Previous thread: >>693423
updates on the polybuid toolhttps://twitter.com/pablodp606/status/1164953947628539906
>>695902Stop it, Pablo. We need you to work on the texturing tools, not make fucking Quad Draw 2.0.
>>695907It really feels a bit like he gets himself into WAY too many projects at once but we'll see how this will turn out.Maybe he just has several projects so that he doesn't get too frustrated when it doesn't flow well on one and then you work on some other project to clear your mind a bit. At least that's what I do in art projects and it works well if you don't get overboard with the amount of shit you start and actually finish them too.
Noob question. I was just putting in some keyframes and suddenly my rig will move but the mesh won't move with it. What gives? I could move it when the bone locations were yellow but I can't move them when they're green and I'm not sure why.
Could someone help me in getting a better shader for Eevee? Mine sucks.
>>695907Whats the point? Everyone and their grandma uses substance for texturing anyway, and once you get a taste there's no going back to photoshop or w/e.I'd rather have some new modeling features that's actually useful..
>>695970the dev of it forces some format bullshit on you that only his program uses, so fuck him
>>695980The point is that Blender tries to be a complete package that has everything you need and even they admit that their painting are is insufficient compared to the alternatives.Pablo is doing a great job and delivered so far so I have no doubt that he will eventually get there after the sculpting branch got merged with the master. He seems to be a bit annoyed by the current viewport of Blender so I'd bet he is also really trying together with all the others to get that fixed too because more and more people seem to complain about the slow edit mode performance.
>>695983*their painting mode
>>695907Why? It makes more sense to make blender even more up to standard (or ahead of) for modeling and sculpting than it does texturing, as literally every software textures in substance anyway
>this performance at 393k facesoof oh oof
>>695979Image didn't uploaded, sorry.
>>695992HEY that's at least 2fps better than 2.80!
>>695982It export maps just like any other texturing software..
>>695992Do people really work on 400k poly meshes in edit mode? It works fine in sculpt mode with multi-res.
>>695998Oh, and to be clear, I'm not defending this, just genuinely curious.
>>695998Well there are quite a few sculpters who add geometry on their sculpting mesh. For example quick sculpts where the clothing is part of the same mesh.Then again it is in any case smarter to have things separate. But I have to say things get choppy wayyyy before 400k are reached, at least on my PC.
>>696000Time shouldn't be diverted away from actual useful things to appease meme quicksculpts
>>695998>what is photogrammetry>what are models from 2019
>>695970>>695997Not that guy, but he's right.Armorpaint is just auseless little hobby project by a retard who resfuses to use Blender's own system. Which means there are NO MATERIALS. You ahve to make ALL materials from scratch, with his own proprietary node system.
>>696003That's subdivided you fucking retard. You should know this simply by taking a quick glance at it.
>>696011It's a joke you fucking retard.
>>696013Oh, so you were "merely pretending to be retarded"? Got it.
>>696015The game shaders might very well be tessellating the ass for animation and that might just be a rip of the vertex buffer.If you don't understand the humor I feel bad for you.
>>696016Your "humor" is garbage and so are you. And no, the game doesn't tesselate the characters, faggot.
>>696017I take it back, I don't feel sorry for you. You are just an autistic asshole.
>>696017People like you are killing this community.
Is there an easy way to get this manifold for 3D printing? I've used the boolean modifier to cut out a hole
>>696017So what’s it like being a cunt with extra chromosomes
>>695998If you use subdivision you get there quickly. 5k cage + 2 subdiv = 80k polys. This is what makes Blender currently unusable for subdivision modeling.
>>696024Back to rebbit, newfriend.There is no "community" here.
>>696040Whatever you call it, it would be a lot better if you left.
>>696042But I won't. Maybe you'd have a better time if you went back to your own kind?A post like that would probably net you a bunch of upboats there.
>>696049Well, I look forward to seeing your next contribution to the thread.
>>696050Here (you) are
>>696025>easy wayBlender has some 3D sculpting tools that has a one-click manifold solution but I'd also just triangulate it beforehand
>>696053Thanks, I did it manually this time but I'll investigate and give it a try for next time.
>>695901>Be 3D generalist, do rigging jobs for quick easy money>Guy wants rig done; send fbx file>"BTW" he says, "I'll need a Blend file back">WTF i think and say "Mate i don't use blender, as you sent an fbx i assume you don't already have a character setup with controls to need a blend file vs the fbx">He says "Ohh, nvm then ty anyway">unfriends me on discord.Are all Blender users ***** *******?
>>696080yes and so are you, retard.> customer asks for X in a plastic bag> b-but i only sell X and not plastic bags> lose potential customer because you are to dumb to put it in a $0.02 bag.you could have downloaded blender, imported your rigged fbx, saved the project and sent him the file.5 minutes of work to get the job and cash.
>>696080>***** *******?What did he mean by this?
>>696086You think moving a rig between software is that easy?
>>696115With Blender™, everything is easy.
>>696080Did you send him the shit before getting paid?
>>696116*except having a stable income
>>696086I see you don't know shit about rigging. And he is an Blender-user.Why am i not suprised?
>>696080>>696086Am I missing something? My understanding is that "rigging" means not just building a skeleton and binding the skin, but also building a full set of control surfaces for it. The joints and binding can be transferred in an FBX, but the controls probably can't be unless they're limited to very simple parent constraints. A sufficiently complicated rig gets DCC-specific very quickly (set driven keys, custom attributes).So what exactly do you mean by "quick rigging jobs"? Skeleton only? Am I completely out of touch... maybe moving full rigs between packages is commonplace now?
>>696080>using discord lmao
>>696080>Sending the file before getting paidI don't even feel bad for you.
did a tutorial but i'm to stupid to figure out how to add colors to this shit
>>695972Please help me. And actually it's the transform of the bone that turns from green to yellow, not the location.
>>696080You should post it here so now everybody has it and its not special to him anymore
>>696146Materials > Add > *node and settings will appear* > Base ColorBy default you will have Principled BSDF, you can type it in google and look how to tweak settings to have certain looks and materials
>>696157I'm doing cross sections right now When I add a bsdf it just becomes a solid object which isn't what I'm going for
>>696159Can you explain what exactly you want to achieve?As I understand, you want to intersected part of your geometry to be colorized while rest remains transparent?I'm just learning few months so all I could suggest is basic material, if you want some advanced stuff it will involve node tweaking which I'm incapable of right now but could bounce suggestions so you can have an idea what to type in google
I have a multires on one of my assets with the lowest polycount being 1k and the highest being a 2m sculpt. If I wanted to rig this for non-realtime animation what would be the best method?To my knowledge there are a few different ways of handling this, but I'm unsure of which would be best.
gonna break the mold here by asking a question-is it wrong/are there any downsides to selecting certain areas and subdividing them when sculpting? Im working on these lips and it's becoming frustrating trying to get them the right shape when i have so little vertices to work withwould selecting just the mouth area in edit more and subdividing lead to any problems later on?
>>696184Seeing as how you're going to retopo that thing later, no.
>>696122 if you are an artist who can’t put the work in to make money, then no amount of paid software will change it. It’s not the tools but the end result that earns money with art, I have my doubts that the people talking shit about blender users is anything but jealousy, you had to pay for your tools and they didn’t. Unless you pirate your software, in that case you’re no better than the “poor” people you hate on. If you actually had fuck you money, you wouldn’t waste your time on imageboards being salty.
Is Flip Fluids worth it or is it just a faster version of the built in fluid sim?
>>696210I am not him, but I'll take your arguments apart.>It’s not the tools but the end result that earns moneyThen try to render an huge Micheal Bay style explosion with Blender instead of using Houdini or Max +FumeFX and see how far you'll get (nowhere near realism).It's the ability of the artist AND the ability of the tool. Tools are NOT equal. Neither are Artist.>I have my doubts that the people talking shit about blender users is anything but jealousy, you had to pay for your tools and they didn’t. Nah man, if you are earning money, the tools pay for them self and if you work for somebody else you don't pay for your tools, they do. Also tax offsets are a thing. And why should people be jealous? >Unless you pirate your software, in that case you’re no better than the “poor” people you hate on.Its not about being poor, its about having access to the best tools for the job so you don't have to waste precious lifetime. Use better tools and do more in the time or reach a higher level of quality. You can sculpt a piece of cloth for days or sim it in Marvelous Designer in 10 minutes and it will look as good or better.
>>696221No, its a complete separate fluid solver. The build in sim tools are shit.
Please tell me Blender has preserve UVs tool. And please don't tell me that shitty magic UV addon is the only option.
>>696244Uninstall blengarbage and use good software
>>696274I don't have trouble with switching between them and I guess I'll have to use Maya for a while now because I'll be needing this feature a lot atm. But as long as I can do everything I need in Blender, I stick to it because it's comfy af to me, idgaf.
>>696274>go into thread about software you don't like>proceed to shitpost about software you don't likekys
>>696244>Please tell me Blender has preserve UVs tool.It appears to have it for the slide operation only: https://blender.stackexchange.com/questions/27980/preserve-uvs-when-modifying-topology
>>696298Yeah, but that's not enough. With Max and Maya it's very easy it and it just works, but apparently Blender doesn't have anything like that. But I could swear I've seen a Gleb Alexandrov's video once where he showed how to do it. Actually I'll have to try to find it now. But otherwise, there's a Magic UV addon you can add in preferences, and it has a "lock" option which is supposed to function like Preserve UVs, but the problem is it is very buggy and if you start moving vertices too far away at some point the texture gets fucked and errors start appearing.
Need some help with the topology of the tip of this broadsword, not sure how to end it without weird normals?
>>696312If you're doing a single smoothing group for whatever reason do something like pic related. For A low poly sword I'd use different groups tho.
>>696317I think I'm going to have to practice making smooth edges
>>696302Can you just duplicate the object and transfer the UVs when your done?
how important is it to avoid tri's in mesh modeling?going through a cgcookie tutorial series and he stresses how you should only ever use tri's instead of quads when they have a specific purposebut after looking through some models online, plenty of people use tri's at points where they arent serving any purpose other than allowing for more quads, but the models still look great
>>696329If your model doesn't deform, it doesn't matter if you use quads or tris, outside the ease of modeling.
>>696344by deform do you mean rigging or anything that moves the model's individual parts at all?and if the model does deform, does that mean you should avoid tris?
>>696344Even if it doesn't deform, it matters if one is going to subdivide it, especially for hard-surface models. Subdivided tris = shading artifacts.
They can't even make a proper shortcut.
>>696366It's been how many years already and they still don't have smoothing groups
>>696381Why would i need smoothing groups? Neither Maya or Cinema 4d has them, and i can get any edge sharp or smooth, so why do we should even want them? Care to explain, is there a functionality i don't know of?
How do you do anything when undo is so slow? Its 5 seconds of delay and another delay and another delay cycling through my selections to get to the part I want to undo. I keep everything on an SSD, I tried linking files, no improvement. How does the foundation make movies when every single file has so much undo delay? Does using a really powerful machine speed it up? Does only using ultra low poly scenes speed it up? It all seems so hopeless.
Can someone with a cgpeers account help me seed the blender mammoth series?
Second time attempting to model a car. As a scrub, is this salvagable? Is it worth salvaging? Or would it be better for the learning process to just simply start over?
>>696482You're doing something very wrong with your topology, starting over won't fix it unless you learn why it ended up that way. Show the wireframe.
>>696479>How does the foundation make movies when every single file has so much undo delay?They don't have such a problem. First, they block everything in Maya. And then, once they know what they need to do, they reproduce everything on Blender. This is how they find what needs to be improved on the software. And they don't need to undo anything, ever.
>>696482The absolute FUCK are you doing?Dude, watch some tutorials first, it will make things so much easier for you in the long run.
>>696482For cars there is no better way than using Spline/NURBS patches. After all, the later is still a standard in the automotive industry.
Light passing through a glass material has this wrong pink glow to it. I got the material off the internet, so I get the feeling Im missing some simple step here. Googling is saying its an error for trying to reflect a missing texture but Im not sure how to fix that for a point light.
>>695972>>696153Alright /3/ I'm done playing nice respond to my FUCKIGN post or me and the boys are sacking your fucking fridge
hey blendlets, am I missing something?I like the Alt+RM Nudge command to get to the cardinal orthographic views, but is there another command of mouse shortcut that will orient it on the local axes of the object I'm working on in edit mode?
>>696484>>696491>>696495Basically a severe case of incompetence, obscenely retarded topology and piss-poor planning of extrusions.
>why yes, I was created in blender, how could you tell?
>>696502Sadly I have no experience in animation
>>696588Eyes like paper cuts
>>696598almost nothing to complain about (even motherfucking peachfur on the cheeks) but what's up with the eyebrow reflection?
>>696598im a noob when it comes to caracter arthow do people get skin materials like this?take pictures of escorts or what
>>696588What a waste of technology
>>696526Silence kiddoNURBS or go fuckyourself
Anons I just downloaded 3DS Max. I'm trying to import this character from Blender but I keep getting all these shitty artifacts. Whats up with that?
what's the cheapest laptop I can get to do lowpoly modeling in blender? I already have a beefy desktop that can do any big rendering I need but I need a laptop that can do some 3D/gamedev work
>>696819That's are bounding boxes, not artifacts.
>>696825If you don't need to sculpt or render, you should be fine with basically anything. I would be more concerned about input. Do you plan to use an external mouse?
>>696828I don't normally sculpt but I was thinking of getting a 2in1 for the possibility, but generally yeah I'm planning to use an external mouse
>>696827>>696838I see. Yeah I just noticed that they seem to have my bones in the center. What purpose do they serve, if any? What can I do to minimize them? Never seen those before working exclusively with Blender...
>>696853>What is a bounding boxReally anon? Also every 3D package has some ability to display bounding boxes, either as selection or as object replacement when a certain vert/poly limit in the viewport is reached.
>>6968193ds calls these Selection Brackets. You can turn them off in the viewport configuration.
Hello everyoneFinaly getting somewhere with the shaders. I think it just need some tweaking, C&C please.Shader config and lightning improves your project so much holy fuck.No rig ATM
>>696862Hair is waaaay too glossy. Looks like plastic.Everything else looks alright enough though material wise.
>>696862There seems to be a light coming from below her (reflection on her left leg) and that seems really weird? Try using paramount lighting and giving the light some surfaces to bounce off around her.
>>696916it's just a buttcrack of someone who sat on a air vent grill for 4 hours
>>696951is there something you wanna tell us anon?
how do u have hidden vertex by overlapping meshes to show up?
Real simple stuff on the nodes, for those asking for it. And yes, i can't get the fucking hair right somehow. Idk man it looks flatty and wrong.
What would be the easiest way to smooth out the cross section of these wings? I could just use a ton of loop cuts and then manually adjust the vertexes but that might be time consuming. I tried the smooth vertex command but that messes up the fuselage
>>697019Read up on topology or watch some tutorials before continuing modelling. One look at the model and i know that you are just wasting your time trying to find this out by yourself, nor will you get enough answers here without wasting time, nor will this thing ever look like a proper plane.Go straight to the core of the problem which is you don't know shit about topology and you can easily change that fact in 30 minutes. I don't have some recommendations, sorry, but you'll find plenty on youtube or ask google. TL;DRThis model is fucked, cursed and un-salvageable for somebody like you, learn some basics and try again from scratch.
>>695901Guys I don't know how to really work the compositor so hot, other than scale in compositor and film pixel width I didnt change much, how can I get it to look more stylized/pixelated
>>697114this is what I got
>>697019Do what the other anon said, you can do this shit and get good in 200 years, or actually study about modelling techniques and get good in a week
>>697019>>697023Topology basics are these:Always aim for quads (4 vertices per face), and avoid tris (3 vertices per face). Try to keep each face as regular as you can (so close to a square, but it doesn't HAVE to be exactly a square of course).When you have the low poly of your model completed, subdivide it twice to bring it up. But really, do read up on proper topology. Also, follow along with some tutorials. There are some amazing ones on youtube (donuts!)
>>697116>get good in a weekyeah I know that kind of "good", that's usually Pajeet-tier modelling.
>>697119Unless your renderer sucks ass or you need deformation your quad autism is wasted
>>697137>Imagine being this unironically daftIf your low-poly model doesn't retain its shape when you subdivide it, you're doing shit wrong.
>>697135is "pajeet-tier" better than you? Yes? Then what's the problem? Is your inferiority complex so bad you're worried that you'll be satisfied with the results and decide that it's good enough? Worried about being a disappointment to yourself in finding out that getting good at something takes longer then a week?
While rigging my model the viewport starting flickering a lot so I closed out of the program; I reopened it and the default cube and shit was fine, but as soon as I opened the model back up this shit happened. It just looks like this no matter what I do now but only this model. What the fuck?
>>697209Corrupted file. We Maya now, lol.
>>697210It's just bizarre that it worked fine until I started rigging. Go figure.
>>697209graphic card strong enought and/or healthy + enough cooling?graphics drivers up to date?
I started sculpting with multires before mirroring an object designed to be symmetrical. Apparently you aren't supposed to do that and now my mirror modifier doesn't work, so I'm left with only one half of a sculpt that doesn't mirror correctly.Are there any workarounds to this or am I doomed to retopologize and shrinkwrap my detail back?
>>697209damn she shoved that dildo pretty deep
hey blendlets,use this for your ArchVizhttps://www.grafixfather.com/archipack-latest-for-blender-2-8/
>>697209Are you by any chance using Linux and a Nvidia card?From what I can tell for whatever reason Nvidia has been massively fucking up their Linux drivers since the 4xx drivers came out. I never had a single problem with the 3xx era drivers.>415 - after a while application after application stops "updating" and visually freezes and only refreshes if you manipulate it in a way like dragging the window. sometimes the whole desktop environment gets it but then it's completely game over and you have to fucking restart.>418 - fixed that problem but now any older applications that need 32bit OpenGL don't run anymore because they fucked up in that area and the 32bit drivers for it won't load>430 - won't even fucking let me boot and is stuck in a display flickering boot loop>mfw
>>697282My graphics card is probably garbage because I'm on a doodoo laptop. I'm gonna look into that. >>697338kek, pic related>>697366Nah, I'm using a Macbook (feel free to laugh) so no Linux and not using an Nvidia card. That fucking sucks tho anon. :(
hey /3/i need help with modelling the hair of this characterHow should I go about it?Polymodelling?bevel curves?I'm cluuueless
>>697405I attempted polymodelling it a little while back and got as far as this
>>697372>MacbookWell the older ones had some good build quality at least and are breddy good refurbished... I'd chuckle a bit if you paid the full price for it though. Looking at what you get for the money when new it just seems silly.
>>697405That's quite stuffed with many chunky shapes so it's a combination of techniques. Curves for the pony and sideburns and poly modeling for the bigger parts I'd say.
>>697411Admittedly I didn't pay for it at all so I can't complain. I'm just surprised its this rough rendering stuff.
guys I'm a big fat fucking retard. Dont drink and model at the same time. How do I fix this??? If I put the seam I forgot there and unwrap it just fucks everything up.
>>696947I think she has an emissive thong
>>697429What does it look like after you put the seam? Need to see that to see the issue
Whats the equivalent of this shortcut in 2.81
>>697429Select the rest of the UVs except the part you want re unwrap then Pin(P) it and re unwrap. You can then unpin with alt+p.
I think i finaly got the fucking hair shader right. Same from before but custom Specular texture made a lot of difference. I need C&C before i start to rig. That's the game character i created, the lowpoly version and rendered on Eevee. What do you guys think? Anywhere that lacks of texture detailing?I want to make her as best as possible before posting it into artstation. Idk, maybe do a quick posing animation. How can i make her character reveal showcase better?Some help and C&C please?
>>697479not bad man, not bad at all.make sure to pose her mouth too, you don't want that bitchface on your portfolio
>>697468Anon I could suck your cock clean
>>697479>I think i finaly got the fucking hair shader right.No you didn't, it still looks like plastic.
Poor fag hereCan you fucking pirate shit on blendermarket?I don't mind paying for some good stuff but can they at least give me a demo.
>>697620cgpeers is what you want.Hope you have VPN
>>697621I haven't used a VPN on any trackers. You'll be fine
Hey guys, idk what the fuck I did but my texture painting is no longer mirroring. I moved my model by accident a while ago but I opened a backup file and moved if back to its original position. Clearing rotation transformation and scale didn't fix it either. Also, not necessarily about texture painting, but how do I just mirror a texture on a model?
>>695901I'm pulling my hair out trying to get the texture brush similar to this paint brush style. Any ideas? The artist says they use photoshop, substance painter, and blender, but this looks very painted on in 3D, or at least I have a hard time believing this was painted on the texture map. I've tried making custom brushes in gimp but they've not been close.
>>697751A lot of modelers learn how to draw in 2d to help them with their 3d work. Learning how to render (in the 2d artwork sense) will help with creating textures and brushes
>>697662Nvm I just moved the model as close as I can to an older backup where it was working. But if anyone knows an easier way I'll hear it
anyone know where I can find some lolis? I tried the site but theres only 1 page and of that page the only good ones cost money, theres gotta be more
>>697762Die in a fire.
>>697763but why? I got my answer in the thread btw, thanks fagz
>>697762Try Lolis "Я" Us.I'm sure you'll find some there, and some nice men in suits.
>>697755Well I believe you and truly do want to start drawing. How did you learn to draw? I have trouble finding it as enjoyable as modelling, and practicing feels more like a chore.
>>697771Head over to /ic/, and look at their /beg/ sticky. If you truly truly want to get started on the mastery track, it all starts with fundamentals. Drawing with arm not hands, perspective, values, tone, gesture, then figure. Once you're a decent draftsman, you can move onto painting (digital or traditional doesn't matter). In any case, /ic/ has a lot of really good resources.If you hate practice, you're not gonna make it. Drawing is hard. Drawing well is impossible without proper practice, not aimless doodling to reinforce bad habits. I know you're probably going to hate this and drop out, but try drawabox. Google it. Good luck
>>697775>/ic/shitterdont listen to him, do it your own way
>>697771just read loomis lmao
https://www.youtube.com/watch?v=TPrnSACiTJ4FRESH NEW DONUT
Is there a way to set Eevee to render progressively like Cycles and Cinema4D? I'm autistic and like to watch each block being rendered so I can drool over the shadows/reflections and imagine what the next block will look like.
When did they moved Tools settings into N-sidebar?Or was it always there?Still wish it was back in 'T'oolbar, I don't like switching between tabs to see transform values and dimensions.
Where can I find old beta builds of 2.8?They updated something in Eevee, so lamps no longer work with shadows on my ancient GPU.Do any of you guys have a build from May or earlier?
>>697835I have four builds from before then. 2.80.35 (12/9/18), 2.80.37 (12/12/18), 2.80.45 (2/22/19), and 2.80.46 (3/4/19). These are the dates I downloaded them, not necessarily the release dates, but they were definitely released before May.
>>697835Here they are https://anonfile.com/ib7eRe44nd/Blender_Foundation_7z
>>697830Yeh just slow down your eyes
>>697888I ran out of weed, though.
>>695901So which guide is good to start with?
>>697751Look here you can see a timelapse of the artist. https://youtu.be/MgNGIKJO0TAMaybe you could learn something. Also, this guy usually responds to every message, onions you could ask him directly
>>697903>onions you could ask him directlyYou wanted to write "so" but you accidentally added a "y" at the end.
Guys what's the quintessential shading tutorial? Paid or free, doesn't matter
>>697926Real life. It's free.
How do you get good shadow details with Eevee. I've tried few pajeet's tutorials on youtube but the results were absolutely shit. In Cycle, everything is so easy and strangeforward
>>697900What is your background?Start with blender.org/support/tutorials and blenderguru if you have no idea.
pablomon did some first changes to the painting engine>mfw it finally beginshttps://twitter.com/pablodp606/status/1169286618366300161
yo wtfI imported this XPS model into blender and is has this rig with IK hands/feet that you can also transform like a normal RK rig. how the fuck does this work? It doesn't have any bone constraints
>>697966nvm, its fucking auto IK, something ive long forgotten even existen in blender xd.
>>697878>>697885Many thanks, anon, you are a savior
>>697958in nightly already?
2.79 Faster way to to properly mirror a weight painted mesh utilizing many bones?Hey everyone, been trying to search this for a few evenings now, but unable to find the answer. What are the steps to mirror a weight painted mesh so the resulting mirrored-mesh is weight painted to the opposite side?What I thought would work:1) Armature: Symmetrize skeleton parts that need to be mirrored (bones are prenamed "[bone].L")2) Mesh: Add mirror modifier. Add Armature modifier.3) Mesh: Weight Paint4) Mesh: Apply Mirror modifierThe result is a mirrored mesh that is still weight painted to the original side. For that mirrored side, I understand that one could Mirror the vertex groups and rename them from "[Bone].L" and "[Bone].R", resulting in a working weight paint. However, is there a faster way to do this? For something like a Full-arm item that utilizes 14 finger bones, any other options?
>>697504Not the anon who answered you, but the day I learned about pinning UV's, my mind was blown. Great feature.
Any good tutoriol people that cover random but cool shit? Even just short stuff with nifty kinda vfx stuff I probably don't know how to doGetting a bit burnt out lately and need some fresh stuff to work onNO PAJEET OR DONUT
>>698225mr robot voice might be something for you thenhttps://www.youtube.com/channel/UCzghqpGuEmk4YdVewxA79GA/videos
>>698225Mandala Motion is that to a Thttps://www.youtube.com/channel/UCp7EwodJcppc6GqiRcnCpOw
>This patch decouples input, brush updates and UI updates. This way the UI won't freeze when a stroke is lagging.Holy fuck, finally!Also, it seems like he's really determined to fix a lot of things in Blender that have been annoying since forever.https://twitter.com/pablodp606/status/1169728975243010048
>>697908I don´t understand what happened there. onions! wtf with me!
What's something fun to do? I know the basics, not much else, this is fun though so I want to learn.
Someone tell me why I should learn blender.Im proficient in maya, zbrush, and houdini, and I dont know whether I can even take another modeling/animation software. Im open for any reason!
How do I use the onelux plugin with 2.8?
>>698416>Im open for any reason!Seems like you want to, but you're waiting for someone to give you a push so you have a "reason" to learn it.Just do what you want man. If it seems interesting enough to give a try, then do it. There's not any one thing about Blender that would totally change your way of doing anything in any significant way. Especially considering the programs you already know.If you're really looking for some kind of kick, Eevee is fun to play around with. Takes a lot of the trial and error out of rendering and animating. That's not to say that Eevee makes animating easier, but it's definitely useful to see something close to your final product in real time so you don't waste hours re-rendering something because a light was off or something.
>>698416If you know maya, why bother with blender? You don't actually "know" those three software, do you?
how do I fix this?
>>698437forgot the image
Any Eevee experts?I tried baking HDRi light into irradiance volume, but it still doesn't give me any shadow.What parameter I need to increase for more shading?And is there any good way of imitating HDR lighting with lamps?
>>698438Hit F if you don't need a quad? Or just delete the existing face to the left of it, add a new edge loop on the bottom, and fill it back in as two quads.
>>698438>>698440I gave up on the model, as I probably have to re do it to get good resultsHere's the garbage I was able to come up with
>>698422I've been here for a loooong time, and I've never noticed the "onions" filter before hahahahaha that was weird "onions" wtf
>>698438There's other ways but this is how I'd do it (assuming symmetry )
>>698442Try something simpler, characters are more advanced. You aren't going to learn much if there's too many mistakes to single them out and improve on them.
>>697958My God.I hope he improves the UV system too
I hope he'll never change his avatar. I like keep imaging him as this chubby little ball animal working overtime doing his best for the greater good.
>>697405>>697412I DID IT
>>698447the people's champions are candy-ass jabronis
>>698578Very cool, Anon.I'm always glad to see people actually doing something and especially cool if things work out too.
Youtube recommended me this - https://www.youtube.com/watch?v=_iqvmKn2z8I , and I have a question. 24k tris on a shitty cube? Is he retarded?
>>698590Well he wanted to show off boolean shit and to prevent it to look jaggy he just put a massive subdivision on the whole thing to make everything look shiny and crisp to wow his viewers.Usually boolean modeling results in messy shit mesh like sculpting so you need to retopo it anyways afterwards (or don't be lazy and do a clean mesh from the start without boolean shit).
>>698585Thanks, anon. Means a lot! :)
>>698596Good advice, thanks. Always wondered what's the point of it if it sometimes doubles the vertices.
>>698610No problem.Boolean techniques can be helpful when you want to quickly sketch out things in the concept phase. Can even work well enough for 3D prints and in those stages polycount is not that important (as long as your machine can handle it without too much pain). But as I said, if you want to use it for anything after that, especially anything animated, you need to retopo it just like sculpts.
For anyone with he experience, is it worth learning to model in 3DS Max? I’m already familiar with modeling in blender and it’s pretty pleasant generally speaking, but I’m not sure if I’m missing out on a better workflow by not learning 3DSM.
>>698578Impressive. How? Was it really that hard?
>>695901>decide to finally move on up to 2.8>exited to make decent models>"windows cannot access this file, you may not have permissions to access the file">spend hours trying to fix this shit>give upBack to 2.7 it is then
>>698438I would delete the face on the bottom where where the two faces meet to create a triangle, delete the triangle, and extrude a new face from that base of the triangle. because you have a 6-gon, a 5-gon, and triangle
>>698684You're probably too stupid to follow but you just had to manage permissions on your file, wasnt blender fault.
>>698633It was entirely poly-modeled. I made modeled a lower poly version of her scalp, and then modeled every single bang of hers by basically making a line of vertices, extending them on both sides to make a strip, and then morphing them into shapes that closely resembled the reference.If I wanted it to have a sharper edge, I would add a second edge loop at the center, like I did for the bang in this image.
What's the current consensus on 2.8? Do most people use it over 2.7?t. been out of the Blender scene since late 2017.
>>698632No, but Max is King in archviz plugins, models, etc.. if you want work done for you learn Max, if you plan to do everything from scratch stick with Blender. Also, the fbx import feature is really impressive.
I'm thinking of switching to blender from maya, anything I should be aware of?I've heard bad things about performance and rendering, what's the blendlets' opinion on those claims
>>698734Try it for yourself, and report back.
>>698735I will eventually, but it'd be faster if someone told me what to look out for ;) ;) ;) ;) ;) ;) ;) ;) ;) ;) ;)
>>698740There is a high chance you will develop homosexuality.
>>698742too late, now answer my question or I'll stop bumping your dead thread
>>698743>now answer my questionNo.
>>698744if you don't, I'll stay an autocuck and WILL shitpost about how retarded blendlets are
Anyone know if there is a way to snap to grid properly, not just move in incroments?
>>698887if 2.8, top middle of the ui
Is blender good software if I want to learn the full package - creating an animation from scratch?
>>698898Sure but if you want the full hardware package you gotta come to me *zzzzzziiiiiippppppp*
What is the best approach to make a whole character model from scratch? Especially to make the topology not garbage.Like is the some tool or thing I'm supposed to do other then just extruding and positioning?
>>698902sculpt then retopo if you don't want to move dots around
Is transparent glass not supposed to be a thing in eevee or am I being dumb?
>>698934Thanks. Material settings is the only thing I haven't checked.This seems kinda unnecessarily obtuse, to be honest.
texture/material retard here, how do I do simple materials like leather/denim/polyester in blender cycles/eevee? Ideally stuff I can bake to an image. I want to get materials that look kinda sleek and simple, but defined like those in games like smash ultimate or even kof14
Hi, i'm new to 3D, i'm playing with the smoke physics right now and i stumbled into a problem.Quick smoke do work but when i do the domain and the flow myself the smoke just doesn't show up even though the settings are exactly the same for the quick effect, i followed to the letters some tutorials but i just can't get it to work and google doesn't help, anyone know why?
Are there any tutorials that focus on making backgrounds like this? Something kinda simple and isometric for a game map.
>>699019find images of denim with bump and normal maps. Hopefull with a spec map as well. From there, use principled shader to... well i'm sure there are tutorials, to tired to explain here.Gl hf
>>699046ideally I'd like to make them all from pure scratchjust an autism thing
>>699048I'm sure there are tutorials on procedural generated materials like denim, sounds like a common enough exercise. K sleeping so not looking it up for you, bye
a bunch of pablomon sculpt stuff just got committed to master
>>696017im with u bro
Is there any effective way of having internal renders not either look fuzzy as shit or take forever to render?
>>699036there's a bunch of modular tutorials, mostly for maya or 3ds max but you can port that, you can retopo architectural assets also ....https://www.youtube.com/channel/UCgpZCLvujvdWRAZBpU4_p-g/search?query=Environment+Modeling+in+3ds+Max
>>699165>Docker studWhat the fuck is thatDid I just get hacked?
I'm trying to join a set of faces that were shapekeys. Shape aside, they have the same number of verts and same uvs. When I join them as shapes, they deform horribly. How can I fix this?I'm using 2.79 and have done so on a retarded basis for a few years.
>>699207Sounds like your vertex order got fucked up but it's fixable.https://www.youtube.com/watch?v=qTgSLYY9uew
>>699211That took me so long to figure out I don't think I've actually saved any time from when I was doing it manually, vert by vert, lmao. It'll be good for next time, though. Thanks!
>>697182true but you need to manage edge loops to hold edges for this, its why when box modelling you have subsurface on while modelling, to have edges held with your edge loops.alongside quads, you want the edge loops to be selectable
im stuck in 2.79im getting a drawing tablet soonim diving into sculpting next, im decent at UV unwrapping and box modelling, where do i started with 2.8?
>>698617boolean is pretty good to get your edge loop for the thing, then you can fill in your surface and do cuts
>>699249anon i'm on the same side as you but you're coming off like a faggot
>>699249Get laid pedo
>>699256Blender is a shit tier sculpting program, get Zbrush or literally anything else you moron
noob here. How do I get hid of this tumor on the inside of the mesh?
>>699345Delete blender and get yourself good sculpting software
>>699345edit mode > select the tumor > delete vertices > voxel remesh?
>>699345I forget where the option is, but there should be a checkmark that says "don't retopo other side of mesh" or something to that effect.Alternative? Erase, add sphere, resculpt (with clicking that option) to fix
>>699395cut it out, fill it
>shader to rgb node completely breaks when using cyclesIt makes sense, but damn does it feel stupid.
should I always apply my modifiers when UV unwrapping?
>>699568It depends on what you're unwrapping and what modifiers you have.Generally I don't unless I absolutely have to.
https://twitter.com/exppad/status/1172041599758606336Man this shit is cool as fuck
>>699709pretend im a dumb blendlet that doesnt know anything else an explain to me what am i looking at here
>>699710it lets you use houdini assets as blender modifiers is the explanation from him. Its nowhere near ready to be used in a professional pipeline, but if it keeps progressing we'll be able to use houdini alongside blender very nicely.You know this is actually kind of hard to explain because I am a dumb blendlet myself who likes all that procedural stuff but it makes my brain hurt to try to do.
Is subsurface scattering only available within the principled BSDF shader in eevee? I'm trying to add SSS to a custom shader but it doesn't seem possible.
Why arent there dedicated websites for NSFW tutorials? Anyway hey /3/ whats the best way to make a boob bigger? So far I just keep selecting the other parts of the torso and hitting H to hide them, then playing with the pivot. This can't be the best way to do this, but I can't find large-breast or inflation tutorials to reference from.I'm sure I'll find other uses in the future for any answers, but I keep getting stuck mostly on boobs, so.
>>699911with pivot set to median point, select an edgeloop and scale then translatestart near the chest and work your way out towards the nipple
>>699911Create high rez model > retopo. That's how i would do it...one problem at a time not 2 at once. Form first, topology later.
I need help.I am trying to make an object that sort of cuts into another. I want the above object to make the below one transparent only where the above object was.I can get this to work with the above set up, the black object is transparent and it cuts a perfect hole into the sphere. But this only works because there is only 1 transparent thing, if you were to have both of these behind another transparent object it doesn't work. I'd have to use some math nodes to get it to work, which is fine but I'd have to manually input the current highest amount of transparent rays every time and I want it to be automatic.Or is there a completely different way of doing this and I'm just dumb?
If I have two faces connected to each other in the shape of an "L" (floor and one wall. how do I turn it into a symmetrical box?
Why is Blenders bone rotation system so convoluted? Why isn't it simple like Maya?
>>700061it uses quaternion by default, which is retarded if you want to read/modify rotation directlyyou can switch it to euler in the transform properties
>>700053mirror modifier or Mesh>Symmetrize in edit mode.
How do I stop objects sharing the same pose space and make it so only the active object is able to be posed, like before 2.8
anyone know why i just randomly cant save renders sometimes?llike, renders finished, i click top left Image tab > save as > brose to location > type in name > save as image then the window just closes and nothing happensi have tried png, jpeg, exr
>>700376Maybe it's a permission problem if you started saving in a different folder or security settings got changed. Try running blender as an administrator.
Do any of you use the radeon prorender instead of cycles? Is it worth switching to?
Is "beauty pass" a sexist term?Serious question. I have a slide that says beauty pass on it, and since beauty can mean "beautiful woman", I'm worried about getting #metoo'd.
>>700402I wouldn't worry about it. I think they have enough other things to be offended by to not care about that word for now at least.
>>700453Why cut it off before the end?
>>700455>cut it off before the end?it's done at 1.35 basically, I should turn on the cavity in the viewport to record the video, sorry. I use that to do this
Is it possible to " crop" my fence and keep only what's inside the red box?
>>700453>hits "Voxel Remesh">object just gets subdivided a fuckton Lol blendlets
>>700453Is that the sculpting branch?
https://twitter.com/pablodp606/status/1173599074374823936we truly live in the future
>>700461that's all I use that for basically, I could use subdivision surface and a couple of loopcuts too but that's faster.>>700462Yes
>>700467Cool! So is that branch actually usable or does it crash all the time?
>>700459sure, you could quickly use booleans for that
>>700469I use that branch only, it's ok but sometimes crash, you have the File > Recover Auto Save, I think the program just need a first save to start that.
>>700470Cheers to you mate it's worked.
>>700109but what if its part of a larger mesh?
I'm doing my first fully rigged model for a friend and am fuckin lost. So I rigged the body which is alright, and I have added teeth and hair and eyes etc. The jaw as seen is currently posed to be open. How do I add the lower teeth object to the jaw bone without it instantly moving my teeth from their location and like below the jaw? I like how they look right now on the jaw.
>>700419famous last words
fresh bread >>700590