Studio Khara EditionPrevious thread: >>700590
reminder to try 2.81.sculpting was painfully slow for me on 2.80 but I just tested to sculpt on 3 million triangles and got butter smooth feedback and about 15fps when I made the brush half as big as the whole object. massive improvement and hopefully soon the edit mode will get some speedups too
>>703921but I want to stay on 2.79 where I know where (some) things work. The ui of 2.8 confuses the hell out of me.
reminder that 2.79 is superior in everything that matters (including UI)
How do I make beautiful skies, lads?
>>703938lots of hand painted happy little clouds
Was OP's gif actually made in Blender?
>>703920How they do this? Magical.
>>703947Studio Khara is using Blender for quite a while now, so probably
Are there any good examples or tutorials on how to properly rig thighs and hips? I'm trying do get the best deformations I can only using helper joints but I'm not really happy with the results when I push the leg poses. I would use correctives, but only if I think I have a good foundation with the armature weights.
>>703932Same.tried all the old keymappings, almost nothing works anymore. I hate having to hunt for shit in the new UI too.
>>703959Poor brainlet, unable to adapt to a new UI. Imagine if you had to learn new software from scratch for a job.
>>703965less a matter of 'can't' and more 'why even bother'
>>703968Why even bother, indeedBlender is pointless, gets you nowhereLet's end our suffering already
>>703920What's this from
>>703968>'why even bother'Never gonna make it.A good artist looks at new techniques and workflows as a challenge to improve and gain a new understanding in their art, and how to incorporate those new ideas into their art to create something new.I'm not saying 2.8 will drastically change how your work will come out, but being a sourpuss because you can't be bothered to learn a new thing that'd take all of 10 mins to get used to just means you're gonna stagnate.
>>703984why are you getting emotional and calling me names? you care about this a lot more than I do
Any pitfalls/caveats to be aware of migrating from 2.78 to 2.8/2.81?
>>703920Imagine being good at drawing anime and using 3d software.Basically god-tier wizard at that point.
>>703986So it's not even actual geometry?Was hoping there'd be a way to do it in real-time. I do remember seeing a blog post detailing how Guilty Gear did it, though it's filled with weird geometry tricks that you can't actually do in real-time outside of a controlled environment....like Guilty Gear's 2D viewpoint.
>>703985He's right, I know people with this mindset and pic related is what they can do after 10 years of 3D modeling.
>>703990Subdivision is broken in 2.80. Anything you model with the intention of being subdivided will look different in any other 3d program/render engine, so you can only use those models safely in Blender.
>>704000Damn. Haven't heard about this before, thanks for the warning anon
Is it not possible to have the screen on the right update in real time as I'm sculpting the mesh on the left screen?
>>704065it should be already
why does blender have safe space threads anyway? imagine if someone made /autodesk/ general and put a gif from Disney's Frozen in the OP
There's an Autodesk general literally on page one. No (You) for you.
>>703985I wanna see you improve and make good art anon.Sourpuss is hardly calling someone names.
>>704078More of a containment thread, like the Daz thread.You don't want Daz shit spilling out into other threads do you?Same applies here, kinda.
>>704085This is high quality CG we're doing here, okay?pic related.
>>704000y models were brokenSo that's why some of m
>>704125Nice, looks just like the "real" Moon landing.This is proof that it was faked. Rocketlets btfo.
>>703989the thumbnail looks really nice, full size not as much
>>704125>>704143That's no rocket. That's a space shark.
>>704000You can always copy and paste your model into 2.79 though.
Been trying to get into designing and photo editing as a side-hobby for my music production. Found this pretty cool guy called Ducky 3D who does some amazing tutorials. If you’re into sci-fi shit and the works of Beeple, he’s the one for you.
>>704211thx!curtis holt does some similar stuff, also cool.
>>704170Yes, but that's not the issue. If you model in Blender 2.80 using the subdiv modifier, and then you bring the mesh to another program or different version of Blender, the differences in the subdivision algorithm will make the model look noticeably different. This is unacceptable in any production pipeline. Even if you only use Blender 2.80, what you make now may look different in later versions of the software, binding your work to 2.80, or forcing you to fix the meshes if you want to use them elsewhere.
>>704250>will make the model look noticeably different.that might be true, but can you show any examples?
How can I prevent movement on an axis?like I wanna freely move around and edit a mesh, but only along x and y
>>704273Purple is the mesh subdivided in 2.80.
>>704250>>704287that's ridiculousfile a bug report
So I use 3DS Max but since this is the most active help thread I figured I'd ask it here. How would I go about rigging my forearm/wrist so that it doesn't shrink and twist the wrist area? Anyone got any tutorials or references for it?
How do I make beveling not do fucking this, I want the lower part to not suck in and down and just fucking stay even with the shit already there
>>704333Just use axis-restricted vertex snapping to realign them for manual cleanup. I just tried all the options in beveling and found nothing that fixes this.
>>704278shift + z my man
Whats teh addon that makes dragging connectors node to node on the node editor easier?i got a 4k big screen and its still a paini remember isaw a YT video that covered exactly the plugin im talking about, im sure its on already included but i cant find itim not talking about node wrangler btw.. unless node wrangler has a hotkey for what i want and i didnt know about iti mean like, dragging the connector to one to the next, i feel like it doesnt snap as easy as it should especially if im zoomed out
this japanese dude makes some clay-stopmotion like animations and while it seems a bit low effort it's still enjoyable and kinda efficient actuallyhttps://twitter.com/gekidan_neko/status/1178950344144896002
Is Retopoflow any good?
>>703959You realize you literally have the option to turn all the old keymappings on? Dumbass
>>704387You don't even know what low effort is then...
>>703921is there a 'make hot girl' button already in 2.81?
>>704299it's a conscious change which makes the resulting mesh get projected to the limit surface of the catmull-clark algorithm
>>704415Source, please? I assume the devs would have made a warning note about this.
Anyone use the Grove? Looks like a strong treegen but the branch and trunk geo looks bad in many examples. Can't tell if it's software limitation or bad artist?
>>704425https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/ModelingScroll down to Limit Surface.I'm using the very latest versions of Blender but I think it's possible to copy and paste the mesh from 2.8 to 2.79 and back, which is some kind of workaround.
>>704431Oh, well. They should make it clear on the software itself that it's not doing subdivision anymore as usually understood. Otherwise, it's bound to confuse people.
>>704400Can't you just use it in 2.79 then?
>>704309Please help me
>>704485I don't think you'll find help for 3ds Max issues in a Blender thread, anon. Go ask on the /questions/ thread. Or, if you're feeling adventurous, you can go to Polycount forum and ask there.
>>704485forearm twist bones bro
I can't figure out how armature animation works at allI go into animation mode, select a bone, make a keyframe, go onto a different frame, move the bone, make a keyframe... And there's no animation, it doesn't return to the original position when I go back to the first frame.And for some reason, nothing appears on the dope sheet unless I select a specific bone, no matter which bone I was trying to animate.
>>703958So, nothing? This is still kind of a problem area for me and I can't really find any references or resources that could help.
So I made a character with MB-Lab and tried to load a bvh mocap animation. Blender locked up while it loaded, so I alt-tabbed out to do something else. When I went back, this is what I got.
>>704508Nevermind I just didn't understand how creating keyframes works in 2.8
For some reason generated texture coordinates won't work on one of my meshes but it works on the others in the same file. How do I fix it?
Noob here, using eevee. What is wrong with the lighting in eevee?The shelves are all solid, no transparency in them, but still the light passes through the back.How do I fix it?
are there any decent text tutorials for learning this shit?the sticky is hilariously out of date and most of those websites are defunct or don't contain what the sticky says any more, and all I can find with normal searching is youtube tutorial shit
I just realized that if you rotate/flip an UV of a face then a tangent normal map will have way different and often times incorrect shading even if it's a completely flat purple normal map.I have a scene with tons of flipped/rotated UVs because it uses a trim texture and I didn't know the face angle matters for the shading. Is there any way to fix it or do I just have to go and redo the entire scenes UVs?
>>704687Make them thicker
>>704711I did and it doesn't help a lot.
>>704687>>704728Didn't use eevee a lot for rendering yet, so I'm not sure about all of it's workings.But could it be that if you render a frame with f12 it's fixed - so that these simplified shadows only appear in the viewport?
>>704687Eevee isn't a raytracer, so shit like that happens a lot. Use the Irradiance volumes in the add>light probes to bake lighting info. Size it up to your room, give it a good amount of sample points (in the same tab you mess around with lights in), then hit bake in the light volumes section of the render tab. It'll take a bit to bake the lighting depending on how many points you have, but yeah.You won't be able to change your lighting without re-baking it though, so only really bake it when you need a good preview, or you're done.You can have multiple volumes as well. Generally it's good practice to have one cover the scene at lower sample points, then your focus covered in one with higher sample points for more detailed lighting there. Also, emissions don't actually give off light in eevee, but if you bake the lighting they will and interact with objects as well (same for indirect lighting bouncing off objects).Also, it doesn't work all that well with animations. Like you can animate other objects and stuff just fine, but for obvious reasons you won't be able to animate your light volume. So it won't work all that well for moving scenes.
Hello. Anyone can help me with this "hollow" extra reflections, please. I tried to find answer in the internet, but there seems to be no solution to the problem. Don't wanna give up, but i don't know what to do.
>pc crashes>blender file got corrupted>a 5h of work is gone>realize blender makes backup files filename.1blend>load that file>it's all herethanks you blender
Bros we need to make Blender more accessible to Maya users, this can't go on like this
>>704728Show me your render settingsIs this cap from rendered viewport or lookdev?
>>704778How do you make a cube with round corners?
>>704782The bevel functionality was removed in 2.8 you have to sculpt your round corners and retopo them from now on.
>>704687Turn up the exponent value on your lights.
>>704779Film settings - filter size 1.50 pxtransparent checkedoverscan unchecked
Does anyone here know how to work with normal maps? I have a half of a corridor and the moment I put a mirror modifier on it the normal map just shits itself though for no reason? Do I have to model and UV map both halves of the corridor manually even though they are entirely symmetrical?
>>704805The answer is that normal maps are cancer. Flip the mirrored half of the model "inside out", it's technically wrong now and you should generally avoid this, but this way the normal maps look right and as long as you don't cull out backfaces it looks like it should.
>>704784stop spreading misinformation. It was not removed from 2.8.
>>704778To be fair, modeling in Blender requires pretty high iq.
>>704814If that is the case, why is it that most Blender users I come across are barely functioning retards?
>>704782Since they removed bevel with 2.8 the easiest way now is to just start with a sphere and sculpt/scale it into the rough shape, important to get corners the way you need them first try. Then place cubes on each side, so 6 sides like you are boxing out a square, then just use Boolean modifiers and squish in the cubes so they square out the sphere but leave rounded.corners.Takes only about 5mins or even 3 if you know what your doing. I don't know what tutorials this guy was watching to have so much trouble though.
>>704816Based Mayabro, btw I'm still trying to figure out how to bevel the edges of a cube, can you mail me the solution if you figure it out before I do?
>>704818In which software? Blender?
>>704817>they removed bevel with 2.8I feel like I'm missing some inside joke here.
>>704822the joke is retards are too retarded to bevel an edge but decide to complain they can't round a corner
>>704825Don't spread misinformation please
Just realized you fucks were memeing but, posting broof anyways
>>704827Fake as fuck.
>>704828Why does everyone on twitter sound like a colossal faggot?!
>>704838What did he say that triggered you.
>>703933this the kinda guy to use the alpha add-on version of EEVEE just so he can stay on outdated old software
>>704841Typical millennial/zoomer insanity. They also sound mentally impaired.
>>704805I've gotten past this by making sure to apply the mirror modifier before exporting to xnormal, they have overlapping UVs but baking both sides lets it handle that seam. It's like if you take the mirror modifier off a subdivided circle, it flattens out at the middle because there's no interpolation towards the other side anymore.
>>704817Thanks for this, I'm pretty pissed there is no more bevel but I will make do.Here's what I got, I think its very cool actually, I can think of a few ways to implement this in some projects I'm working on.
This website honestly breaks my brain. If people really are trolling about the bevel not existing, I need to admit to defeat here. I can't keep up with the trolling anymore. This is so stupid and ridiculous. I can't believe we are at a point in time where this is a thing. It's not even confusing. The people trolling literally sound retarded. Like I almost felt bad that you guys were legitimately that dumb. But then realizing this is all a ruse, make me even more sad because you guys really are that bored and dumb. My brain just cannot keep up with people pretending to be stupid as fuck. Ya'll win. Congrats.
>>704745Don't forget to try "recover> auto save" as well. Often I find that the ones there are more recent than the .blend1 files. The blend1's are just a backup whenever you save, but the autosaves are just that. I've got mine set up for every 5 mins. It's never caused me problems, and always came in handy when I had a crash.
>>703933Reminder that you're a contrarian fool who is probably too dumb or lazy to learn new superior UI.Pre 2.8's UI was objectively shit. Almost as bad as Zbrush's.
>>703971Currently using Maya 2019.2. I can't even create a separate inset of every face of a simple cube as it duplicates geometry and turns the cube black. I know this is a bug, but given how much time it takes for autodesk to publish an update, I'll actually have to use blender to get shit done.Thanks to the blender foundation for making FREE software that works, and thanks to CG peers for allowing me to use overpriced, broken and sluggish software for free.
>>704896Good job. Beveling by hand is artistically superior to using whatever crappy bevel algorithms other apps come with. This is another reason to favor Blender. Only with Blender can you make a cube with SOUL.
>>704914Beveling by hand also encourages a soulful, minimalistic type of game design. By using thousands of triangles for every bevel, you need to use more simplistic shapes and less total objects in realtime rendering. This results in a game that fully utilizes the processing power of modern computers while also replicating the superior artstyle of the 90s.
>>704735I'm really longing for a good tutorial that covers Eevee lighting and when to bake not to bake kind of workflow. Especially with as you mentioned, using multiple volumes at separate samples. I hadn't thought of that.Like, I find myself rebaking so often to try check things are okay as I'm developing my scene but at least for my PC, it gets pretty intensive and annoying.Maybe I need to spend more time.blocking out and sticking to it.I feel like especially archvis scenes I move stuff around at the end and probably that's why im constantly fidling and rebaking.
Everyone keeps saying that in 2.8 the search menu opens by pressing F3, mine still opens by pressing space even though I haven't set the keybinds to classic 2.7 mode. Play animation is shift + A or something.
>>704896Cool, I do prefer my own solution though, I think its a bit simpler.Start with cube > subdivide it about 10times > into sculpt mode , then turn on symmetry for x y and z, > then use the smooth brush, default settings but change the size to be as deep as you would want the bevel to be < smooth out all the corners, or not all! its up to you > back to normal edit mode > go to orthographic perspective for each axis (i use xray to do 2 sides at once) and select the center vert, then ctrl + + to grow the selection to the edge of the bevel > delete faces > go to edge select and select the loops left by the holes you just made to make it a single face to save on computing power.
>>704928This is how next-gen games are going to push graphics further, Crytek plans on switching to Blender and using ngons to make Crysis 4 look better than real life while getting 144 fps at 4k on integrated graphics. They'll also be using a revolutionary new texture optimization technique where they use 16777216 1x1 textures instead of a single 4k textures. A 1x1 texture is so small that they can use a practically infinite amount of them without straining the computer.
>>704923If your environment is static, bake it. That's pretty much it. Bake after you're sure you're done lighting, or you just want a more solid preview.You shouldn't need to bake your lighting while you're actually doing it. Just worry about the overall picture when you're lighting, and remember in the back of your mind things should come together when you bake it out.
Anyone know of a good way to emulate materials/colors under a blacklight? I've done quite a bit of searching around and have come up with next to nothing. Searching for ultraviolet or UV light comes up with the obvious results (UV mapping).I figured it would be pretty simple (a mix of emission and diffuse probably), but it's not really right, even when using purple light. There's something missing, and just mainly looks like washed out diffuse. If anyone has any tips, or even a solution I'd love to see it. Thanks.
>>704904A little hint. It's been especially true since about 2014.
>>704938Think about it for a moment.If you want a one-click solution for UV effects, first the software must know the physical properties of each item in the scene since things react differently to UV light.I don't see why you don't just eyeball the effects for the stuff you have in mind and tweak the shaders until you get a similar look.
>>704945mmm yes just ponder for a mere moment and realize you must simply emulate the effects of uv reactive materials, such foolish anons are about they don't even pontificate such things
>>704946Then excogitate a bit moar and come up with a solution like paying someone to program you such nodes.
>>704828Imagine having all that amazing technology at your fingertips and then you use it to shit out anime garbage
>>704953bitch, it's free of charge so what's the problem. thousands even use blender to just wash their files from metadata inside their projects because they can't stop using industry standard software loaded from some shady places like some idiot lol
>>704944Descartes didn't say that, you fool. It was Hegel.
>>704828>https://twitter.com/Harbige12/status/1183376366533828609Is this grease pencil?
>>704971Now, now. There are plenty of people who just use Blender to play with videogame assets like a glorified Daz3D.
>>704933Hey, you are joking, right? Sorry, autism. If the subdivision stage of your renderer can't handle n-gons and tris then it's probably time to throw away that shit and reconsider your choices as a software engineer. t. BSc Computer Graphics, Imaging and Multimedia
>>704987I think it is 3d, #bnpr
Anyone here with experience in importing CAD data into Blender? I want to bring in a reduced version of my homebuilt aircraft model for visualization purposes.
>>705011When will it go final? Another 3 years?!
>>705012dont be silly, just 3.5
>>703921>sculpting was painfully slow for me on 2.80 but I just tested to sculpt on 3 million triangles and got butter smooth feedback and about 15fpsLolwut, what kind of potato are you using?I get 60 fps at 50 mill, with some hickups when it's updating. Never really have any reason to go beyond 16 million tris though, and that's completely smooth on my end (2.80).
>>705012See https://developer.blender.org/project/view/88/and https://wiki.blender.org/wiki/Process/Release_Cycle
>>705016You must get mad pussy I bet.
>>705029My wife's pussy is pretty normal, I think.
How do I move from beginner to intermediate?Is there some smooth curve of objects of increasing complexity I can follow?
>>705032Learn about edge flow, topology, and how you can use edge loops to sharpen details without fucking up the areas that don't need to be sharpened. For your first lone project, pick something fairly boxy with only hard surface features. Don't pick something that has a combination of organic and hard shapes like a plane or car.
>>704945>a good way to emulate materials/colors under a blacklight?>emulate materials/colors>emulateReading comprehension man. It's like you read every other word. If you don't know anything about it, why even answer?>I don't see why you don't just eyeball the effects for the stuff you have in mind and tweak the shaders until you get a similar look.I already tried that.>I figured it would be pretty simple (a mix of emission and diffuse probably), but it's not really right, even when using purple light. There's something missing, and just mainly looks like washed out diffuse. There's something with blacklight lit materials that is just weird. Like they interact with the light or something. It all retains its physical properties like roughness, but it glows at the same time. Any time you mix emission into a shader though it pretty much overpowers all of that.Nowhere did I mention a one and done solution either. I'm quite fine doing it myself, I just wanted to be pointed in the right direction, or if anyone had any tips. Which is the whole point of me asking. I appreciate the response, and I'm not trying to be a dick, but damn man, read and think fully before responding. Thanks I guess, you didn't really help, but I'll keep at it.
>>705032Start with a very hard project and keep failing until you make it.
I have this object half that I want to mirror / duplicate and merge together along its middle edge. I tried RMB and setting the 3d cursor to one of the verts at the middle edge, and then mirror.I tried the mirror modifier but it didn't work.I tried duplicating and scaling across my axis by -1 but it didn't work (Y axis). I pressed period and set my PIVOT CENTER for rotation / scaling to be 3d cursor.The object is not located at the origin. across my axis but it mirrors along the _orange dot_. What do?
>>705047Set the cursor to that middle point you want to mirror at, then right click the object, "set origin", origin to 3D cursor. That orange dot is the origin of your object, setting the pivot center only works for edit and object mode manipulation, not modifiers.
>>704987>>704828>Is this grease pencil?yes>>704996>I think it is 3d, #bnprno, it's clearly 2d and tagged #2danimation I don't think he knows that #bnpr means blender non-photorealistic render, he's a ESL.
>>704938Getting somewhere at least doing it on my own.Still missing that X-factor though. Taking the color and dividing it with the light color (purple), ended up bringing it closer to how it's supposed to look. Though predictably it doesn't work with every color, white turns pink instead of blue-ish. If there was a way to selectively mix colors based on what's coming in I think I would be pretty good. So I'd be able to mix purple in for the colors it works with, but another color instead for things like white and yellow. I could probably do something with math nodes, or separating rgb, but that's kind of advanced for me.Another thing is trying to get a purple hue into the shadows. I thought I could just mix it in, but none of the blending modes really do it.It does have a nice purple rim lighting effect when viewing it just from the shadow side. You can't see it in the picture though.
>>704817>>704896>>704928Amazing posts, bravo.
>>703920>>704828are these 3d?
>>705116OP is a mix between base 3D human rig with 2D on top but the other one is completely 2D
Is there anything you need to know when exporting normal /height maps from substance painter? I already got tripped up by directx normal maps and fixed that, but the height maps still look different in blender compared to SP.
How many of you actually sculpt in Blender 2.8 as opposed to Zbrush?I used proportional editing a fuckton in 2.79, but it looks like everything I used it for, a sculptor would do better and quicker.
>>705138I still sculpt inside Sculptris and then export it over to Blender for details and everything else.In Sculptris, sculpting is butter smooth and I love how the mesh stays smooth while you're at it, even when you just roughly pull out shapes.In Blender, it just looks disgusting all the time until you manually smooth out shit and feels clunky as fuck.Yesterday, Blender got a patch that does mesh relaxation on click of a button but a tiny fucking decade old freeware program does it automatically, in a really subtle way but it is enough to make sculpting so much more pleasing. The standard brushes are also perfect compared to what you have out of the box in Blender.
>>705161Oh also inb4>just activate dynotopo and smooth shadingIt's not the same, it's how Blender does not relax the mesh a tiny bit while you're working on it and how it pulls the mesh apart and how it does this that makes it feel kinda disgusting.
>>705170Blender tutorials seem to become the next letsplays. I saw so many stupid ass people make tutorials while they obviously don't have any clue. Even their channel history is proof of that. Fucking ad money greed.
>>705170Hey Pablo is the IK chain pose tool in 2.82 alpha? I can't see it anywhere
>>704400This is why I don't bother using Blender anymore. All of this stuff (Retopo, actually good UV tools) are included by default in pro packages. With blender, if the add on dev decides it's over, well it's over, and you're left with the default empty shell that blender is.
>>705194No, it highly depends on what you want to do with it.In "normal" workflows, you can do pretty much anything 3D with Blender and even do freelance work just fine but if you want to emulate certain workflows you know from other software or you fell in love with a ton of addons you NEED, shit gets ugly quick.Years ago I enjoyed adding tons of addons to my Blender but after many devs just fucked off and stopped updating, I just got used to get shit done without the help of dozens of addons. Luckily, Blender's development is going on a nice pace, especially since this year so there's less and less that I still miss but I understand fully when some people walk away from it again when shit doesn't work the way they expect it to do (a bit like coming from PS and trying GIMP but then again Gimp is an actual turd)
>>705196Try Krita instead of GIMP and move to Manjaro while you're at it. It's a free boost anyway. https://www.youtube.com/watch?v=cpE2B2QSsa0
Pressing Alt+Z no longer toggles x-ray mode for me even though it is bound in the preferences / input. It was working yesterday but today nothing. All i was doing was modelling. I'm this noob >>705047Now my workflow is all messed up. I tried in 2.8 and 2.81 and its the same thing. What do?
>>705212are you sure your not in lookdev?x-ray only works with solid or wireframetheres the xray button at the top right, is that working?
>>705171The money is supposedly shit now and unless you upload every day is barely minimum wage.
>>705215Does it matter for an extra source of income, though? It's not like being a professional youtube tutor is a legit occupation or some shit.
Is there a non-retarded way importing models from Honey Select / Honey Select Unlimited into blender with their UVs and textures intact?
>>705137Check your displacement settings but also post a pic of your shader setup. There's a lot of ways plugging in height and normal can go wrong.
>>705129so does blender's grease pencil offers anything more or something special than traditional 2d animating software? do people actually use it for 2d animation?
>>705265You can draw in 3D space>do people actually use it for 2d animation?Yes
A general question from a CGI noob, what generates the noise in renders?
Dobarro did PolygroupsSculpt Face MapA new system to manage visibility in sculpt mode. You can modify the face map and hide parts of the mesh while sculpting without using masks or box selections.The face map can also be used in new features in the sculpt tools, automasking and remeshers. #b3d
>>705273You can paint and tweak the Sculpt Face Map directly with a brush. New face maps are added automatically.You will also be able to generate the face map using the sculpt mask, mesh visibility, mesh connectivity, normals, UV islands, material slots and vertex groups. #b3dhttps://twitter.com/pablodp606/status/1184433058063245318
>>705271Lack of enough sampling to "fill in the gaps". In a sense, noisy areas are regions where the camera couldn't gather enough information to fully depict the scene, because not enough light samples were taken.
>>703920Is there a way to get the base models from Honey Select and Koikatsu Party? (they use base models, do they?)Souces? Links? Suggestions? Thanks
>>705311This is a blender thread, you need to ask that degenerate shit in questions. Also, don't make another HS based porn game, all of them are extremely bland and worthless. There's no money in that.
>>705307Cheap advertising, right there in the face of your beloved open-source software.
>>705314>they don't usually create 3d prototypes of new shoes before going into highly expensive physical production.I'm sure It's not just for advertising.
>>704995>a bachelor's>in multimedianot only is the major you're taking fucking useless, you stopped at a bachelor's? how sad can one get?
How do I get rid of normal map seams?
>>705171Yeah, it pretty funny how channels like FlippedNormals regularly dismissed blender before they realized how many viewers it brought to their channel. Now the majority of their stuff is about blender.
>>705171>>705323Maybe.. that's because blender before 2.8 was irrelevant and clunky? :thinking:
>>705321I immediately found work after that, so fine with me.
>>705320They most certainly use CAD software for that. Product visualization, on the other hand, is a more plausible use of Blender. Although with the lack of third-party renderers, or features typically used for product viz in Cycles, it's difficult to imagine what kind of use they may be making of Blender.
Nice physic's in this anime
>>705314I'm pretty sure just most shoe companies just use 3d renders to sell shoes. Like Ikea does with furniture.
>>705327No they don't. A shitload of shoe companies use MODO.
>>705345Yeah, I said plausible, not probable. If Adidas is really using Blender I would love to know what for.
I have a robot done on one side with about 20 individual Right side objects. I now need to duplicate and scale by -1 them around the origin to get the Left side objects. How do I do this quickly, all at once? The equivalent in maya would be creating a group, putting the objects in that group, then scaling by negative one, then unparenting from the group.
>>705367You could add (and apply) a mirror modifier to every individual object with an empty positioned at coordinate 0 on your X axis as your mirror object.Alternatively you could do:Select all of your objectsPress Shift + D, right clickPress s then x then -1Press ctrl+a and select apply scaleDrag your objects with snapping enabled on the X axis until they're where you want
>>705369>>705367Oh and if adding a mirror modifier to every object is too tedious you could alternatively select everything and join them as a single mesh (ctrl+j), do the mirror and then separate them again (enter edit mode, select everything, press p to separate and select the "by loose parts" option)
>>705369>>705367OR do the second method but use the 3D cursor as your pivot point before doing the >Press s then x then -1partMake sure your 3D cursor is positioned at the origin by pressing shift+c
>>705370but i lose all my naming. Maya makes this so easy, done in 1 minuteisn't there some add on for this? This is an extremely common operation in the modeling process -_-
>>705373Why didn't you model with a mirror modifier in the first place?Anyway it takes less than 5 seconds to do it with the second method.
>>705373is this what you are looking for?
>>705376i guess so. How do you get the "make links" screen to pop up at 0:20?
>>705376That seems way more convenient than moving origin in the edit mode. Thanks.
>>705378it is also here
>>705380to apply all at once
>>705384Alt C doesn't work in 2.8, the "convert to" is in this >>705382 menu too, just scroll down
What if I want each object to have it's own origin instead of using the 3D cursor for everything? Coming from Maya this thing is a pain in the ass.
>>705387You can use any object as mirror, here I use an empty >>705376
>>705376i still have to APPLY the Mirror mod on each object individually and then split each object in edit mode individually. This is a real pain, i have so many objects. This makes me want to send to maya with alembic or something, mirror there and then send back an alembic for further modellingIt makes me feel bad though because this is Blender General and my maya is pirated and im too poor to afford the real version
>>705387There's also an option to add the objects on the mouse cursor
>>705388>>705390I mean I want the default origin for object transformations to be the center of the object, not the position of the 3D cursor. If I want to transform around another origin then the 3D cursor is fine but having to adjust the 3D cursor to the center of the object for every transform is annoying.
How do I add new objects to my scene that are sized according to the units I set?Like I need to make a mock-up of a fence and I set units to inches but the measuring tool is saying a new cube is 80" across.
>>705389>i still have to APPLY the Mirror mod on each object individuallyno >>705384 but you have one object instead of 2 to get 2 you have to select the 3d cursor as pivot duplicate all the objects and scale x( or the axis you want to mirror) -1
>>705391Looks like I have to get used to Shift-S 2 every time I want to move/rotate/scale a selection from it's own center point?
There's no edit history for operations like bevel, extrude, etc? Once you complete the operation it's lost and you can't modify it?
>>705395Once you complete the operation there's a popup in the bottom left corner, there you can edit the last operation, it doesn't work with undo or redo
>>705393what the heck does that mean?
https://www.youtube.com/watch?v=sBR2bEGKT-Qadidas joins bendlet devleteveryone BTFO
>>703920In the past month I’ve been asked to teach Blender classes to a police force for forensics, a major mobile game developer in Europe, and a prison for inmate skills. There’s a huge demand for Blender educators right now, so put yourself on Blender Network if you want work. #b3dfrom the donut guy
>>705409the cheekiest breeky
>>705409>adidas joins bendlet devlet
>>705307>>705409>>705445>>705455time to celebrate https://www.youtube.com/watch?v=BnTW6fZz-1E
>>705260Pic related, it wasn't this blocky in SP and the height map looks nothing like this either. I have a feeling blender just renders it at too low res, but I can't seem to find any settings related to that. Google isn't helping much either.
>>705409What a strange time to be alive...
>>703920What are some ways to destabilize or outright crash Blender?
>>705481Mess with nodes in eevee without isolating the object that you're changing. RIP my old gpu.
>>705481Just use Quadriflow in an average sculpt 2-6MObject data properties>Remesh>quad
>>705481high res textures in eevee pretty much make the program unusable
>>705040You should use Add for emission.Mix tries to ensure conservation of energy, so the amount of light bouncing around doesn't increase. Emission, though, does physically add light to the scene, so you should use Add, not Mix to incorporate it into materials.
>>704938The general term for that is fluorescence. If you're really committed to it being physically accurate then you'll probably have to learn the actual math behind it irl.If you're just looking to fake it I think the Arkham games make extensive use of something designed to look like it.I believe it might actually be easier in eevee because you can manipulate the shaders output more easily.
>>704938>>705492I think there's also some degree of subsurface scattering.
>euler filter doesn't work>hasn't worked for 6 yearsplease tell me I don't have to write my own just to fix simple 180 bone flips
>>705523[*quaternion masterrace looks smugly at you*]
>>703920Alright, alright. I'll have a look at your 3D meme maker software. As long as I can make big Animu tiddies with it.
>>705549BUT YOU CAN MAKE ANIUME IN PAINT SO USE 3DMAYA LIKE AN UINDUSTRY MASTER WHO TOTALLY DWELLS ON 4CHIN IN 2019
>>705555checked for posterity
>>705555Well that was a waste.
>>705409/3/'s gonna FREAK
>>704938>>705040>>705057>>705492>>705494dear neon anonthe arkham post reminded me of the kpop neon akali yan didi havent watched the video in a while, but im pretty sure he goes into how to do the affect, that might put you on the right pathhttps://www.youtube.com/watch?v=xsKdN0it2nMgood luck trying to do it without being able to bevel in 2.8 anymore though
>>703920It seems like you can't get rid of overlapping mesh even after merging by distance
Thank god someone made a video on a new Bevel, but can someone confirm if this is only for 2.81? https://youtu.be/BwRbQZ-flzk?t=60
>>705487>>705492>>705494>>705589Thanks for the help guys. I think I've finally got something that's looking near what I want, and also simple enough to just plug and play (webm related, some of the colors got sqashed and compression sucks). It's able to glow under the light, but still keep roughness intact. It even has support for things like when an object looks one color in regular light, but looks different under a blacklight. The vampire poster in the middle is a good example (skin is yellow in regular light, but in the blacklight it turns a pale green), I'm assuming that's what it's supposed to look like under a blacklight. Mainly it's just parts of the yellow spectrum automatically will turn that color with the shader. That's all customizable too though.You can even do things that probably aren't really realistic too, like having something change to a color at the other end of the spectrum under the BL. In any case, I think the whole "color change" thing would cover the gamut of different materials and how they'd react differently under UV light, as well as hiding things under the UV light with textures. So you'd be able to do things like have a nice clean rag in normal light, but then be super disappointed in anon when you find out it's actually his cumrag when it's under UV. You know, the simple things.For obvious reasons it's not perfect as far as the physics goes and only really emulates some of the effects, but I'm happy with how it turned out. It's way more than what I really needed for the little project I'm doing, but it's robust enough to use for other things too. Dunno if anyone would want it for anything, but I can post it somewhere if you guys want. Don't know where would be a good place.
>>705606Amazing job. Start selling that shit after doing all the tweaking.
>>705608>Start selling that shit after doing all the tweaking.It wasn't the plan at first, but I've seriously been considering it. Don't know if people would really buy it though, and odds are it'd probably be bought by 1 or 2 people, then probably shared online. That's not too big a deal though, I wasn't setting out to make any money from it.I'd definitely share it out to you guys here though once it's all finished.
>>705609Judging by sea g peers, people don't share every single plugin and even if they do, they only share the popular ones. No updates too, so if it breaks, it's gone. I wouldn't worry about that. And who knows, maybe it'll be popular, fuck it, you lose nothing. Best of luck.
>>705600your distance setting is your problem.
>>705589What a waste of good technology
>>705611Yeah no worries.I'll probably put it up on Gumroad or something once I feel it's ready.
I'm about to write my own script. Is it a good idea? Blender has no tools I need. Thoughts? How to do it? Just a script inside blender and run it every time?
>>705632>How to do it? Just a script inside blender and run it every time?Well if you do not have figured that out by now you won't have an easy time creating the tools Blender lacks
>>705606Sell it. Just make a few more presets to go with it and put it up with a nicer video than the related webm for like $5 and it will sell I'm sure
Newfag here, having trouble texturing this piece since i have zero experience with this stuff.I have tried Texture Painting both internally in blender and with gimp, but my lack of ability to actually paint resulted in something low quality and trashI have tried shading but, while definitely better, it looked way too off and disproportionateI'm not looking to be spoonfed but i would like to ask what method do you personally use and which do you believe one should prioritize learning?
>was finally getting somewhere semi-competent with blender 2.79>mfw 2.8yeah yeah I know just git gud relearn ui brainlet lmao but fuck it feels like I know so little all over again. Feels like what I imagine starting to get good at drawing then having your hand lopped off feels like.
>>705669transfer over the keyboard shortcuts from 2.79 and stop whining
>>705669Stop trying to make it sound as if 2.80 was a big change over 2.79. You're just embarrassing yourself.
>>705661Get Substance Painter. See if you can't get the educational license for free (try even if you don't have an .edu email). I've had the educational license for years and I've been out of school for years. There's not separate versions for the main version and edu version, they're just licenses as said before. Plus it gives you the whole suite. Don't know how long you'll be able to do it since Adobe bought them, but get it while you can.
>>705659Yeah I'll do it once it's all finished up. The vid was just something to show here with different effects.Is there anything more to it that you guys would want to see?
>>705671>transfer over the keyboard shortcuts from 2.79 and stop whiningThat's like postponing paying bills.At the end it will get you but even fucking massively worse.
>>705684What the fuck are you talking about? 2.8 literally asks you if you want to transfer over shortcuts. It has full support for it, dumbshit.
>>705685lol good luck in the future, you will need it
>>705680Yeah i might give that a tryMight have ta use the good ol reliable thohttps://www.youtube.com/watch?v=pMhfbLRoGEw
>>704828Man, some people can do all kinds of magic with this program>https://twitter.com/HeroZeroArt/status/1184660494793109505
Is there anything in Vanilla or a mod that preserves UV stacks during stuff like 'Pack Islands'? Probably should just do this stuff by hand but it would save some bother.
>>705746Magic UV should have something like that. Just enable it in the addons.
>>705747Did have a look at that but didn't see anything like it. I'll have to look more.
>>705606Plot twist, the shader doesn't work in Cycles. Pic related, left is Eevee, right is Cycles.I'm relying on a "Shader to RGB" node to blend between emissive and dielectric materials (just using a diffuse shader to catch the light, then turn it into a black and white mask), but unfortunately, Shader to RGB doesn't actually work in Cycles. It's not supported. So unless I can figure out a way to mix materials based on incoming light in Cycles (without using drivers), I'm a bit stuck. I mean I don't have to make it work in Cycles, but I feel like it would be half finished if it doesn't at least have some support with it. Especially if it would be something that could be sold.So yeah, if anyone has any tips on how I can use the light in cycles as a mix factor, you'll be forever based as far as I'm concerned.
>>705755That sucks. What about 2.81? Think there was something about full compatibility between the two.
>>705762Hadn't tried 2.81 yet, figured it wasn't quite up to snuff just yet. Not to mention it'd probably be a dick move to sell a shader that doesn't work for the current, stable, version.I'll take a look at 2.81 though and see if it does. I've read a lot of stuff saying that Shader to RGB just won't work in a path tracer for various reasons, but who knows.
>>705765Well it's rolling out in november which is just around the corner so I'd at least give it a try.
Anyone know about animation? I have two animations I want to combine. One moves the arms and the other moves the face but both have the same animation on the rest of the body. Is there an easy way to combine these two in the NLA without the frames that are in both actions doubling up? None of the blending modes seem to do the job.
>>705866so manually muting f-curves on the face for one of the actions works but that seems dumb. The software really can't figure this out itself?
>>705129>OP is a mix between base 3D human rig with 2D on topcitation needed
Whats the best way to combine these?I was just mucking around wanted to make somre shoulderplates but iv kinda hit a wall, right now each plates around 400 faces with no subd, but thats including undersides. I was wondering the best way forward to simplify this mesh.Simply combining leads to heaps of issues with underside verts in the middle of the mesh i dunno how to cleari tried booleans but unions end result is pretty much the sameany suggestions?is it actually better to keep them seperate for rigging? i was considering that, it would mean more work in weighting them but could look cooler in the end but they were gonna be leather, not plate, so i wasnt too worried about a bit of conforming on them.
HELP!Displacement node does not work in 2.80 or 2.81It used to work just fine in 2.79, I just realized that It does not work for me.I googled that it needs the new "displacement node" fine, but it doesn't work.Am I missing something?
>>705477EEVEE does not have proper support bump you have to use normals for eevee
>>705961nevermind,it was an option in material settings to enable displacement
>>705961Why do you need 13k tris for that
it's me againi've gotten as far as making proper skin and eye texturesnow i'm stuck on the hair mats/texturesgot any tips on making good ones?btw the hair isn't made with any bevels
>>706041>btw the hair isn't made with any bevelswell that goes without saying, anon.
>>705780Yeah, 2.81 is a no-go. Same results as last time. I've had a solution to the problem as far as cycles goes for a while, but I didn't want to do it because it relies on drivers from the lamp to influence it. Which means 1, it's not super user friendly, and 2, it only would support 1 light. So no indirect lighting or anything like that.
How would one go about making a bismuth-like crystalline pattern? Iss there a nice and simple way to do it with arrays or something? Or should I grit my teeth and just go and make a pattern manually?
>>706020it's an example, not actual project, subdivided it a few times just to make sure it has geometry to displace.
>>705323They're also the exact same retards Pablo is complaining about. Did you see their video on how you should NEVER EVER model with sub-d?What a bunch of dunning-kruger cases.
>>706088>Did you see their video on how you should NEVER EVER model with sub-d?What's their justification for that hot take?
>>706089Because hurr durr the cage won't match the resulting highpoly if you're making a character from scrratch using a subdivision modifier.Of course it fucking won't - It's still useful for making shit you're going to retopo anyway, or just need to be highpoly, or if you're making hardsurface stuff.
>>706090Wew lad. So if I'm trying to be precise when using a background image as a reference I should magically know how the mesh is going to shrink or use primitives with an absurd amount of polys? That's how you train beginners to start a character's leg with a 128 faced cylinder.
>>706091Yup. We're professionals(tm), by the way :^)
>>706091>start a character's leg with a 128 faced cylinderGod, just reading this gives me a panic attack.
I have particle emitter, particles change color over time. Can I link somehow visual color to other mesh?
Symmetry question.I modeled a basemesh for my pants and then applied the mirror. And afterwards I set the origin to the center of the object.When I go into sculpt mode I turn on the symmetry but it comes out offset. Anybody encounter this before and know a fix?
Is there a way to use distance metric with the voronoi texture node within cycles in 2.79?
>>706212Your mesh is slightly rotated. Either set it to default or just apply transformations.
>he was in my face, man>I'm in your face.
>>706252How do i set it to default and what do you mean by applying transformations?
>>706340nvm just tried it now and figured it out. Thank you, friend!!
>>706282Thats some total recall surrealism. What am i looking at?
ITSH BLENDER CONFERENTSH TIME GUYSH
>>706524Watch out the commies are gathering
>>706525doubt.tifthere's lots of money involved, just a different way of running a company and making money. there are also actual commies who're upset about blender being a meritocracy (he even said it out loud in his keynote https://www.youtube.com/watch?v=LxQ-uqJq3dA&feature=youtu.be&t=334 )
>>706526That is highly problematic. I'm glad I'm using the welcoming industry standard instead of Bigoter.
>>706526Communism and meritocracy are not at odds, mate.
>>706524Is it? Okay, I'm thinking about switching my workflow to zbrush (everything) - blender (render). I feel like sculpting is just bad and hand painting is straight up retarded - gotta unwrap first and then deal with buggy brushes later, most of the time you'll paint somewhere and realize you missed some spots just because blender decided that if you don't see it, you won't paint it. Blender was fun and overall a wholesome experience for me but I've had it.
How do I preserve my sanity while unwrapping shitTexturing is... straight-forward enough, but getting the model ready for it is killing me inside a little every time
beginner here. Ive never networked rendered but was curious if you are also able to network bake since that takes me a long time to do
>>706541Unwrapping is just figuring out a 3D puzzle. You just gotta try to visualize what the mesh will look like flattened out, and how you can place seams strategically to get the best possible 2D geometry. I see it as a little game.
>>706550>I see it as a little game.That's Stockholm syndrome. I get what you mean though. Just wish Blender had better tools for it, I guess.
>>706524>>706535oh fuck I read it as "confession time"
are you saying my evangelions are made in blender?????
New thread: >>706591>>706589New movie will be done completely in Blender but they have been using it for a while so don't know which productions by them were done in it already.
>>706561>>706541Why does everyone hate UV unwrapping so much? I find it relaxing, it's a change in pace from the taxing workload of modeling.
>>706616This desu. It's kind of fun and lets you know how good your topology is at the same time.
>>704147I'm still sore she isn't a trap
>>703920what is this from?
Are there any control(ctrl) groups for bones/multiple bones in Blender like in starcraft so i can select them on press?
>>703932>>703959just dedicate a day to relearn the UI, its really worth it because of all the quality of life changes it has, such as finally being able to edit multiple objects at once or an undo system that isnt a broken mess and doesnt make you loose work
Is there a way to transfer topology from an underlying mesh to a shrinkwrap to speed up clothes modelling?
>>707706Copy/paste/separate the part of your underlying mesh that should be covered by the clothes and add a shrinkwrap to that?
>>705031you must have splurged a ton on the SRS surgeon
>>705323Isn't that the channel that barely explains how to do something before redirecting you to their pay-access site? Pretty sure I've downvoted their stuff and left spoilers to Episode9 in their comment section as punishment. Although, the latter is doing more of a service than harm.