Previous thread: >>690744
any news on the sculpt branch progress?
>>693423She looks like she fucks dogs.
>>693426Please don't say things like that I'm trying to quit porn.
>>693426Dogs need love too anon.
>>693433The thing you posted actually is porn over at that damn /mlp/ board
>>693426As she should.
>>693423What is wrong with her top?
>>693446the meshes are clipping... at least it appears so..
>>693423>cigarettes are literally firecrackers
>>693446>>693450may be clipping but I've seen some really fancy subtle camouflage tops, maybe I can find the link
>>693451You'll cowards don't even smoke firecrackers
Every day i do 30m sculpt.
>>693462Do you just do them off the dome or do you get a quick reference
>>693454I swore off firecrackers back in '96, been doing sparklers ever since.It ain't gay. Ain't like I'm popping snappers.
>>693462Maybe try to apply yourself instead of making half-assed efforts to make you feel like you "did something"?
>>693498People dumb enough to fall for the "draw every day and you'll get better" meme deserve to fail.
>>693501What, no. Drawing every day will definitely improve your drawings skills... so long as you actually try to improve instead of making retarded "30 minute sketches" that you don't go anywhere with.Drawing a stick figure a thousand times won't make you skilled at drawing an actual picture.
>>693423Guess this isn't really a blender specific question, but fuck it.I don't understand how to model things that are really close together / fold / need to open (think breasts, lips, labia, and so on), easily, and - perhaps more importantly - cleanly. Every time I do one of those things, it just devolves into a mess of unmanageable intersecting geometry that I always struggle to deal with, and that never feels quite right.So what's the workflow for dealing with these areas of a model? Should I just model everything open / separated, and then pull them into place after the whole modeling process is done, or is there a more elegant way to do it? Any resources that could help me learn how to deal with these things?
>>693502> Drawing every day will definitely improve your drawings skills... so long as you actually try to improveExactly. Drawing every day won't make you better, necessarily; drawing every day mindfully will make you better.
>>693462At that point I would spend 30min-1 hour daily in a weekly sculpt instead, you could try more things like texturing posing render tecniques etc....
I got a human body fully weight painted with bones and shape/vertex keys. Is it possible to copy them over to a similar sized body and without getting poor results?
>>693515Yes, he didn't fix the pose, it's barely show but it fucks the render
i'm trying to make a mod for a character model but i'm not sure how i should approach making their body. is their any advice on how to utilize an existing mesh to try and bridge together parts and remake the body? like i have a head, hands, and feet, but nothing else. some bits of the chest. can i bridge them and add detail?
>>693554dynamesh them together in zbrush and carry on with sculpting
>>693556would i lose the face uv maps doing that? i'd like to keep the texture.
>>693556also when i import them in zbrush they get all mangled
>>693554>a character>their bodyLearn english and maybe we'll help you out, dumb zoomie.
>>693562i have a character model that had clothing on it. i took it off but it left gaps. i'm trying to close those gaps. i'm not sure what the best approach is for this. i was extruding individual faces but its taking too long.
>>693505I kinda always got this done by just getting close but not too close and then when everything is done pulling it together in sculpting.Or also, the overlapping part added to a vertex group so you can easily mask out quickly the parts that should not get moved when you work in that area.
>>693563Ctrl+E -> Bridge edgeloopsTo bridge a single gap just select both edges and hit F.
>>693573how do i mirror that on the other side? do i need to use the symmetry modifier? cuz that requires me to delete one side and i feel like that could cause issues.
>>693575You can mirror stuff without using a modifier, but that's destructive.Google is your friend. Also, you should probably start with something else if you don't know how the program works.
Exported a body model and the mesh is incredibly blocky. I've tried sub/bevel modifiers and smooth but that destroys the model completely. The mesh topology looks fine and there are no double verticies. Any tips?
>>693577Never mind. Looks like the .psk importer is fucked. Every model is blocky I import
>>693577>>693578just tried the Unreal .psk importer on 2.79 and it's the same with every model. Does anyone know why the mesh screws up?
i can't get the edge loop selection to work on this finger. the hell is going on?
>>693584I suppose you didn't remove doubles first in 2.8 merge vertices > by distance
>>693556ok explain to me how dynamesh would work here. cuz i just tried it and it's impossible to for it to merge even the closest parts. it just makes their density equal.
>>693583Have you put on smooth shading?
>>693433BIG WET VEINY KNOTS
>>693498Maybe try to apply yourself instead of making half-assed posts to make you feel like you "did something"?
What's causing this weird extrusion on the end? The curve is 2D, and I have no modifiers on it.
>>693593thx, that made me lose my boner fairly quickly
>>693687Do Select all + Scale + y + 0 to check if every point on the curve is lined in the y axis.But I don't know if that's the problem.
>>693563I can't imagine you will get anything but shit results trying to do something so complicated while having zero experiencePost the modelYou'd unironically be better off getting a Daz character deleting the pieces you don't need and connecting that mesh to the mesh you got
>>693687I'm not even sure which part is the problem here, do you mean the last point of the curve that's sticking out down the bottom?Just delete that in edit mode
>>693696>>693689Yeah, that's right, if it doesn't work you can apply the modifier then fix it.
>>693689Curve was 2d, and I checked the points and found nothing odd. Maybe I just didn't check properly. Ended up fixing it after converting to mesh; not a big deal, but a bit annoying.I'm facing another problem, however. I'm trying to cut 45º angles at the end here, but for some reason the boolean operator doesn't seem to be working properly. If I move one of the pieces it works, but as soon as the side of the cube is aligned with that corner vector it just doesn't seem to work.
first attempt at rigging + animating + renderthoughts?
>>693701The foot need more work but it's fine
>>693702yeh the first swing was my first action and i realized after the foots were fucked, i think the second swing has improved on the feet though
>>693693i'm not sure if daz has the right proportions for it. i guess i could get an existing body for this character then improve on it in zbrush, but i'd lose the UVs right?
>>693705here's the topology
>>693706What was the clothing? You might have been better off keeping it and using thatWhat you are trying to do is so weird
>>693710eh it was basically a onepiece swimsuit with ribbons and arm gloves. you're probably right, but i didn't know how to level things off properly so it would look like skin. i figured i was gonna delete them anyway due to that fact.
>>693711That body is pretty generic you could make a very similar one in Daz in about 5mins then bring it into blender
>>693423Why could this be happening? The normals are right.
>>693731Maybe lighting settings
>>6937010 Weight at all.
>>693518Just copy the armature, place it in the mesh,control+p to add automatic weight. Then you can adjust the weight paint to that specific mesh.
>>693576You either start with a mirror then go freehand, or you’re just fucking yourself adding the modifier.
how do i parent this bone to the leg, so that it bends with it, while keeping its position? everytime i ctrl p it moves to the knee.
Im having a lot of trouble lining up textures painted outside of blender but I hate blender's in-engine texture painting. what the fuck do I do?
>>693859proper mesh > proper UVS > export to substancethere's no way this doesn't work unless you fuck up something
>>693731viewport clip start too small
>>693515there's so much sss she's glowing
>>693858You get an option when you press Ctrl-P, right?Did you ever consider clicking the other option?
>>693423Sculpt Branch:Pose brushThis new brush lets you pose your model simulating an armature deformation. It is fully automatic. It does not need a rigged model, good topology, manual pivot points, transform gizmos or masks.
>>693907Holy shit. How does that even work?
>>693908Sometimes it is just a preview and goes to his branch in a week, I suppose we could download it from Graphicall in a couple of days if it is ready
>>693909No, I know that, I just don't get how the brush functions. Looks crazy. How does it know where the joints are?
>>693910Looks like it bends at the edge of the brush radius. Hope he can add some kind of overlay as well because that doesn't look great on its own.
>>693913>Hope he can add some kind of overlayWhy? looks faster than the Zbrush transpose and works with small parts like fingers and things like that
DECALmachine looks useful, but I feel like using the built-in decals would be plagiarism.Am I being ridiculous?
>>693920Yes you are, but it's also incredibly simple to make your own on the fly. It comes with a built in decal maker that takes all of 10 mins to get the hang of. Then you can make bespoke decals until your heart is content.
>>693915I mean to say that the brush circle alone is not visually informative, as indicated by the previous poster's confusion on how it works.
>>693922He has this in the build too but I don't know if it could work well in a dense mesh, looks like something for the multires
>>693920>Am I being ridiculous?It's not ridiculous, but it's lazy. You wouldn't build a scene out of components from the Daz store and call it an original work, would you? This is no different.
>>693498let's see your work!!
>>693930You know how it goes: you show me yours, and I show you mine.
>>693924>>693907Blendlets are getting too cocky, industry bros. Quick, we have to relativise it.It will probably crash too often to be useful!
>>693869I think my mesh and UVS are right. what's substance? I'm using mediabang paint or whatever
>>693584Convert your triangles to quads anon
>>693907you cam stop spamming posts with this model now; it suck ass and nobody cares
>>693935what the fuck is going on here
>>693947>>693949you havent seen the puffy vulva yet
>>693950ok you have my permission to continue posting
WHY IS F12 ONLY RENDERING 1 FRAMEWHAT THE FUCKIT WAS WORKING FINE YESTERDAYI EVEN RESTARTED COMPUTER AND TRIED WITH A NEW FILE WITH JUST A CUBE SLIDING LEFT AND IT ONLY RENDERS A SINGLE FRAME WHYYYYYjust so you know, in the single frame, everything appears as it should, everything in the scene that should be rendered is rendering, the problem is its only rendering 1 frame instead of 124 framesthings iv tried-changed the output location around-tried different video formats including the img sequencer, still only renders one frame-checked and unchecked compositing and squencer even though im not using themim totally flubbered, yesterday i was rendering shit no problem now this is happening and i have no idea why
>>693955kek nevermind im a brainlet its right there in the post i was pressing f12 instead of ctrl + f12 hehehehehehehehehe
imagine being a 3D peon competing with hordes of poos and bugpeople for measly crumbs
>>693948I can't get straight lines if I paint directly on the model in blender, so I export the UV to medibang paint, use the curve tool to paint what I want but straight and smooth, then export that texture back to blender. Problem is the lines on the model aren't aligned. What workflow do you recommend that let's me paint straight lines / smooth curves?
>>694003>What workflow do you recommend that let's me paint straight lines / smooth curves?
>>694003You can use this >>694011 in the uv editor too
>>693907>Sculpt Branch:The pose brush can also be used for twist rotation. Today He fixed some geometry issues and I implemented symmetry. It should be ready soon.
Finally getting into sculpting. Is there a way to remove the ugly bright edges in sculpting mode in 2.8? I had to go back to 2.79 because of that
>>694011>>694012thanks a lot, I found everything really easily and can do what I need now, you're the best
>>694029Yw, if you want to learn more about texture paint you have a couple of youtube chanels that are great, I like Craig Jones for "realistic" textures, XRG81 and Grant Abbitt for handpainted toon things
"Slow parent" doesn't exist in Blender anymore right?Is there some sort of addon that brings it back, or some kind of workaround where I can do something similar?Where you parent something to an object, and it lags behind a bit when the parent object moves? Maybe even a bit of overshoot as well?I'd kinda want to avoid using the sims since they're not too reliable, and they don't produce consistent results.
made me laugh for some stupid reason
How do you add a single edge to a face with the loop cut tool? i've googled a ton and they just say to use the knife tool.
>>694051>with the loop cut toolNo, you have to do this:Edge select > select 2 edges > edge menu > subdivide
>>694052Thank you that worked. A timelapse video I was watching didn't bring up any menuing and just did it with the loop cut keybind.
>>694026Your pacman is looking nice
Do you guys texture in Blender or use some other program?
>>694100substance painter is pretty good. My computer can't run it without crashing though I need an upgrade
>>694103they pretty much always virtue signal, especially on social media so they go straight for the pitbull
>>694106ah, the breed of peace.
>>694100I use substance painter, mostly because I was familiar with it before I got into blender so since I started using blender iv always just exported the obj out then painted then plugged in those maps and its worked like a charmin fact painting in blender is one of hte only things i havent really dabbled in, im sure its alright but when i already got and am familair with SP, i dont see any reason to use the blender one instead
>>694100it depends on what you are doing, to do realistic things Substance is the way to go, you could try Mari too they have implemented a new smart material workflow but looks worse, to do cartoonish handpainted things Blender is all you need
>>693506>Drawing every day won't make you better>drawing every day... will make you betteryou sure do know your stuff
>>694123I'm not that anon, but if you just draw the same thing every day you'll plateau and hit a wall. Same goes if you just doodle or draw whatever. It's important to challenge yourself and be mindful of what you're drawing and why if you want to improve. If you're terrible at drawing bodies, instead of avoiding it and drawing whatever else all the time, draw bodies for a week. You won't get better at drawing them if you draw anything else.You'll improve definitely, you'll pick up techniques and practices as well, but focused study is the best way to get past the wall you hit when you "just draw". Same goes for pretty much anything else skill based like playing instruments, sports, math, anything that you have to practice to get better at.Obviously you know all that though and you're taking the piss out of that anon for contradicting himself.So carry on, friend.
What does anon use for jiggle physics in 2.8?I was using cloth sim w/ mesh deform + jiggle armature before and am curious if anyone has a better setup
>>694152The new Wiggle bones addon is basically the same as Jiggle armature.
I'm watching a bunch of tutorials and the ones in 2.79 always face some problems with flipped normals appearing dark. Is this not a problem in 2.8 anymore? I don't really face any problem like that and I've done quite a few things without even caring about the normals.
Khara/Q switching to Blender for real, will be used for the final Rebuild https://japanese.engadget.com/2019/08/14/blender-khara/
>>694329>will be used for the final Rebuild**Partially, in parallel with 3DSMax although their plan is to transition to blender fully after the new Eva is done
IN BLENDER WHENhttps://www.youtube.com/watch?v=_ymfMgL76mU
>>694346> WHENMin 21https://www.youtube.com/watch?v=yHGz7nEI23E
>>694348>tfw a cat wielding a wrench and a pokemon are the ones propelling blender into the future
>>694349Don't forget this, I know it is a paid addon and it isn't even close to Substance Painter or Mari, but it is what the texture paint mode should behttps://www.youtube.com/watch?v=JogQuGY1hSwhttps://www.youtube.com/watch?v=zaS83BySePc
why doesnt eevee have motion blur when even a real time engine like unreal has it ?
>>694365Eevee is new. Unreal has a long development history. Give the devs time and they might implement motion blur (or not, since it's Blender after all).
>>694368even viewport 2.0 has motion blur anon.
>>694369Same thing, Eevee is very new and we shouldn't be surprised it's lacking in features.
What's better for rendering complex high-sample Cycles scenes, a high-end CPU like AMD's Threadrippers or a high-end GPU like Nvidia's 2080 ti?
>>694375Depends on how much memory your scene takes. GPU will always be faster but your scenes might not always fit in VRAM.
Why is my cloth modifier adhering to edges like this? How can I make it smooth like a table cloth?
>some dude makes some addon for blender>media just takes the script and just uses it as typical "le cyberspacehaXX0r1337" backdrop for newshttps://www.blendernation.com/2019/08/15/my-addon-code-was-used-by-nbc-nightly-news-and-other-sites/media really knows how to make efficient use of open source
>>694395First Man in the High Castle, then Next Gen, and now this? Blender is unstoppable!
>>694379so where is it
>>694395The funniest fucking part is that all the graphics on the show itself were probably made with Cinema 4D and After Effects.
>>693433Nice donut, how did you finish it?
>>693706imagine the smell
how do I set measure distance in the measure tool? is that even possible, like just type 5 meters and he gives me a line of that length?
>>694443measure tool is a piece of garbage and the person who designed it should be publicly hanged.
>>694443select a thingpress g to move (and F to pay respects)press X Y or Z to move along any axiswrite a number and then press enter(there´s also a possibility to change the measurements to meters instead of voxels, but idk about that)
>>694427I didn't finish it I don't like Blender Guru. Learned more in 1 Grant Abitt lesson than the majority of donut shit.
>all these outliner fixes getting committed to master>voxel remesh in masterthey really shouldn't have rushed to release 2.8
>>694491>Learned more in 1 Grant Abitt lessonWe Udemy now?
>>694501Grant seems to be an actual teacher who doesn't throw all the answers at you.
>>694502>seems to bebased on what?Also literally who?
hey blendlets.I'm returning to blender after this latest update to check it out.So far so good.Should I use the new Blender keyboard config, or the industry standard?I'm more used to CAD and Industrial design type modelers like Rhino, does that make a different?
>>694512why would it make a difference just use what's comfortable for you
>>694591yeah, and I don't want to take the time to faf about with one mode, then try out the other one, then make a decision.I figured the default will likely be better supported in the future, make more sense when watching tutorials, and have more compatibility with add-ons.But I've heard that the default hotkeys in Blender have been pretty shit, while the other industry standards have been refined and make sense.
>>694593if you're worried about industry standards then use other software. Industry doesn't touch blender
How do I 'flatten' a model? I want to use it for something thats not related to blender and i need the material dimensions.
>>694620Pepakura is pretty nice.
>>694623theres no way to do this natively?
>>694624you can do UV unwrapping, but it's not quiet for knowing the physical dimensions
I maek bicycle :D
>studio khara switched to blender because of grease pencilmaybe we'll finally get a fucking eraser
>>694627try using alcohol, erasers don't do good on grease pencils
>>694627Are you retarded? We've had an eraser since before it became a dedicated animation tool.
>>694634Again, are you retarded? Those aren't rasterized pixels. Like vector art in 2D, they are curves in 3D space.
>>694637Those are the same as the lines, idiot. The fill is just extended between lines. You can erase lines the same way in Blender (and said "Lines" can be shaped any way you like).
>>694496>they really shouldn't have rushed to release 2.8siggraph.they fucked up with the schedule but really really wanted 2.8 to be out by then.but that's okay, would have been worse if they decided to shit on the tradition and go straight for 3.0 in this state of things.
That was fun but there is so much technical stuff. Do I just keep doing tutorials until I git gud?
>>694675Do tutorials until you think you got a basic understanding of things, then start going on your own adventure and experiment further until you want to do something that you can't figure out, then look that up again.
YO BLENDHEADScheck out this sick character made in blender https://www.artstation.com/artwork/oOPKNJ
>>694691How do you even unwrap something like this to texture it?
>>694675Do a bunch of tutorials and then do shit on your own. You'll hit several walls and several things that make you think "I wish there was an easier way to do this" (which there is, probably) and you'll also realize that your topology is shit so you'll have to go after tutorials about how to subdivide properly. For that go to cgpeers and get the mesh modeling bootcamp tutorial from cgcookie. It shows some good guidelines for thinking about meshes/loopcuts.
>>694733lewd>>694427oof that's grainy
>>694691Looks literally a bit pale around the nose, otherwise neat.>no neat topo for the abs areaShame though but probably not a real pro yet.
>>694739Upon further inspection...Just read she's intended to be a realtime character model so guess the lack of abs topo can be excused then.BRAP
>>694740>textured in gimpabsolute madman
>>694755>textured in gimphow !?
why doesn't the x-mirror function work on the fuckin weight painting mode someone please fucking help.I was under the understanding that what I paint on say, shoulder.L for example would automatically be painted and on the opposite shoulder.R bone but it just isn't working dammit.
>>694761I think mirrored weight painting got introduced in 2.79.Are you using some old version?
>>694763I'm using 2.8 And to scratch that, I figured out what my issue is, but now how to resolve it.I have a left side of my armature set up to fit my mesh, and I used the ctrl D (duplicate), ctrl M (mirror), X (on X axis) to duplicate and mirror my bones. The bones duplicate in the correct ocation sure enough, but for whatever fucking reason they're slightly rotated so the vertices don't copy to the other side like they should. Any help with why?In pic related the left are the originals and the .001 are the copies that are rotating. I already tried alt+R to clear the rtation but that doesn't work.
Anyone know how I can get the maximum/highest value from an input? Not the math node, I mean getting all of an input and setting it all to whatever the highest value was. With numbers higher then 1 and a maximum that changes.
>>694512It doesn't matter you're going to use your own hotkeys and scripts in any program you use unless you're an absolute shitter
How's this for a first nose? Notice any mistakes?
>>694766>and I used the ctrl D (duplicate), ctrl M (mirror), X (on X axis) to duplicate and mirror my bonesThere is built in function for creating mirrored bones in the right-click menu, you only need the left/right names set up on the existing bones for it to work.
>>694906Thank you for telling me that but it still doesn't exactly work like it's supposed to. I still get the right side slightly rotated.
>>694906One thing worth noting though is that when I mirror the right side, the bones still rotate so it's not like a problem with the duplication but with the bones or my mesh. Will this happen if a mesh happens to be uneven on both sides?
>>694920Use Symmetrize. The bone rotation should be exactly the inverse in all cases.If you have problems with rotation you can use CTRL+N to reset rotations.
>>694856>Notice any mistakes?Yes, you're looking for instant gratification.Don't just practice noses (wtf) practice human heads as a whole because getting the whole basic shapes right is more important than going into detail for one thing while the rest is shit
>>694923Umm wtf it worked perfectly that isn't supposed to happen with Blender????? Thanks.
Wait how do I mirror the weight paint because I didn't get an answer for it?
HOW ORIGINAL!Mhh, delicious yt ad bucks
>>694691>YO BLENDHEADS>check out this sick character made in blenderHow did he do the hair? Too bad there's no tutorial, it would be interesting to see how he did it all using only blender and gimp.
>>695013Looks like Hair Tool. It's super easy.
How do i make a bone rotate with another bone if its offset and not a child?
>>695033It will still rotate with the first bone if it's parantede with offset? What do you mean?
Does anyone have Auto rig pro for 2.8? I remember one of you guys shared 2.79. If not is Rigify and Blenrig good in 2.8?
>>695053never mind guess it was easy to find simply googlinghowever is it worth using over the other options?
>>693423Two questions:Firstly, what did I do here, and how do I fix it? There's this frustrum cutting into my mesh and hiding everything outside.Secondly, is there a way to have the same workflow as when you're working with dynamesh in zbrush? Dyntopo becomes way too slow way too fast, and I much rather have it the old way, where you just remesh and keep working. I know dyntopo allows us to flood fill a resolution, and I know there are things like the remesh modifier, but I was looking for something a bit more convenient than that.
>>695013>He needs others to post a tutorial>He expects people to just post tutorials for anything they make that looks halfway decentJust because Blender is open source doesn't mean people's knowledge is.
>>694856>Imagine making your first nose and telling your mom about it so she can put it on the fridge.Stop being a millenial, man.
Is use blender if it wasn't a huge piece of shit. Call me when you guys get an integrated uv editor like the big boys
>>695071Dyntopo is all there is afaikThe only big difference is dyntopo doesn't automatically run a boolean operation whenever you flood fill, so you have to do that manually if you have intersecting geometry and hope it doesn't fuck up.
>>695071Not sure if that's what you're looking for but check out today's Blender Today, there is a demo of the new voxel remesher.As for your view being cut that's just an isolated selection, Alt+b should fix it
>have mirrored model>apply modifier>uv unwrap>draw on model>it draws on the opposite uv maplmao. how is this an official release when a crucial feature is buggy?
>>695085X-mirro symmetry does copy the weight paint, but only for one bone. If you weight paint the left shoulder for instance it will automatically apply it to the right shoulder, but for the left bone, if that makes sense.What I'm trying to do is weight paint the left shoulder on the left bone and have is automatically apply to the right bone and the right shoulder. Or just copy the vertices to the other shoulder, but none of the YT tutorials work for me.
Does anyone have experience with the HairTool?Is it worth the monies?
>>695158i dont really see how its better than what you can do already in 2.8 with the particlestakes like 45minutes to learn how to add hair to anything and then its just place particle > comb > hide > repeat wow hair
>>695139you should have unwrapped then applied modifier you mong
>>695161Well it's main feature is speed.You can pump out completely new hair designs really quickly. If time is something you have lots of then of course, you can achieve all of this manually too.
>>695165>>695161>>695158any good hair making guides in blender?i get the basics, but i mean like fundementals of hairi got short hair and no gf so its hard to find a good referencewhat gets me up the most is the scalp, like im never happy with how the top looks especailyl after combing, usually theres always a spot on the scalp left
>>695167The thing is, if you use particles, the hair will START to look good once you increased the hair count so much your PC will collapse.Cheaping out on hair count will look shit, making them thicker will also look like shit. Working with hair is shit.
>>695169maybe ill make a new post later asking for guides cos its not really exclusive to blender
>>695161>>695165You fucking retards. It's not for speed, it's for performance. It's for making HAIR CARDS that you can use in realtime engines.Particle hair is completely useless for anything other than pretty renders.And yes, hairtool is like 10 USD or something and definitely worth the money.
>>695220>You fucking retards. It's not for speed, it's for performance.
>>695158Moot has some really fucking pretty wigs.
>>695220>It's for making HAIR CARDSwhich happen to get done quicker than particle shit.
>>695240Alright, fine, FINE. (You) earned it
>>695220>It's for making HAIR CARDShttps://www.youtube.com/watch?v=X2GlucSORns
>>695241absolutely not necessarily trueit's just the purpose of both that's different..
>>693423is this model freely available? I need a good non-fucking shit models to test my 3d renderer.
>>695255No one said it wasn't possible without hairtool. Hairtool just makes the process a lot simpler and easier.>>695241Absolutely not.>>695239Retard.
Diffuse Color pass is black when using sss on principled shader, is this a bug?
I've been thinking of giving Blender a shot after the hype about 2.8.I have a very elaborate tutorial for 2.79 lying around on Udemy that I haven't gone through yet.Can I learn 2.8 through a 2.79 tutorial, or is it so different that it will be a waste of time?
>>695340most likely a bug>>695345I'd fully concentrate on 2.8 there are enough changes that using 2.79 tutorials while being a noob and getting into 2.8 can absolutely severely fuck with you. don't do it and get 2.8 tutorials. if you knew 2.79 quite well it could be manageable yet a bit annoying but no way when you're still kinda beginner level.
I think I failed.
>>695340No, it's a blender thing. To get a proper albedo pass you have to composite all of the color passes together if I'm not mistaken.
>>695345I would recommend against doing that if you are brand new to blender, because enough UI things have been moved around you will be bashing your skull every 10mins googling where X is.You would be better off doing a few hours of basic blender 2.8 tuts to get an idea of where everything is, then go to the 2.79 tut if you still think it's awesome and you should be able to follow along much better.
>>695344>blender shortcut degree
>>695350keep failing anon that's the way to learn
>>695344All the functionality of Blender fits into a single poster. Sad.
>>695146c-could you show me..?
How to rename bones in pose in poselibrary (not armature) via python?
>>695375whyThe bones are the same no matter what pose they're in.
>>695344What a mess
>>695382i have poses with different bone names, i dont wanna rename armature because .L, .R
I am trying to change the shortcut of this pie menu but I cant find it in the menu when pressing the button its the button below the esc key on a US layout. What is the name of his shortcut and is there a way to display the name of the things you use maybe a console or something? thanks
>>695344clusterfuck just like blendner itself
>>695360>>695383>>695423What's with you people unable to read and/or memorizing some shortcuts? Genuine question because despite it looking pretty wild at first glance that map is actually cool to have.
>>695427Sorry, I can memorize shortcuts and did for the past 20 something years, just from reference cards that were not created by autists or complete schizos.
>>695429Very nice, now you only have to learn how to phrase sentences without using random buzzwords.
>>695344This graphic designer needs to be taken out to a field and shot.
>>695387That makes no sense. Why do you wnat the bones to chaneg names when you select them from the pose library???
where can I hire a one on one tutor to help me out when I need it because I find myself in situations where I need a lot of fucking help
>>695452what discipline specifically and how much would you be willing to pay?
>>695452that's an ass
>>695458reviewing my meshes, rigging, and animations and discussing what I did right/wrong, and how I can improve with them. I don't know what the standard is or what your availability is like, but depending on your portfolio I would be willing to pay from $30 per hour, for 2 hours sessions at a time biweekly
>>695452If you want to discuss things further in email I can share my WIPs so you can gauge my knowledge I can be reached at pluschalk9@gmail com
in 2.8 whenever i use undo on a linked rig, blender hangs while the console prints>Checking OBWGT-upper_arm.fk.L...>...in LIrig.blend (//rig.blend): FOUND!for every linked object. is there a way to turn this off? is it a bug?
>>693423I have a image 44px by 44px, I've imported it onto a flat plane size 1x1. I have an orthographic camera size 1. My render size is 44px by 44px. I have turned off interpolation. I have set filter type to box. So why the piss is my shit still blurry?
I'm trying to export all textures on my basic map for TableTop as one single large texture. How would one go about saving a mesh as a texture or something that will let me lay it all on at once?
>>695539I don't really understand what you're asking, you might want to select all vertices in edit mode, press u, select 'smart uv project', press 'ok', go into 'uv/ image editor', click 'UVs', select 'export UV layout', save the file and then open it in your image editor. You might want to do that but I don't really know.
>>695550Nah that's not what I'm looking forI've put several different textures onto a plane. I'm trying to export the plane while keeping all the textures where they're supposed ot be, i figured if I can just make a single large image that is the size of the board I could do it that way and want to make that image using blender.
>>695553I guess you could use an orthographic camera and just render it shadeless
>>695420you can also search by key combination
>>695458I hope I didn’t offend you with a shitty offer. Like I said I don’t know what the standard is for this kind of thing so I’m willing to be flexible
>>695586Think he already responded to you here >>695478 but just replied to the first post by mistake
The Retopoflow guys are about to get massively BTFO if they keep waiting with their 2.8x porthttps://twitter.com/pablodp606/status/1164624069955899393
>>695631hope they add a way to snap edge loop to surface.
>>695631What port, who?
>>695631How does he keep fucking getting away with it brosPokemon man is legit gonna go down in history as the man who changed 3d forever
>>695644retopoflow is a quite complex retopo tool that is actually really damn good. https://blendermarket.com/products/retopoflowthe only problem is that it is so complex that they take way too much time to get it running on 2.80 while others are already working on their own retopo solutions. it's 86 bucks so if they don't get it ready soon they will lose fucktons of money.>>695645that pablomon is a fucking force of nature
>>695631It's much worse than that, honestly. Zbrush remesher (best in the business) is coming to Blender.https://exoside.com/quadremesher/
>>695614That was mine and I accidentally responded to my post
>>695652Also Quadrflow will be integrated soon, Pablo did this to start testing ithttps://pastebin.com/DJVyCQ8u
>>695539>>695553This place is jampacked with incomptence. Don't listen to that other guy. Here's what you need to do:https://www.youtube.com/watch?v=9airvjDaVh4
>>695631I wish he would stop wasting time on silly nonsense like that and develop some proper texturing tools.
This is the most recent character i created for my upcoming game. Feel free to rate it, it's still lacking rig so it's a WIP.Left is Marmoset and Right Blender Eevee render. Can someone help me to set up this god forsaken shaders inside blender? Mostly everything except the emissive map are pretty poorly setup and honestly i have no clue to at least make it look something close to the left one.
>>695648>retopoflow is a quite complex retopo tool that is actually really damn good. >https://blendermarket.com/products/retopoflow>the only problem is that it is so complex that they take way too much time to get it running on 2.80 while others are already working on their own retopo solutions. it's 86 bucks so if they don't get it ready soon they will lose fucktons of money...what?Nigger, have you tried to read your own posts and ask yourself - yeah, his gets point across to some random reader.go fuck yourself with a rusty fork, really
>>695669How did you do her from the start?
>>695673Mostly i just connected the SBP textures to the Principled BSDF shader
>>695674I'm talking about whole thing. Sculpting?
>>695675Yeah i did everything in her. From sculpting to concept, retopo and textures
>>695675Mostly i just go to zbrush and sculpt the highpoly, bake inside SBP and set it up on blender for rigging and final render later on.
>>695678>>695679r u artfag?
>>695648Honestly what's their fucking excuse for not having it working in 2.8 yet? Without a doubt they had early 2.8 beta access being a popular add-on creator. Did they think people just wouldn't move over or what? It's actually pretty rediculous.
>>695662>silly nonsenseThat's a basic retopology feature in major DCCs, it needs to be in Blender too.
>>695669Are you using global illumination? If so, add real lights (probably a 3 point lighting system) and turn global illumination to black; if you want a transparent background go to Render -> Film -> Transparent; if you want to substitute your own color then add a Light Properties -> Is Camera? -> Mix Shader -> World1 / World2 node setupMaybe show us your node setup for the material as well? Also is your specularity baked because Blender uses Gloss (or maybe it uses Rough? I forget which) so you might need to use an Invert node to swap (as in transpose) the black and white channels
How can I make it affect the boob so it wont clip but deform a bit?
>>695672Have you tried visiting /3/ without being high as a kite?
>>695644>>695672what the fuck are you even doing on this board if you literally don't know anything
>>695681>Honestly what's their fucking excuse for not having it working in 2.8 yet?They waited for the feature freeze.Then they waited for the 2.80 API freeze.All this while they realized that getting it over to 2.80 needs tons of rework and now shit gets a bit hectic because everyone jumped on 2.80 but have to go back to 2.79 for retopo if they got used to Retopoflow.
>>695652WATTAFAAAAAAAAAAAAAAAAAAACCCKKKKKKKKKKKKKKKKKKKKKRidiculously neat and the thought of having text insta-quad'd almost made me cum.
>>695737>what the fuck are you even doing on this board if you literally don't know anythingPerhaps to learn the aforementioned "anything"
>>695652>$110 for a single purpose Blender addon
>>694026bump for this
>>695350failing is giving up fren
>>695695After some tweaking i got a better result, but somehow there is 2 problems over here. The hair texture looks awful (Can't blame actualy. I just got the alpha texture but still) and there is a weird shadowing over the ears that honestly i don't know what the actual fuck it is like that. Any suggestions?
>>695669Is this Drakengard 4?
>>695796Use hashed blending instead of alpha blending for the hair.
>>695689Just looks like Maya's Quad Draw. It's okay, but I still just use Blender for retopo every time. Don't see the purpose at all.
>>695802It alredy is with hash blending for both shadow and blend mode>>695800I'm trying to create a cyberpunk hack and slash game. NieR, Drakengard and DMC are my main references for the combat style
>>695802Please take a look at the shader. Idk how i can improve it though.
How does my rig look so far? Are the bones positioned correctly? This is so confusing.It's my first attempt rigging a model.
>>695833Are the hand-prongs intended to be bendy? If not you'd be better off just tying each prong to one bone each.
>>695841How would I do that, Is there a way I can bend bones?
>>695843Oh and one more question,Do my Bones HAVE to be Inside the model?It gets quite tedious trying to keep all the bones from poking out
>>695843No need to bend them if the entire hand-prong is a rigid piece, it'll copy the open-closing rotation of a single bone just fine. Bones should outline how the model rotates, not necessarily its exact shape. If it's not a joint or some other locus of deformation, the bones don't need to form a joint there either. Not the person you were having the conversation with at first, just to avoid confusion.
>>695844>Do my Bones HAVE to be Inside the model?NoYou can use stick visuals to make them smaller
hey blendlets, I have this mutated self-intersecting mass and I want to rectify it into a single mesh with interior and exterior faces, for 3d printing.I've been trying to use the face intersect (knife) tool, but it still doesn't seem to create a boundary between the two parts, so I can extract the interior guts.Any help? Or is it likely I've got faces that are so coplanar, it farts out on me?Thanks in advance.
>>695850Use the remesher in the sculpt branch
WHY THE FUCK is the edit mode so slow in 2.8? What the hell?
>>695880Your wood pc might not handle, try closing the porn also.
new thread: >>695901
>>695880What do you mean by slow it’s the same speed
>>695053AutoRig Pro is worth the money.
>>695903Okay done but it still runs like shit, that didn't happen in 2.79.>>695915Low fps when moving anything, like 3 or 5.
>>693423What tutorials do I pirate to get good at sculpting in blender? Because from what I tried sculpting in blender looks like cancer.
Tried making lips for once