objects. If I'd apply oilify to the baked textures, the seams would not match.
>>
>>689374
>Other anon but why tho?
Look at what the "instructor" is capable of doing. He's artistically incompetent. You don't want to be taught by somebody like this.

(Litmus test for teachers: look at their published work. If it's bad or, even worse, they don't have any, disregard them.)

>>689372
>What do you recommend instead?
CGCookie courses, they are years ahead in terms of quality and made by people who know what they are doing.
>>
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Does Blender 2.8 have the ability to do what Substance Painter 2 does? Specifically, can the user use a paint tool to generate not only the regular diffuse texture but also the normal map with one stroke?
>>
>>689377
Have they updated their courses yet? A good number of their tutorials were from 2015-2017.
>>
>>689320
>>689315
>>689320
https://opensource.org/osd
Open source and free software are very similar, you mean "source-available"
>>
>>689371
Anyone? I know it is a retarded question but still.
>>
>>689378
no
>>
>>689376
>>689384
It's difficult to know what result will be useful on your end, but you could try adding either a gamma node or a brightness/contrast node after the voronoi to smooth out some artifacts.
>>
>>689396
Didn't mean to quote >>689384 here. Disregard that.
>>
How do I export mesh with armature/bones without any animations (NLA/timeline)
>>
>>689400
Export to what? What format? What application? Give more details than that.
>>
>>689401
>What application?
> Blender General
into fbx
>>
>>689402
I was obviously asking what you were trying to export it to. Usually you may need to do something specific for different programs like UE4 or Unity.
>>
>>689403
I've already imported PSK from UE4, which contains mesh and bones now I need to export mesh and bones only.
>>
>>689400
Okay, I checked in 2.8 and there is a checkbox specifically for this when exporting.
>>
>>689319
CGPeers usually has stuff like that. Got DecalMachine there.

>inb4 I can't get access to CGPeers
Best start waiting for registration like everyone else, or just buy the addons.
>>
>>689378
>>689387
Actually it can.
But it's so ass backwards and roundabout that it's not even worth it.
Mostly boils down to painting masks, then using those masks to influence premade nodes. Which in hindsight isn't totally different to Painter, but it's definitely more of a clusterfuck.
>>
>>689380
Their introductory courses that show you how to use the software were updated recently I think. Once you learn the basic controls the software version they're using doesn't matter much. You're looking for general techniques at that point, even tutorials made for another software like 3DS Max are useful for learning those.
>>
>>689371
problem is that, it's a polygon. You needa make it into triangles or squares. Otherwise it might fuck up like that. I think that's the problem anyway.

You can select the face, get the searchmenu and find "triangulate"
>>
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How can there be so few courses on modelling on CG Cookie? Half of them are for highly specific things (Ex: Procedural sand dunes, or voxels) and the other half are for games. I don't understand why so many of these websites don't just have courses for intermediate, hard-surface modelling, without any extra gimmicks added in. Any suggestions, lads?
>>
>>689238
what are the lightsources that are shining on it? it looks super random.
might wanna take a look at the anatomy of the horse also.
>>
>>689414
Oh lame. Thanks for the info though.

>>689423
>>689434
Do the new videos get into UV unwrapping strategies? The ones I remember never delved into UVs much; usually with the disclaimer that "UVs are always tricky". Always wanted to see what they would do.
>>
>>689436
>UV strats
Just started my free trial. Will let you know if it comes up.
>>
>>689348
that is actually very satisfying to even just watch
>>
>>689434
There's a lot more, just not for 2.8.
>>689436
There was a course that went into them a bit, I don't remember it much though. I think the main points were to use a mirror modifier during unwrapping to save texture space, use stretch visualization to know when you can stop seaming, and put seams in areas where they're less visible. This was the texturing the axe exercise.
>>
>>689441
Ah yea, I remember the axe exercise. That was pretty early on, wasn't it?
I was hoping some of the hard surface modeling examples would have had the UV'ing. Like part of that build a house lesson or the sculpt the fat orange monster. Techniques for outputting some very geometric vs not.
>>
>>689434
https://cgcookie.com/flow/modeling-in-blender
>>
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>>689434
>has 2.8 selected in the options
>asks why there are so few courses
it is a mystery
>>
I'm trying to make my scenes (arch viz) cleaner. What do I need to know about transforms? Should my object always be 1.0 scale? Should I apply scale and rotation to all my objects? Should I scale/rotate in edit mode or object mode? Should the origin always be at the center of my geometry? Or should it be where it makes most sense? For example, should a door's origin be between both hinges? That way when animating it will rotate along the side with hinges.

If I run into problems, I can typically correct it. For example, I couldn't get something to rotate in an animation, and I applied the rotation and fixed the origin point, etc. It finally animated correctly. Is this enough problem solving abilities to just ignore scale and rotation while modelling, or should I think more about how and where I'm extruding/scaling/rotating things and what mode I'm in (object, edit)?

I like to measure real-life objects when modelling to get the scale of the world correct, so my dimensions are often set to the correct size in metric, but my scale will be weird fractions between 0 and 1 like 0.592. Doesn't it make most sense to have the scale be at 1.0? Like you've got hamburgers and jumbo hamburgers. The jumbo can be thought of as 1.25 (or whatever) the scale of the hamburger. So instead of modelling two burgers, get the reference burger at 1.0, and then increase the scale of the jumbos. Instant jumbo burgers that are logically consistent in some way.
>>
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2.25 all the way around, but it looks like a rectangle, wtf??
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Explain brainlet why does this shit happen? All vertices welded together as I can see
>>
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>>689497
Ok I figured out the issue is that two vertices for some reason stuck on one place. But they ARE merged. What the fuck? What am I missing?
>>
>>689503
select everything, remove doubles and see if that fixes it
>>
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>>689504
Yeah, I've tried, but it just deletes the vertices and connected edges/faces.
>>
>>689504
>>689505
Okay so if i remove the edge I have these 2 vertices stuck in place like they are frozen but I connected them for sure and merged.

is there a function that freezes vertices on place? Did I press it randomly? I used knife tool to slice big faces to small faces
>>
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>>689513
>>689248
>>
>>689496
apply scale in object mode
>>
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>>688942
blender 2.8
how do I tile an image texture so its not all stretched?
>>
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where did I fuck up
>>
>>689396
>>689376

I tried with a premade UV layout, pic related. It does what I expected, but it turns out it is not a good way to make an oil paint style filter.
The problem is it samples only one pixel per cell (one UV coordinate) and this results in a very jagged image.

Ideally it should sample all pixels inside one cell and take the average color.

Is there a way to achieve that in Blender nodes? To get the average color over an area??
>>
Why is blender so unintuitive for beginners?
>>
>>689549
It's even unintuitive for people who already have 30+ years of background. Learning Blender for me was basically forgetting almost every convention I've learned, ditching my muscle memory and brute-forcing my way through. Wasn't pleasant but it worked. However, I never reached the proficiency with it that I have in tools like Maya or XSI.
>>
>>689549

Bad UI design that makes no god damn sense (2.80 has made improvements but still issues) and is totally opposite to any other 3D program, and combined with an overly dependent on hotkeys workflow. Most other programs no matter what for the past few decades has a UI that makes sense and you can eventually figure out on your own, but Blender's core design is just so backwards it makes even some simple tasks overly complicated. Adding to the confusion is certain functions working only on certain context/mouse placement and changing common 3D terminology just because.

Ive learned blender but so much of its design is absolutely inexcusable and pushes away beginners. To its credit 2.80 is a good step forward but still has a long way to go.
>>
>>689556
>>689557

Thanks. This makes me feel better that I'm not totally retarded. What are some good open source programs? I want to explore geometry and how light works and find Jesus.
>>
>>689549
How such complex tool can even be "intuitive for beginners"?
I really doubt you'll be able to figure everything out on your own in any other program of the same level.
>>
Blender is pretty sick nasty
>>
>>688995
Perhaps stop the playback first and then try again.
>>
>>689600
It's not the playback. There is no difference. Just take a UV Sphere and subdivide it, you will get the same result.
>>
>>688995
>>688996
Can you tets against Maya/Max?
>>
>>689601
You are right, play back or/off is the same performance.
for me, up to ~200.000 faces is fluid on my old i5 3210M 2.5Ghz

Zbrush runs better at millions of faces, but in what I use blender for, it's ok I guess.
>>
>>689557
>>689556
Posts like these never provide even ONE example of how Blender is unintuitive or whatever.
>>
>>689549
>>689556
>>689557

Name one 3d software that is intuitive to beginners.
>>
>>689608
not him but Sculptris was absolute perfection until Faggologic had to buy it off to gut it and get competition out of the way
>>
>>689608
SketchUp
>>
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>>689602
I did test it in Maya, getting >100 fps, but just realized I was using two subdivision levels. This new test uses three levels, and still gives comfortable fps.

At two levels, Blender still drops to 30 fps.
>>
>>689603
Are you talking about subdivision surfaces? If your system can handle that much subdivided geo, then I guess the problem is with my hardware/software setup, and I can report it. Could you share a recording?
>>
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>>689607
Not him but holy shit why are all blendlets so passive aggressive all the time?
>>
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Anybody ever experience this before? Only some of my cameras (in the same scene) are doing it.
>>
>>689621
Only things I can think of are either to check the camera's clip start/end or make sure the camera is physically away from the mesh because it could be z fighting.

Other than that, try messing around with it, and make a bug report if you can't find a solution.
>>
>>689615
...what?
can you make human understandable stats?
>>
>>689597
>sick nasty
The mid-2000s was a long time ago. That animation is wicked sick, though.
>>
>>689623
The capture shows the fps while modifying a subdivision surface. How can it be more clear?
>>
>>689622
Nothing seems to work. I really hate this, because none of my other blend files are doing this. I mostly do arch viz, and I've done hundreds of scenes, and have never seen this before. I feel like I should try to import each mesh into a new scene, but it would be time consuming. It's not stopping me from rendering, so I might just leave it. It's terrible to stare at, though.
>>
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>>689616
It is fluid with 200k-400k faces
Running on a laptop with nvidia nvs 5400M, a 2012 era gpu.
>I can't upgrade to 2.8 yet, I'm so used to 2.79 and its shortcuts
>>
>>689629
...retard
Never try to make any statement ever again.
Blender still rules and you are just making shit up, faggot.
Why dont you fuck off in your own thread?
>>
>>688942
How good is Blender for modelling and animating low poly models for games? I used 3D Studio MAX 2 for a few years back in the day, and I was wondering if the UI was similar.
>>
>>689609
I was thinking of sculptris when I made that post but I figured it had been dead long enough that nobody would bring it up. Fuck I still miss that program literally anyone could jump in and learn to sculpt.
>>
>>689639
Yeah I'm a bit of an autist when it comes to that program. Will never ever forgive them for fucking it up and will never forget it since it sparked creativity in me I didn't know existed.
Funnily, running it in Linux using Wine makes it as stable as it never was on Windows even over a million tris doesn't phase it really and does it smoothly, way WAY smoother than Blender. It's basically my 3D sculpting sketchpad, using it almost daily.
>>
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>>689636
How many fps do you get? I tried to reproduce your setup, it's workable, but still goes down to 18 ~ 13 fps (depending on whether I'm using the cage as is, or subdivided), which is far from fluid.

Also I found out that if I export the object and reimport it, then performance goes even lower, to ~7 fps. I didn't investigate this much, it's just weird and I may have done something wrong on export/import. It didn't affect Maya however.
>>
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>>689532
Anyone?
>>
I'm so hyped for 2.8.

Is there any kind of autouploader? I don't want to re-download blender each time an incremental update gets relased, I understand that in beta this was no good, but after release, will I be able to update just like with normal software?
>>
>>689647
Install gentoo or get it on steam
>>
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How do you guys keep a material library. every Material as a blend file and append it? Do you use blender Gurus Material addon or any other addon?

saving every Material I set up in a separate blend file and every time I want to use one I have to click 10 times before I have it in my Project is really autistic.
>>
>>689641
Blenders viewport performance is a fucking joke compared to other 3d Software.
>>
>>689657
Didn't they rewrite it for Eevee? I assumed there would be improvements to performance.
>>
>>689672

No it's just as bad as before. Which is fucking strange. The edit view performance was so much better halfway through the beta builds, but that didn't last for long for some reason.
>>
i'm adding a keyhole to a drawer

i want to use a simple diffuse shader with some color, but i also want a keyhole to be a png texture that is uv mapped and has a transparent background save for the black keyhole

the keyhole has that "cartoon" keyhole shape like this:

( )
/ \

i've got a mix shader and two diffuse shaders, with the texture going into one of the diffuse shaders, but i'm not seeing the keyhole on my model. any ideas?

any ideas?
>>
>>689680
me again. looks like the alpha has to go into the factor. problem solved
>>
>>689656
>saving every Material I set up in a separate blend file
Just save them all in one file?
>>
>>689641
>Cursed.webm
>>
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i tried blender video editor. and its not even half bad as some claim.

i managed to chop vids, mix sound and even put subtitles and learned all that in one day.
its abit unorthodox but all you need is a bunch hotkeys and your'e set.
i mean seriously some of you guys are retards. its miles better than any freeware shit you find online
>>
>>689708
But then again...why would I use blender when I can get professional industry-standard tools for free?
>>
>>688995
>>688996
Have you tried using the openSubdiv implementation?
>>
>>689722
i don't think autodesk offers a video editor
>>
>>689728
DaVinci Resolve. Look into it, thank me later.
>>
>>689733
its 300$

i think ill pass anyway, nothing beats having a 3D viewport when editing something
>>
>>689735
look again there is a free version available. It has Fusion integrated, so you even get the second best compositor on the market in addition.
Don't use Blender for compositing and editing, that's just stupid. Use Resolve and Fusion.
>>
>>689727
It doesn't work in edit mode, in 2.79b. In 2.80, (CPU) OpenSubdiv is the tech already used for subdivision, according to https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Modeling#Subdivision_Surfaces_and_Multires

>>689674
I'm guessing it has more to do with how Blender works with mesh data internally than the viewport. For example in wireframe mode it's equally slow.

>>Known issues and limitations
>>GPU side OpenSubdiv is disabled, since it needs to be re-integrated into a new viewport rendering pipeline. This is a subject for 2.8x series.

Hopefully they'll implement GPU OpenSubdiv for the edit mode too.
>>
Release Candidate 2 (and hopefully the last)
https://www.youtube.com/watch?v=jNIs_zFro_A

First steps with Universal Scene Description
https://code.blender.org/2019/07/first-steps-with-universal-scene-description/

https://www.blender.org/download/
>>
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OMG I LOVE KEANU
>>
Do two 2k textures together tax the system equally as much as one 4k texture?
>>
Does eevee and grease pencil 2.8 work with panorama cameras yet?
>>
>>689769
I think they might actually tax it more. Since the computer has to call up 2 files instead of 1.
Then again, if you're only doing 1 or 2 files it won't do much unless you don't have the vram for it.
>>
>>689769
If you double the resolution you have 4 times the pixel. Therefore you need 4 2K textures to get the same resolution as 1 4K map.
2 2K textures = half a 4K texture.
>>
>>689770
Just checked myself and nope to either. Hope that changes at some point.
>>
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is it better for a retard with practically no skill whatsoever to learn 2.79 or 2.8? I know it's more about learning the techniques rather than the software itself but I wanna get feedback anyways
>>
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>>689348
>>
>>689378
Armory Painter.
>>
I'm rendering a table for a pre-rendered game. Next I'm going to render the items on the table so the player can take the items and they will disappear.

So I'm rendering the items on a transparent background. But they're not casting shadows because the table is gone.

Any suggestions on how to make the items cast a shadow on an invisible table?

Technically speaking, I know how to do it, but I need a faster workflow. I want the items to receive light, shadows, etc. from the other objects, but render on a transparent background.

Something with render layers, maybe?
>>
>>689797
Learn 2.8
Their channel already has 2.8 beginner videos
https://www.youtube.com/user/BlenderFoundation/videos
>>
>>689797
2.8 is a lot more beginner friendly with icons for tools that you can put away once you know the hotkeys.
>>
>Make destructive changes to a mesh
>Forget to back up first
Always make a back up, either in a file, or duplicating it to another collection, lads. I was one of the lucky ones. I didn't lose much. Others? Not so lucky. I've heard stories of whole projects being derailed because of it.
>>
>>689802
>items cast a shadow on an invisible table?
Wouldn't a shadow catcher work?
As for cast shadows from other objects that are invisible, you should be able to still render the object, but set the invisible object's material to "holdout". It should still cast shadows and stuff on other objects, but its pixels will render as alpha instead.
>>
Anyone here use Decal Machine?
How the fuck do you get it to play nicely with collections? If I move the decals to its own collection, once I add another decal it just creates them all over again in the default collection that DM sets up, even the ones that were in their own collection. So now there's 2 sets. Don't know what's up with it.
>>
How do I bake a normal map from a material nodes? I've done it once before a couples months ago, but now, no matter what I do, I only get a blank map whenever I bake. I have no clue what I did back then to get it to work.
>>
>>689816
I always save several files of one projects, like milestones so that if I fuck up, I can just jump back to an older file depending on where I think I fucked up and also good to compare in case you wonder if continue working on your project actually made it look worse.
I remember many years ago there were times I tried to undo like 30 or more actions but since Blender's undo is so broken it taught me to do the multiple file thing lmao.
>>
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friendly reminder that this absolute madlad will be in the next blender today episode
>>
Should I stop being a baby and use the default 2.8 shortcuts instead of having it set at 2.7X. I fucking hate double A to deselect.
>>
>>689827
There is no indication given whatsoever that you have to go into edit mode with your object selected and set the image in the image editor to match the image you are baking to. That's probably it.
>>
>>689840
Probably. The only one I change back is the space key for search.
>>
>>689840
Search keybinding "a", disable any select method bound to "dbl-a", change any select method bound to a from action "select" to "toggle". Repeat all the way through the list.
>>
>>689825
Thanks.
>>
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Can Renderman work inside Blender? I hate Cycles
>>
>>689867
Yes.
>>
>>689867
It works with Renderman 21.0; not sure about more recent versions. The plugin hasn't seen much development lately. If it doesn't work with the latest Renderman, and you can't get the older versions (because you're using non-commercial or whatever), you won't be able to use it. Really, you're better suited using Maya if you want to final in Renderman.
>>
>>689870
Thanks
>>689871
Thanks. Any other alternatives that works well inside Blender? I really don't like Maya
>>
>>689876
do you have spare change? iv seen corona achieve some good results
>>
>>689742
This isn't an actual blender question per se, but is there a workflow where animations and stills are rendered with color information like raw or Log? Is it common for people to do their 3d grading in something like resolve? I was under the impression that for compositing you would do it this way to get consistency between the footage and the fx.

Google is a mostly empty rabbit hole
>>
>>689881
Not a fan of monthly subscription on my software. I've been using the lite version of Simlab Composer which has some decent rendering (kinda like a Keyshot lite) but it'd be nice to have something that worked inside Blender
>>
>>689867
>renders with 8 samples
>cycles sucks
>>
>>689888
Nah, but i figured that pic would draw some attention to my question. My problem is that it's very slow to render in acceptable quality compared to Maya, Max, Keyshot, Composer or 3D Coat
>>
>>689876
>I really don't like Maya
You can also use Renderman with Houdini or Katana.
>>
>>689882
I don't know about others, but I do like working like that. Linear workflow in ACES, comp in Fusion and grading in Resolve. I'm an amateur tho, I don't know about professional pipelines. I don't expect them to give up control however, so I assume their workflow is more involved.
>>
>>689889
>very slow to render in acceptable quality
The folks at Redshift are working on a Blender plugin, you may want to keep your eyes on that.
>>
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Yep, they fucked up somewhere.
RC1 Edit mode with just ONE subdivision level is painfully slow. It was literally never this slow, like 3fps slow on my machine while that level of subdiv at laughable 40k should be at least feeling around like 40 or more fps
>inb4 just get a new pc

Still sucks big time. Last version I got from couple months ago was fine.
>>
>>689923
Just saw, when I push some vertices around in edit mode, it only taxes my CPU with 18% while being sluggish as fuck.
So it's not even my PCs fault.
>>
>>689826
Does anyone have a solution or explanation for this?
>>
How do you get your image textures to export into the .mtl file? Everything I've seen has said you have to use blender render to do it but 2.8 doesn't have blender render.
>>
https://code.blender.org/2019/07/development-fund-report-july-2019/
About that grant from Epic
>Professionalizing Blender Development – the Epic Grant
>When the new Development Fund launched I contacted Epic Games to join as a member as well. The conversations with Epic Games general manager Marc Petit became more tangible in February and March 2019. It was clear that Marc’s main topic was that we could improve in attracting more professional contributors – a recurring topic, already discussed with friends working for Google. In some areas Blender is still a bit in the stone age. We should invest in quality.

>I suggested to set this up as a 3 or 4 year commitment, to ensure continuity. The project would then materialize as a public ‘developers back office’ – providing a wide range of activities that will help developers and contributors in general – regardless if it’s a Foundation supported developer or an external developer or a volunteer. This is the basic level of support an open source project can always do well. By supporting developers in an open project, they will be able to provide user support of superior quality.

>In the final grant agreement, as signed in June, the description was very simple – referring only to texts I wrote and confirming to support the Blender open source project in general for a period of 3 years. No strings attached, except for regular reporting and actually spending the grant on Blender.

More in the post
>>
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>>689985
>>
I want to make a town model for GTA V mod! Should I use Blender 2.8 or 2.79? Thanks!
>>
>>688998
Are you Russian?
>>
>>689994
You want may want to use 2.79 as it has all the addons working. I'm willing to believe you'll need an addon to convert the map into the standard map format gta 5 uses, and that's why 2.79 would be ideal.
>>
>>689995
Da, tovarisch
>>
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Is it possible to render an object in Blender with transparent everything but that object, its colorized shadow and reflection? Like at the pic.
>>
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How do I make my box selection tool select everything without switching to wireframe?
>>
>>689348
is this free? or is this a paid blender add on?
>>
any links to some text tutorials for cycles? i hate watching videos.

i'm mostly interested in procedural textures
>>
>>690028
you can turn off depth buffer clipping

in edit mode, it's between vertex/face/edge select mode and proportional editing

it looks like two planes overlapping with their vertices showing
>>
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>>690038
thanks
>>
>>690039
your welcome

i was describing 2.79 but glad you found it

still haven't moved to 2.80
>>
>>690008
but 2.8 is the future, i assume?
so if i make it in 2.8, can I then transfer it to 2.79?
>>
>>690036
It's a branch of Blender; ideally, it will become part of it.
>>
>>690044
you usually can't open new version made projects in an older version blender
>>
>>690008
post your work please before giving such questionable advice thank you.
>>
>>690044
You won't have problems with the mesh from 2.8 to 2.79 but everything else would be messed up, nodes, materials etc. 2.8 blend files are not very compatible with 2.79.
Yes, 2.8 is the future but it's not even fully released, it's on the release candidate stage. Over the time, devs will update their addons to 2.8 once it hits official release.
>>
>>689797
learn 2.8 there is no point in learning 2.79 since it is going to be the outdated version of blender any second now.
>>
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Doing a hell scene inspired by Doom 1 and Diablo 1. First few hours of progress. Image on the right is a block-out of the scene, image in the left is a modular piece nearing completion.

Lights part of a particle system don't seem to be casting shadows. Is there a way to fix that?
>>
>>690022
B кaких pyccких кoммньюнити oбитaeшь?
>>
What are good and recent blender tutorials? I've tried some tutorials but the UI seems to change so much and i am incapable of finding the right button
>>
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where is this from?
>>
>>690080
Дa чeт ни в кaких :(
Ecть хopoшиe, в кoтopыe cтoит влитьcя?
>>
>>690097
>cloth creases and folds IN THE TOPOLOGY
that's some pro stuff
>>
>>690099
>>690080
https://www.youtube.com/watch?v=BnTW6fZz-1E
>>
>>688942
If i learn blender will it be easier for me to learn 3ds, maya, zbrush, marmo?
>>
>>690181
No idea, don't worry about the software too much though. Learning the interface of a program is easy, the art skills themselves are what takes a shitton of time and effort. Just be sure to start training with whatever software is standard in your industry of choice before you start looking for a job.
>>
>>690183
100% this
>>
why do people start their modeling guides with the program's hotkeys instead of general modeling concepts? not only it's more overwhelming this way but I won't remember half of them if I don't have the context of when they should be used and how often I'm going to use each one. I'm actually making my first model the hard way just to get some of that context. making a simple object is way harder than I expected btw
>>
>>690190
I suggest Grant Warwick's course on hard surface modeling, the one where he makes a car. He mentions only five or so shortcuts, and the rest is pure modeling.
>>
>>690107
chiki briki i v bleпdeг!
>>
How do you usually go for preventing clothes clipping with the character mesh during animation?
>>
>>689637
Jesus christ, you're an embarassment
>>
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https://twitter.com/blender_org/status/1153294795223314436

https://www.blender.org/press/ubisoft-joins-blender-development-fund/

>Not only will Ubisoft help funding online support for Blender developers, Ubisoft Animation Studio – a department of Ubisoft Film and Television – will also use Blender for their productions and assign developers to contribute to Blender’s open source projects.
>Pierrot Jacquet, Head of Production at Ubisoft Animation Studio says “Blender was for us an obvious choice: Its strong and engaged community paired up with the vision carried by the Blender Foundation makes it one of the most creative DCC of the market.”
>>
>>690255
I wanted to share this here instead of making a new thread because I don't think I could handle all the (you)s and salt.
>>
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>>690255
Imagine being associated with U*isoft
>>
>>689348
Sculpt branch:
Pablo Dobarro and Julien Kaspar in The Future of Sculpt - Blender Today Live #71
https://www.youtube.com/watch?v=RrFabBQOYZg
>>
>>690255
first epic now ubi hopefully game devs will ditch autocuck soon
>>
>inb4 Autodesk joins the Blender Development Fund
>>
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>>690267
>Autodesk fork Blender and hire all the devs
>all the new features are locked behind a paywall
>Blendcucks seethe for all eternity

I can't wait for it!

>b-but muh GPL
Just try it. Autodesk's lawyers would hit you with patent suits until you're living out of a cardboard box.
>>
>>690261
>to get the blueprint tool to work you have to make sure you define a grid size
Holy shit I gave up trying to get it to work I am so fucking stupid.
>>
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>>690310
The amount of tapdancing you industryfags go through to simply convince yourselves is quite impressive.
>>
>>690310
>Autodesk's lawyers would hit you with patent suits until you're living out of a cardboard box.
Nice try.

"Two parts of GPLv2 imply that the distributor gives the downstream recipients a patent licence. In section 6, GPLv2 says that the distributor grants a licence to carry out the four freedoms. In section 7, it says that distribution is banned if the distributor has patent obligations preventing the recipient from having the four freedoms. So, if the distributor does distribute, then there is an acknowledgement that the recipient is free to do everything described in the licence." (http://en.swpat.org/wiki/GPLv2_and_patents#Patent_grant:_section_6)
>>
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>>690310
>Implying The Blender doesn't know about this or has considered this already
>Implying they can't just refuse to apply patches supplied by autodesk by discrimination or after examination
Do you know how computer magic works anon?

Anyways, we're finally at the end of the race:
https://devtalk.blender.org/t/22-july-2019/8381

>The Blender 2.80 release is planned for this week, assuming no unexpected surprises. On Wednesday we’ll decide which bug fixes to move to the release branch, and then do the builds and release the day after.

>This means that next week master would be open for general bug fixes, refactoring and new features for 2.81. Nathan and Dalai will come up with a concrete plan for the 2.81 release schedule and git branching.

>The user manual is now complete for 2.80, except for add-on documentation. This will be moved from the old wiki archive and updated, organized by Brendon Murphy.
>>
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>>690255
maybe somebody will finally work on the animation tools
>>
>>690374
Yeah, it'd be great if they did something with animation in, say, 2020.
>>
>>690377
That would be a catchy name for a project
>>
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rate my skull bowl
>>
>>690390
THAT LOOKS LIKE THE LAST SHIT I TOOK
>>
>>690391
r u a huge owl
>>
>>688942
2.80 UI is disgusting bullshit. Is there a way to make it less hideous? Or at least remove fucking useless crap like hints what mouse button does what or that bullshit on the upper right corner. Seriously who needs this? This stuff is the basic hotkeys you learn in the first days, why the fuck does they need a button? What happened with the left side menu? Why there is some kind of useless crap instead of it now?
>>
>>690255
Blender would potentially go to shit. Great news.
>>
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>>690255
>and assign developers to contribute to Blender’s open source projects.

UH OH.
They will try to rot them from the core by sending them genderfluid problemglasses code barristas and since Ton is leading Blender based on merit instead of 2010s social memes they will come back screeching in glass shattering ultrasound, revoking their support and from there everything comes crashing down.
>>
>>690412
that was the plan all along
>>
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>>690412
>>690413
Gotta give Autodesk credit, they really are good at destroying the competition.
>>
>>690433
>implying there's actually competition (houdini excluded)
>>
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>>690433
>>
Why do I feel dizzy after a while using Blender? Seriously. Dunno if it's the occasional jitter when moving the camera or the lag/inertia/whatever in relation to mouse input. I'm the kind of person who gets dizzy with some first person games, too. This sucks.
>>
>>690444
Switch to a dark theme, especially if you turned the light off.
Or reduce the brightness of your monitor.
>>
>>690435
Whats the deal with Houdini?
>>
>>690451
It's great, particularly if you know how to program, because you can do some awesome procedural stuff with it
>>
>>690444
Buy monitor higher than 60Hz, pleb.
>>
>>690451
A dream for technical directors and autists

>>690480
My eyes can't see more than 60Hz
>>
Overall I like Blender 2.8, but I'm gonna have to wait until my brainlet tools update before I go balls deep in it.
>>
>>690391
that was my reference!
>>
>>690445
It's not that, I'm using gray/dark themes already, and my display is set to about 100 nits.

>>690480
Perhaps that would help with games, but as far as 3D software is concerned, only Blender gives me this feeling.

It's quite noticeable... I shake the camera, and the cube follows the mouse with a big of lag. Similar to the "lag" when scrolling on a smartphone.
>>
>>690503
*a bit of lag
>>
>>690451
It's better than Blender at absolutely everything, except for direct modeling.
>>
Texture painting is an absolute fucking nightmare. Can hardly do shit without it crashing, resorted to just texturing what I could in Photoshop.
>>
>>690536
Why don't you use a proper software for that? They haven't even touched texture painting for 2.8.
>>
>>690547
I'm still pretty new to 3DCG, and was unaware of this. I really don't want to pirate any software if I don't absolutely have to, any suggestions? I'll look some up in the meantime.
>>
>>690550
Substance Painter.
>>
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Am i Pro yet
>>
Now, with 2.8 soon to be released, what is a good tutorial for a beginner to watch?
>>
>>690550
I don't know anything about this but ArmorPaint is only 16 euro paid and free if you download the source and compile it yourself, unless I'm completely wrong about that.

Might be worth a look.
>>
>>690574
I use BlenderGuru one for beginners. It is still applicable, 90% of hotkeys in there and you can easily find in 2.8 any changes.

Unless you are a complete brainlet.
>>
>>690574
They are making official tutorials available on their youtube channel, that should be a good start.
>>
>>690570
Gotta buy the Rock Essentials(tm) pack first
>>
How difficult will it be for Blender 2.7 enthusiasts to adapt to 2.8 without knowing anything about the update?

All I know is the UI looks different.
>>
>>690624
Preferences->Use old 2.7 keymap
Literally all the 2.8 UI changes are for the worse, but you can still use most of the 2.7 standard set.
>>
so do we like blender or not?
do we learn blender or houdini?


tell us what to do
>>
There's only one debate to settle

Left Click Select or Right Click Select?

Right click is better for your health according to the officials.
>>
>>690550
use >>690555
>>
>>690627
left,

also

stop

using

reddit

spacing
>>
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I'm trying to make a fence. This grainy artifact happens when rendering. You can tell those are multiple meshes occupy at the same place.
Only in Blender render though. Cycles renders the scene just fine. But still How do you support to fix it?
>>
>>690627
Right to select, Left to move 3D cursor

If you use anything different, we kill you.
>>
>>690657
Fix the goddamn mesh?
>>
>>690657
you can use "Remove dublicates" quick func or fix z-fighting ffs
>>
>>690657
just normals inverted. select face and invert it's normal
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>>690665
>>690663
Tried to remove duplicates, did nothing but I figured it out. Nothing wrong with the meshes.
Turn out Horizontal bars casted shadows on vertical bars when it should not. No idea how did i fuck up.
Thanks .
>>
how do you handle precision in transforming your mesh in this program? i started today but it seems that everything is done manually. for example, if i were to make sure that a cup is touching a plate. is there a way for me to know that without zooming in and making sure myself? or would that be the only way? because afaik humans are too biased for this kind of task and prone to committing mistakes such as not notice it isn't actually touching the plate
>>
>>690687
and by touching i mean making sure it is touching without actually blending in
>>
>>689529
press N and change the scale seciton to 1.0
>>
The grants are in full swing guys:

https://twitter.com/blender_org/status/1154003846718468098
https://archive.is/HgCFt
>The Japanese Anime studios Khara and its child company Project Studio Q sign up as Corporate Silver and Bronze members of Development Fund. They're working on the Evangelion feature animation movie. https://www.khara.co.jp/ https://studio-q.co.jp/ #b3d

https://twitter.com/blender_org/status/1154082816919003137
https://archive.fo/0MsOi
>Pablo Dobarro @pablodp606 accepted a Development Fund grant, which enables him to work full-time on Blender sculpting and Paint tools. Welcome to the team Pablo! #b3d
>>
>>690721
What is happening?
>>
>>690722
Donuts. Donuts everywhere
>>
>>690721
>Pablo Dobarro @pablodp606 accepted a Development Fund grant, which enables him to work full-time on Blender sculpting and Paint tools. Welcome to the team Pablo! #b3d
Fuck yes! About time
>>
My viewport camera (not the camera object) rotation and panning/zooming is BERY FAST
Like, I scroll the wheel and I'm 999999999999kms away

What gives?
>>
>>690779
Possibly your mouse dpi?
If you're in windows also check the mouse options panel
>>
>>690794
How would DPI affect zooming with wheel?
>>
>>690795
Dunno, it's just a guess. Unless you changed something in blender input settings.
>>
>>690721
I knew Khara would support blender somehow. Hopefully some of this money will go into the LANPR branch.
>>
>>690645
>>690658

fuck, I'm just gonna learn houdini
>>
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Why I'm getting this and how can I fix it
I tried to scale but to no avail.
>>
>>690805
I think it is because those faces are too stretch. Try adding an additional horizontal loop near the one you have selected
>>
>>690805
>>690806
This, always surround your details with face loops. If you make a handle, you'll want to inset the area you're extruding to make the handle before you extrude it so you've got an unbroken ring of faces lining the boundary of where the handle begins.
>>
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> UV unwrapping
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Why my cups and plate so gray? Regardless which render I choose they are fucking gray as fuck
>>
>>690826
Have you tried changing the color in the color picker for the material?
>>
>>690827
Yes, it is full white
>>
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>>690827
>>690832
>>
>>690833
The glossy node is still gray, maybe is that?
Check the color of the lights too
>>
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>>690834
Nope.
It is not just white, all colors are that bad.

You can check his:
https://www.youtube.com/watch?v=izqZe8s_Jmw&list=PLjEaoINr3zgHs8uzT3yqe4iHGfkCmMJ0P&index=7

bery nice
>>
>>690835
18:23 I think that's what you want, he changed the color of the world and then increased the brightness of the lamp
>>
>>690841
Nah, if you check beginning of the video and earlier videos in the series he had that quality before
>>
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Does anyone know of a workflow to make stylistic hair in blender 2.8?

Like say you wanted to do Princess Peach's hairstyle with particles.
It's really difficult to make it look right with the comb tools, i have tried.

And i know that you could just make it a mesh and make some texture that looks like hair. But i'm asking how i'd make it with particles
>>
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>>690915
An extra example. This is a sorta toony shape but made with particles. But i have no idea how to go about combing hair into that in blender
>>
>>690915
> And i know that you could just make it a mesh
Anon, it IS a mesh.
>>
>>690918
That's not my question. I'm asking how i could make the hair shape. But with particles. I know that the pic is a mesh
>>
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I am having a really bad time with the typology on this character's knee. I'd like for this line to go all the way down to her feet, but unfortunately I don't see a way to seamlessly make this happen.

What should I do?
>>
>>690946
If you really wanna connect it all the way down. You either subdivide the lower part. Or make the top part be lower poly.

I'd go for that latter
>>
>>690947
Thank you, anon. I guess I'll try that and see how it goes.
>>
>>690915
>>690916
https://youtu.be/vu6MQC6qdRY
>>
>>690946
she has scoliosis
>>
>>691002
Thanks anon, this is probably the best way to go about it
>>
Can someone recommend best Blender tuts? Mostly character modelling or architecture/buldings/etc
>>
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Looks like i'm ready to conquer the industry
>>
>>689348
>imagine the smell when blender starts implementing CAD tools with solids
I'm salivating at the thought of running multiphysics simulations with nodes.
>>
>>689093
You did a really good job.
Here's one (you)
>>
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>>691331
>You did a really good job.
>>
https://www.youtube.com/watch?v=GkqGor6FO0c

My donut based cathedral
>>
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new to 3d and have a simple question. are blender models something appropriate for indie games or mobile games? i see a lot of shit flinging about blender not being taking seriously for production, but that makes me think more about AAA games or film. For someone starting out, could you practice in blender making unique things that are people would still find a use for and pay you for?
>>
>>691745
No, sorry. Every model made in Blender has an inherent look to it, you can never completely hide its origins no matter how well you model it. Big studios have inquisitors on their hiring teams who are experts at rooting out Blender users, so if they find anything you've ever made in Blender before they'll know and blacklist you across the industry.
>>
Are .r and .l naming conventions the only way to rename bones when you copy/mirror them? Would save me time if it could find-and-replace 'right' for 'left'
>>
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>>688998
It is fun indeed
>>
>>689529
Subdivide your mesh
>>
>>691745
Just in case you're brainlet, the other guys being saracastic. Yes Blender is fine for indie dev.



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