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🧵 Blender General

Anonymous No. 828396

That fox again just because
Previous thread: >>820247

Anonymous No. 828398

Any news on texture painting?

Anonymous No. 828400

>>828396
BASED
I missed mr snoot

Anonymous No. 828403

If someone can help with this >>828397

Anonymous No. 828406

>>828403
You need to take screenshots of exactly what you're talking about as far as the technical "Why does x disappear on frame y?" stuff.

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Anonymous No. 828407

>>828396
I don't use blender but I can share plugins from CGP for a drawing of cute pony

Anonymous No. 828408

>>828406
>>828403
I forgot to say there are entire tutorial series on using grease pencil for animatics / doing an entire 2D short film

https://www.youtube.com/watch?v=c57qq2nE3B0

https://www.youtube.com/watch?v=PRbxG9afpoE

Anonymous No. 828409

>inb4 sculpt pablo announcing his departure this year
not sure but something feels off

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Anonymous No. 828410

>>828406
>>828408
Here's a webm showing one of the problem. See how two of the sketched poses stays on screen as soon as they appear. That's what I want to fix.
Also I don't really want to get better with Grease pencil, just be able to make a clip of different pose sketches and import them in another file so I can use this clip as a reference for 3D animation.

Anonymous No. 828413

Newfag on animation. Do I always have to keyframe the whole armature in the first frame? I assume so because then bones will move normally after you add more keys later on

Anonymous No. 828416

Blender. It's free. It's shit.

Anonymous No. 828418

>>828416
Blender is only free if your time is free.

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Anonymous No. 828420

>828416
>828418
Great job wasting time your in a thread about a thing you don't like. No (You)s for you either.

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Anonymous No. 828424

Install luxcore. I am no longer asking.

First of all it can render proper caustics.
Second, it offers you a lot more control over your rendering settings, which can make it just as fast or even faster than cycles if you know what you're doing.
Third, you don't need to do some funny hacks to control bokeh distribution, you can just use images like in any other serious rendering engine. (Cycles fags do it like this https://www.youtube.com/watch?v=UDvuhuU9tFg roflmaoing @ ur lyfe)
Fourth, it comes with a lot of material nodes which can save you a ton of time because they're literally 1-click setups. Want anisotropic roughness? Just click a checkbox. Oh and it has a lot of really useful "utils" node like my favorite which just contains presets for common IOR values.
Fifth, if you want you can access the luxcore online library for free. It's a repository that contains a bunch of high quality models and materials. Pretty good for getting started.
Sixth, its best feature, light groups. See those two images? They're EXACTLY the same render but I can turn light sources on or off in compositing as well as change their intensity and color. And the result updates INSTANTLY.

Install LuxCoreRender.

Anonymous No. 828431

>>828420
As long as there is no Blunder containment thread as for DAZtards this will continue to happen to Blendlets.

Anonymous No. 828437

>>828431
>there is no Blunder containment thread
where do you think you are retard

Anonymous No. 828438

>>828437
>where do you think you are retard
Useless when the turds keep shitting up the whole board nonetheless, fuckwit.

Anonymous No. 828444

>>828438
true, too many retards on here nowadays, dumbass.

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Anonymous No. 828460

new to 3d im using blender( saving up for zbrush atm) where should i go learn the basics

Anonymous No. 828461

>>828460
everywhere

Anonymous No. 828462

>>828460
>saving up for zbrush atm
>paying for software
kek, I bet you pay for online courses too

Anonymous No. 828464

>>828460
grant Abbitt. Donut faggot is a hack

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Anonymous No. 828469

>>828460
>can't google
kys low iq retard

Anonymous No. 828470

>>828469
You're tarnishing the Duck's image.

Anonymous No. 828471

>>828470
it was never good to begin with

Anonymous No. 828479

>>828396
Le snoot! :3

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Anonymous No. 828513

It's happening fellow blendlets, 21 minutes of le texture projection man.

Anonymous No. 828523

>>828469
>>828470
Really weird how he makes you people seethe.

Anonymous No. 828526

>>828460
Donut

Anonymous No. 828527

>>828513
He should lean into surrealism more, he's way better at it than melodrama.

Anonymous No. 828530

>>828424
I'm actually reworking my current scene for lux core right now.
It's pretty comfy, although I was scratching my head when I saw the name "Disney" in there.
Noise removal is surprisingly good although it keeps eating my smaller reflections. Most certainly due to the short render time I set, so it's not an issue with the renderer.

Anonymous No. 828576

>>828464
Why's he a hack?

Anonymous No. 828613

>>828464
>grant Abbitt

>welcome to my review of the 9001st tablet I got sent by some chinese manufacturer! it's breddy gud :DDDDDD

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Anonymous No. 828617

>>828420
I knew saving this would be useful some day

Anonymous No. 828618

>>828523
No better or worse than animation schizo or Cris.

Anonymous No. 828623

>>828523
it's not even that I'm new to 3d I wanna use it for learning Environmental lighting and form studies

Anonymous No. 828775

>>828410
bump

Anonymous No. 828776

>>828617
>There is a thread and now I am mad
Absolutely gets me every time.

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Anonymous No. 828826

what are some good practices you would reccomend for a beginner to get use to 3d modeling and sculpting

Anonymous No. 828827

>>828826
learn to block sculptures first, you can learn it from any other aplication and translate that to blender, it is the most basic shit
https://www.youtube.com/watch?v=A12N23Yy8q4
https://www.youtube.com/watch?v=pHfLOp87XWE

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Anonymous No. 828868

Any idea of how to model stylized hair that is all one big mesh?

Anonymous No. 828892

>>828396
>LTS version of 2.93 was supposed to come out yesterday
>Still not out
I just wanted to update my projects with the new shit without crashing the program or starting again from scratch

Anonymous No. 828911

>graph editor
>noise modifier
>'Strength' property cannot be animated
>'Influence' property cannot be animated
>'Scale' property cannot be animated
>'Offset' property cannot be animated
>'Depth' property cannot be animated
FUCKING WHY??????????

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Anonymous No. 828914

>>828911
OOH NO NO NO

Anonymous No. 828915

>>828914
THIS IS SO MUCH FUCKING BULLSHIT

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Anonymous No. 828936

>>828915
submit a feature request. that way the issue will be addressed around 2025.

Anonymous No. 828967

>>828936
are we certain that every time an issue is bumped it is pushed up, and not down?

Anonymous No. 829007

>>828911
This requires adding a stack of noise modifiers with your desired value levels and adjusting the start and end times accordingly, With there being overlap with some ease to smooth the transition

You could also add noise to an empty, with another empty constrained to the first, also with noise. Then give your camera a a location constraint pointed at the empty (s)- Now you can animate the influence value and achieve close to what you desire. The second empty's noise would be the "depth value"

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Anonymous No. 829008

>>829007
Another thing I add:
If you guys ever have seemingly unsolvable tasks where blender is limited in some way, search for threads with similar questions from before 2.8 came out. The power users at that time were a different breed, it seems. They come up with the most funky solutions, but it all usually follows a pattern: You must pray to the Empty Object and your wishes will be granted

Anonymous No. 829037

>>829007
I used the first method but didn't think of the second, thanks a lot mate!

Anonymous No. 829096

>>829007
Why is blender so behind in basic things? Why do dev trannies only add stupid shit nobody cares about instead of fixing everything else?

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Anonymous No. 829108

how the FUCK do toy fix this weird topology
it happens sometimes when im sculpting things

Anonymous No. 829112

>>829108
Use blender dipshit.

Anonymous No. 829113

>>829112
what do you mean retard thats what im using

Anonymous No. 829116

>>829113
BAHAHAHA HES USING BLENDER. Use zbrush dipshit.

Anonymous No. 829260

>come back after a hiatus
>trying to rig a model
>moving the pole target no longer moves the joint targeting it in real time, I have to move the pole target then move the main ik bone to find out what moving the pole target did
What the fuck happened and how do I fix it

Anonymous No. 829261

>>829096
because the community wants those retarded things.

If the community had its way blender would be a sculpting and fluid simulation program with 10 different solvers.

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Anonymous No. 829263

Am making a large environment scene and, as expected, blender is slow as fuck now (probably the overabundance of procedural materials). What do i need to look out for that are big performance issues?

Anonymous No. 829267

>>829263
Bake materials, disable subdivision and bevel modifiers in viewport, decrease number of hair particles.

Anonymous No. 829271

>>829260
Youre in edit mode retard

Anonymous No. 829273

Why nobody thinks of breath morph or bone setup in their characters. Because 3D is done by fucking nerd only looking at plastic women. Fucking nerd. :)

Anonymous No. 829282

>>829273
Idk, I think about my bone setups all the time and I think it’s pretty autistic and “nerdy”

Anonymous No. 829339

How come when I join two meshes together and try to clone brush one part to another the texture paint just ends up white?

Anonymous No. 829341

>hide part of mesh
>go into sculpt mode
>sculpt still sculpts on the hidden part of mesh

WHY

WHO FUCKING DESIGNED TIS

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Anonymous No. 829360

I'M GONNA USE SHADER DISPLACEMENT TO GIVE MY PARTICLES SHAPE KEYS

Anonymous No. 829384

> project texture to mesh to use as reference for sculpting
> go to sculpt mode
> sculpt mode can't show textures
> it was broken after 2.79
> you have to wait until Pablo fixes it

Anonymous No. 829454

Is it possible to use a bump map as a template for adding tinges of color over a surface?
E.g. Adding a grey tinge over a bumped up (?) surface to show it being worn down. Something like that

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Anonymous No. 829455

>>829384
>sculpting in blender

Anonymous No. 829456

>>829341
They want to force you to use the Face Sets meme (for example "Face set from Visible")

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Anonymous No. 829457

>>829455
>sculpting in blender

Anonymous No. 829500

>>829455
I'm scared to pirate zbrush and i ain't shelling out $895.
So is there any good alternative to sculpting in Blender for a reasonable amount of money?
People say Autodesk killed Mudbox and it's full of bugs and badly supported

Anonymous No. 829501

>>829500
people say good things about 3d coat, but I haven't tried it myself.

Anonymous No. 829510

>>829500
Why be scared the 2021.5 crack going around works perfectly, install the gob add-on for transferring stuff to and from blender and enjoy

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Anonymous No. 829512

>encounter a problem in Blender
>google it
>find 3 year old bug report about it
>dozens of people agreeing that shit's broken
>developer: "Closed / Solved / Not a bug / Working as intended."

Every fucking time.

Anonymous No. 829513

>>829500
just block it in the firewall.
it's available as a subscription too. or try zbrushcore, you get most of the important things.
mudbox is ok when used with another program like maya. check out ian spriggs.
or try nomad for 15 bucks. but its on android/ipad.

Anonymous No. 829523

Complete beginner here.
Is it better to extra everything from the initial shape of a room, or add geometry to it?

If say, I'm modeling out curtains in front of a wall, do I cut up the wall and extrude, or do I model stuff separately and then merge it with the room?
Or do I keep everything separate? That seems like it would be really taxing to render.

Anonymous No. 829524

>>829523
You sound like you should watch more absolute beginner tutorials. You usually keep unrelated objects separated.
Even individual objects are often made out of different separated parts,

Anonymous No. 829525

>>829510
So the thing is sculpting in Zbrush and send to blender and never say it was made in Zbrush?

Anonymous No. 829528

>>828464
>Donut faggot is a hack
You watch your whore mouth

Anonymous No. 829530

confused as fuck.

I want to place individual blocks for a daily stock price. 354 of them. I can do this just fine through scripting and I can scale them and transform them.

The fucking headache is applying a unique material to each one of them and for each individual one to have a unique emission strength based on a list of values. Any ideas?

Anonymous No. 829533

>>829500
3Dcoat is pretty good, sculpting-wise it's closer to Zbrush than to Blender in terms of usability
you can also retopo and paint textures in the app

Anonymous No. 829563

>>829530
Could you use scripting to store the desired emission strength in a vertex attribute for each block that you read from the shader?

Anonymous No. 829566

>>829563
I will look into that. Appreciate the response.

Anonymous No. 829567

>>829525
???? What

Anonymous No. 829573

https://wiki.blender.org/wiki/Reference/Release_Notes/2.93
https://developer.blender.org/project/view/125/

June 2, 2021

SOON

Anonymous No. 829576

Downloading Maya. See you in hell, nerds.

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Anonymous No. 829603

rotated the object and used it as the mirror object for the 4 other ones, does anyone know why they aren't following the objects rotation?

Anonymous No. 829605

>>829603
Looks like you applied the rotation on the mirror object.
To get it right just parent the mirrored object to the mirror object and don't apply the rotation.

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Anonymous No. 829670

Displacement doesnt work on instances.

Anonymous No. 829679

Is there a way to align a bone to part of a mesh?
E.g. trying to rig a long non-symetrically shaped limb, how do you determine if your bone is in the centre/aligned?

Another thing, is it possible to convert a rigify rig to AutoRig Pro just automatically? Or do i have to rerig from the start?

Anonymous No. 829682

>>829679
>Is there a way to align a bone to part of a mesh?
>E.g. trying to rig a long non-symetrically shaped limb, how do you determine if your bone is in the centre/aligned?


edit mode on the mesh>select the loop at one end of the limb>shift+s>cursor to selected>switch to armature>edit mode>select one end of the bone>shift+s>selection to cursor>repeat for the other end of the limb

>Another thing, is it possible to convert a rigify rig to AutoRig Pro just automatically? Or do i have to rerig from the start?

stop being gay

Anonymous No. 829683

>>829679
>align a bone to part of a mesh
You can enable volume snapping and position the ends of the bone from an ortho view.
https://www.youtube.com/watch?v=MWr5UqPSSxE

Anonymous No. 829687

>>829682
Ah. Thanks for that. Didn't think to try aligning based off cursor.
Also, was just repeatedly beat on the head that autoRig is better so, eh.

>>829683
Wow, gonna try this out and see if it works! Thanks! Hope it can work with more "unorthodox" shapes

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Anonymous No. 829696

>>829576
Never mind, this shit looks scary.

Anonymous No. 829699

>>829696
>blender user too retarded to install maya with detailed instructions
kek

Anonymous No. 829702

>>829687
>Also, was just repeatedly beat on the head that autoRig is better
Not gay ie build own rigs

Anonymous No. 829707

I'm trying to figure out rigging and the lack of end-to-end tutorials has me confused about what the best practice is. Is this right?
>Make each individual component (face, eyes, teeth, tongue) its own object
>Make a shape key on each object
>One at a time, morph each object into the deformed pose
>Make a bone
>Bind the bone to each shape key
It seems strange to me that you don't just make one shape key for all the objects, but if there's a way to do that I can't find it.

Anonymous No. 829801

>>829707
I'm no master of rigging, but you shouldn't need to make each component its own object in order to use shape keys - you can have multiple applied at once to the same object.
A lot of basic functions (limbs, etc.) only need a bone for deformation, although for facial rigging (which seems to be what you're working on) shape keys driven by bones can be faster than setting up and animating bones for all of the important parts of the face.

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Anonymous No. 829807

Any idea of getting rid of these odd bumps whenever I try to make a curve?
Adding more resolution doesn't work, nor does the "Smooth" option in the inspector (probably cause I don't really know how it works).

I'm just making a racing game and having these odd pinches in the road can definitely make the camera be a little jittery.

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Anonymous No. 829828

>6 months ago, blender devs switch 2.93 to python version that breaks windows 7 support
>based user creates dll shim to restore support
>1 day before 2.93 release, blender devs change build routines to eliminate windows 7 support

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Anonymous No. 829829

>>829828
you'll have to swap off 7 eventually anon

Anonymous No. 829841

How can I extract a specific color range from an image texture (let's say I want everything that is yellow and orange) and use it for an emission node?

Anonymous No. 829845

>>829841
I would author that map in PS then just import it honestly.

Anonymous No. 829852

>>829841
Separate RGB -> Compare -> Multiply and use as mask

Anonymous No. 829932

>>829807
Hard to say without seeing the handles.

Anonymous No. 829936

>>829845
right? Most of this procedural node based patterning and tricks you see on tutorials are needless wastes of time that could be accomplished in other software with much finer detail to what you actually want the thing to look like
People forget that it doesn't matter how long one spends playing in the node editor- all that matters is what your shit looks like. And generally, the more people get trapped inside the shader editor, the more uninspired the work will look in the end

Anonymous No. 829938

>>829936
It's the sensible thing to do, but you know this board: why take the easy path when you can do it the hard and convoluted way

Anonymous No. 829945

>>829828
Anything that came after 7 is pants on head retarded so I switched to Lunix. Can't recommend it for the average user but since I like tinkering it was rather painless and the tinker phase was like a couple weeks on and off to get everything customized and working to my liking. With no further fuckery needed, running fine since 2018.

Anonymous No. 829953

Can Blender sculpting do anything like zsketch, where I could just draw volumes in empty space?
I know I could come up with some hack where I draw onto a subdivided plane and then delete all the vertices behind a certain point, but that's kinda lame
(edit: I tried it and the result was not nice)

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Anonymous No. 830022

Trying to do PS1 style modeling, very much a beginner. A hurdle I'm having trouble with though is figuring out how to make very triangular additions to my model. I have a basic head done, and I just gotta add elf ears, hair and a hat. It seems I can only really work with quads, which I know is just two tris, but from what I've read in old software, like the kind that would be used for PS1 development, they'd only be able to work by manipulating tris. What I'm essentially asking is, how I can I do that to quickly achieve this look? I don't quite know how to word it.
Basically, how do I work with tris in blender, rather than quads?

Anonymous No. 830031

>>828396
Why the "Direct coloring" option of Principled Hair BSDF does not work with me? Whatever color I put in, it renders as grey.

Anonymous No. 830040

>>830022
knife tool is your friend but theres really no quick way to success, also i wouldnt care much about quads or tris when doing low poly, your sole objective is to block out the silhouette, can always optimize later

Anonymous No. 830051

>>830022
Google "low poly" tutorials, but really you have to learn how to model in general before you can create lowpoly.
Realize that a team of like 30+ people made those art assets, even though one dedicated autist today can make models that look similar. Lowpoly is its own entire method or "workflow"

Anonymous No. 830060

If i have a pair of bones on a figure, but I've edited one side and added extra bones as well as re-scaled the original bone, is it possible to "mirror" everything? Including weight painting etc
This is assuming a symmetrical mesh

Anonymous No. 830062

>>830060
To clarify, I know Symetrize exist, but is it possible to "mirror" changes on a bone onto it's counterpart/mirror bone?

Anonymous No. 830064

>>830062
That’s exactly what symmetrize does doe

Anonymous No. 830073

>>830051
I have tried looking at low poly tutorials and have picked some things up, problem is none of them clearly understood what PS1 games actually looked like. Either that or it's the 'söypoly' you see in indie games.

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Anonymous No. 830192

I love the new Eevee volumetric shadows

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Anonymous No. 830213

Is there a way to apply the same physics of one object to multiple others? For example, in webm related, is there a way to make it so that the cubes within the cube don't fall according to their own physics, but instead track with the center of the largest object?

>>830192
What version is this in? I don't think I have it yet

Anonymous No. 830214

Is weight paint ever going to be usable?

Anonymous No. 830218

https://www.blender.org/download/releases/2-93/

UPDATE NOW

Anonymous No. 830219

bros i need to know am i shit at sculpting or blender is just shit at sculpting

Anonymous No. 830220

>>830219
both

Anonymous No. 830221

>>830220
ok but if i was good at sculpting
would i still suck at sculpting because im using blender?!??!?

Anonymous No. 830222

>>830213
Constraint -> copy location maybe?
It's 2.93 which was just released.

Anonymous No. 830226

>>830221
nope, good sculptors can open blender and go ham. If you're good at sculpting you will get good results in anything, nomad, zbrush, mudbox or blender.

But zbrush is king for a reason.

Anonymous No. 830233

>>830064
It doesn't seem to symmetrize the opposite pre-existing bone.Does it need a specific naming scheme or smthng?

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Anonymous No. 830234

Open to suggestions on this stair rig- Fun project that would be cool to nail. I haven't had much luck using shrinkwrap on IK joints, but maybe if I were to add a copy rot to the ik controllers and then animate the empty's with slight tilts, on a offset cycle, it could be believable. I might retry this with a more "exact" approach, in terms of stair height and path offset math, to have it all end up lining up exactly. Right now I haven't offset the empty's path animation because I think it looks funny for now

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Anonymous No. 830235

>>830234
Without all the overlays- Curious to know how you guys might approach this. I got to thinking ab

Anonymous No. 830236

>>830235
[-about] this because I was thinking of setting up a bunch of paths in order to animate NPCs in worldspace right inside blender, then importing the animations into Unity like that for each NPC. Feel free to let me know if this is retarded and if there are easier "path" tools in Unity. The thing is, when I tried to animate the movement of an NPC in Unity, with a walk cycle I created in blender, i found it challenging to match the gameobject speed with the walk cycle rhythm . Maybe I'm not well-versed enough in unity. My brain just carves out solutions to do the work inside blender, and then hand it over to unity for the bare minimum rather than dealing with that Piece of shit software

Anonymous No. 830237

>>830233
You are supposed to use .L and .R suffixes.
Then if you check the mirror option, you will see your changes mirrored in realtime

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Anonymous No. 830238

There's no /sqt/ so I'll have to ask in here because I can't find an answer in Google.
Can anyone tell me how to get my meme panel from the bottom of the screen back? Pic related, it's what has gone.
My keyboard constantly double types (which is a fucking nightmare for using hotkeys) so I think I might have accidentally pressed something on the keyboard and the whole thing has disappeared.

Anonymous No. 830241

>>830238
https://www.youtube.com/watch?v=ebzGMqVg_h0

Anonymous No. 830242

>>830241
Thanks family.
It was even more retarded than I thought. I'd been on the shading tab earlier and accidentally clicked the modeling tab instead of the layout one when I went back.

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Anonymous No. 830245

hey guys, some noob questions, why does this white texture appears in the holes of the meshed part of the skirt and how do I fix it?

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Anonymous No. 830247

>>829605
The mirror object was cut from an object that had the rotation applied, I must be doing something wrong because I'm applying the parent and nothing seems to be changing.

Anonymous No. 830253

>>830237
Gotcha. Thanks. Sorry. Very unfamiliar with rigging

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Anonymous No. 830255

>>830218
Two years.
Eight updates.
And the default viewport is still tilted.

Anonymous No. 830257

>>830255
except your retarded

Anonymous No. 830260

>>830245
cycles? check your nodes to make sure you're actually using the alpha channel for the texture

Anonymous No. 830280

>>830255
>user perspective

Anonymous No. 830313

https://youtu.be/wHksZGUrPDo
Why make the female model nude but the male one in a suit without even any eyes?

Anonymous No. 830314

>>830313
Because coom is stronger than brain

Anonymous No. 830316

>>830314
But it limits what you can do with the male model without going in and sculpting eyesockets yourself and removing the creases from the body.

Anonymous No. 830317

>>830316
Youre not supposed to be doing anything with them, they are just there so you can analyze the rig

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Anonymous No. 830319

>>830317
Guy literally says you can use them for whatever the hell you want.

Anonymous No. 830321

>>830319
Yes, but he’s not gonna go out of his way to provide you with fully usable models

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Anonymous No. 830324

Has anyone ever managed to make this button actually do something, other than crash Blender?

Anonymous No. 830350

Why do open source projects always end up with feature creep and bugs that don't get fixed for years?

Blender has a shitty video editor now but fundamental stuff like x-mirror is still broken in some modes.

Anonymous No. 830352

>>830350
Because devs work on what they need, not what you want.
Also if your x-mirror is broken it's probably your fault.

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Anonymous No. 830356

>>830352

Anonymous No. 830359

>>829108
Try turning dynamic topology on/off or using constant detail resolution rather than relative.

Anonymous No. 830365

https://developer.blender.org/T71759

>Closed, Resolved

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Anonymous No. 830402

https://www.youtube.com/watch?v=Q3ozQa6mKOQ
Is this good?

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Anonymous No. 830404

>>830235
Refining the stair walker; I find that automated systems like this rely more on the technical aspects- and end up taking away from the best parts of CG for me which is WINGING IT. Also difficult to work into a pipeline/larger scene

Anonymous No. 830414

>>830356
I doubt you have a correctly named vertex group for your right tit

Anonymous No. 830420

>>830235
>>830404
just to let you know: i stole both of those webms and i'm going to use them as random reaction pics because they are funny as fuck

Anonymous No. 830423

>>828396
After trying several sculpting workflows in Blender, the one that seems the best and most reliable is to just voxel remesh with shift+r and ctrl+r whenever I need more detail.
For a few cases dyntopo and snakehook can make sense, but for the most part I don't know why I would use dyntopo, multires, or the quad remesher.

When would you ever use the quad remesher or multires? (Pablo has said the quad remesher is absolutely not a retopo tool)

1280x720

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Anonymous No. 830432

What are YOU using Geometry nodes for? Here's my instant snow modifier WIP.

>>830423
Quad remesher is to create a base mesh to use with multires I think.

Anonymous No. 830433

>>830432
>viewport performance collapses the moment the nodes have to update the scene

Anonymous No. 830434

>>830433
looks like it's the geometry regeneration, not the viewport

1280x720

1592372536077.webm

Anonymous No. 830439

>>830433
It's much smoother with a lower density for the initial point distribution, I just need to make a toggle for viewport vs render quality.

Anonymous No. 830451

>>830414
Not mine, but why does normal painting get mirrored but not gradient painting?

Anonymous No. 830453

Huh, even with only 1 mil tris and 500K verts, vertex painting is unusably slow.
If I switch to sculpting mode, the performance is great, silky smooth drawing, clay buildup, grab/smooth/crease etc.
But vertex painting is literally like 5 fps even with a tiny brush

Anonymous No. 830459

>>830453
turn on sculpt vertex colours in the developer options.

Anonymous No. 830460

>>830423
because voxel remeshed geometry is not sexy and will not shade as well as qremeshed geometry with subdivisions (which also sculpts better, the smooth brush etc. is based off topology), look close at sculpts made only with voxel remesh and the surface is just not perfect. Working with subdivisions also allows you to do things like sculpt on lower subdivisions when you want to make big changes, using the grab brush on a high poly mesh is a disaster but you can make big changes on the lowest subdivision and it will always be smoothed when the changes are propagated up the subdivisions.

Honestly go watch zbrush videos because this is standard workflow in that and you can see how they take advantage of it with the higher overall user skillbase.

Anonymous No. 830472

>>830460
Ahh, that makes sense, ty.
I'll watch some zbrush vids and try to understand the pro workflow

479x408

Capture.png

Anonymous No. 830826

how do I get the these two lines to line up at the same angle?

Anonymous No. 830840

.

Anonymous No. 830910

>change something about the UI (visibility, brush settings, etc.)
>do any operation that actually changes something
>undo
>BOTH the UI change and the operation are undone

Is there LITERALLY any other program that does this retarded shit?

Anonymous No. 830935

oops I accidentally used my mouse on a slider again instead of entering a number which means that it will now calculate everything a few dozen times which means it will be frozen for a few hours and then crash and of course I can't interrupt it with escape oh well it's just like an hour of lost work

:)

at least we have a houdini version from the early 2000s inside blender now :)

Anonymous No. 830943

oops I didn't set up autosave because I'm retarded and now I lost 20 minutes of fucking around better post about it on the Internet

Anonymous No. 830949

>Authored By Yegor (Yegor) Sep 11 2019, 6:36 PM

>Julien Kaspar (JulienKaspar) moved this task from Backlog to Known Issues on the Sculpt, Paint & Texture board. Apr 20 2021, 1:09 PM

This what 2 years of progress looks like in Blender.

409x389

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Anonymous No. 830971

So what's the verdict on installing 2.93 for Windows 7? Does the Python trick from this work?
https://github.com/nalexandru/api-ms-win-core-path-HACK
^ Note, haven't tried and don't have the technical knowledge to comment on it.

Was hoping crypto would pull a 2017 and plummet so computer part prices would drop a bit. But thinking 2021 is the last year of W7 for friends and I. Will probably dual boot something easy like Linux Mint and 10 on next PC.

Anonymous No. 830977

>>830971
I'm still working on my UWP wrapper for Win7. It's a uni project, so if you can stomach to wait a few more months lol ...

Anonymous No. 830979

>>830977
Awesome! Please keep us informed.

Anonymous No. 831010

>>830826
just gave this a go- You can do something like this: cursor to outside edge vertex 1, snap inner edge vertex 1 to cursor. Repeat for inner and outer vertex 2. then drag the inner edge (now on top of outer edge) back to its original location. There's got to be a simpler way, but not familiar with how

Anonymous No. 831013

>>831010
Thanks anon, that seems to work

Anonymous No. 831041

Is there a good example of texture painting in Blender? Everything I've seen so far has been embarrassingly bad or stencil mapping.

Anonymous No. 831044

>>831041
https://youtu.be/GDKJvnbW7lk

Anonymous No. 831047

>>831044
The thing with this is that 99% of the texture is still blank and he's really just using it to draw little patterns. How often is something like that the case?

1760x1760

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Anonymous No. 831056

>>831041
yep this one believe it or not

https://www.artstation.com/artwork/YeW3db

it's not that you can't get a great result with blender texture paint, of course you can it's that it's inconvenient and you'll have a much better time with something that has proper layers and better paint performance like 3d coat (which is what I'd reccomend you use for this purpose).

The biggest limiter is always yourself but naturally when people get better they start wanting to get rid of other limiters.

Anonymous No. 831057

>>831056
That is the most impressive thing I've seen so far. It kinda makes sense that it's blender since all the brushwork looks like it's using a basic opacity brush. Really it speaks more about the artist than blender. I guess something less stylized would have to be done with the stencil map.

It's a real bummer because almost everyone, even blender users, says to bake normals or do texture painting with another tool.

Anonymous No. 831058

>>831057
blender baking cannot do AA you have to bake them at 4x scale then resize them and all sorts of other tricks.

Try marmoset toolbag and substance painter and yeah you'll never go back, baking is legitimately a 5 minute process start to finish in marmoset for most things and you have all your maps ready.

Anonymous No. 831072

>>831056
Looks good in stills but falls apart the moment you see it animated.

750x562

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Anonymous No. 831087

i want to fucking learn blender but it seems so retarded when compared to Autodesk Inventor that i've used in the past.
right now i wanted to learn how to model. guy does tutorial on how to make super simple cube vase. first step is not to go into "Model" section but simply delete top face which is kind of weird that he can do that out of "Model" but alright.
then to add thickness to the walls of the vase he uses "Solidify" modifier? it's still not happening in "Model" section, it sounds like a temporary fix and the modifier isn't even called something like "Thicken"??? blender makes no sense to my brain. why does everything look chaotic man what the fuck is happening

Anonymous No. 831104

When/if you guys use Adaptive Sampling, what do you set the minimum samples and noise threshold as?
I know there's a minimum amount you're meant to use so that blender gets enough data to actually estimate noise correctly, but I can't find anyone giving a number. I know more would be better, but what's the absolute minimum you'd call reliable?

Anonymous No. 831113

>>831087
all the workplaces at the top are just presets for the customisable interface. I use shading and UV editing one but otherwise I just change the mode in the general layout view, the thing you want to pay attention to is on the top left of the viewport, object mode, edit mode, sculpt mode etc.

Anonymous No. 831141

>Applying a modifier that is not first in the stack will ignore the stack order (it will be applied as if it was the first one)
>it will be applied as if it was the first one
Why? I don't want that. I want it applied as if it was the last.

Anonymous No. 831148

>>828396
I don't know blender. It has a modifier stack, right? How well does it handle messing around with the stack, i.e. changing orders, deleting modifiers etc.

452x452

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Anonymous No. 831150

>>828396
How does Cycles still not have network rendering support?

Anonymous No. 831271

I ripped some models from a mobile game, there are between 2 and 3 different fbx files for each character, not sure why, but the shapekeys are totally fucked on not all but most of the models. Some characters don't have a single working one. Does anyone know why this could be? I assume they can't be fixed.

Anonymous No. 831355

>>831148
Depends on the geo density obviously, it can range from an instant to waiting for like a minute for me personally.

1080x1350

FB_IMG_1623077827....jpg

Anonymous No. 831379

How do I make hair in Blender look as good as this? Someone post their hair curve settings or a turorial please.

1920x1200

GhostieBoyz.png

Anonymous No. 831382

>>828826
Sculpt creatures, model everyday objects, move to cars, you can find blueprints to trace easily. Sculpting creatures isnt too hard and you dont have to think about anatomy cause dude youre making it up on the spot!

Anonymous No. 831384

>>829108
you using dynotopo?

Anonymous No. 831386

>>830213
he go ._.

Anonymous No. 831387

>>829945
windows 8 is better than windows 7

Anonymous No. 831395

>>831379
why does this look bad

Anonymous No. 831439

>>831150
Install LuxCore

Anonymous No. 831441

>>831395
Someone forgot to shade the hair smooth

Anonymous No. 831472

>>831379
look up danny mac's hair tutorial on youtube

Anonymous No. 831512

>>830402
Bump for this

Anonymous No. 831572

>>831382
>you don't have to think about anatomy
If you're a retard maybe. Even if something is made up, anatomy still has a basic structure simply based on the fact that physics and nature exists. A made up creature with muscles still has those muscles function just like any other muscle in any other creature. The underlying anatomy won't drastically change if something is made up. You even see it in nature. Most animals have nearly identical musculature and skeletal structures just in different layouts and proportions. Mammals especially.

377x452

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Anonymous No. 831578

>>828396
What's the best texture painting program to use if I want to render the thing in Blender.? Or what texture painting program has the easiest import/export from and to blender.

Or Should I buy BPainter?

I don't need PBR, I just want to paint stylized "toony or anime" looking assets to create backgrounds.

Anonymous No. 831625

hi im retarded where can i download a compiled Flip Fluids i cant do it myself

Anonymous No. 831633

>>831578
>Or what texture painting program has the easiest import/export from and to blender.

they're fucking images it's all the same

if it's a static planar background like that you can actually just paint it in krita or photoshop with a projection map like this https://youtu.be/liNGmdXsfbs?t=403

otherwise I'd suggest 3d coat for handpainting real 3d assets.

Anonymous No. 831636

>>831578
>I just want to paint stylized "toony or anime" looking assets to create backgrounds.
Get BEER https://www.youtube.com/watch?v=tnXnmcC49iU

Anonymous No. 831644

>>831472
Please not him anyone else. His britbong accent is unbearable.
>her
>loodness
He's a great teacher.

Anonymous No. 831709

>>831056
Wow, this is is incredible, like 1000x better than anything ive seen made by people on this board. I wonder how it would fare in a game engine, since apparently the lighting color hue is hand drawn?

Anonymous No. 831711

>>831709
it'd be fine it's just an unlit texture, ala league of legends or world of warcraft.

Anonymous No. 831730

>>831633
Thanks.

I downloaded 3D Coat and the GUI seemed a bit overwhelming.

I watched the video showcase for bpainter and it seems to suit my purpose for now.

If I want to get into more profesional and "industry standard" stuff in the future I might buy Substance Painter off Steam.
But right now I'm not working on anything gamedev or autodesk.

Anonymous No. 831878

>>829108
Try remesh instead, much better performance.

Anonymous No. 831885

>>831041
Every model here is handpainted https://www.artstation.com/oxtaku

1348x1048

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Anonymous No. 831956

I have these short jeans that's just one piece of mesh. To unzip them I need to cut it slightly near the button. How do I do it in Blender?

Anonymous No. 831967

I take back everything bad I have ever said about Blender. After trying Maya for a while, Blender is blazing fast and incredibly intuitive.

627x709

ShareX_2021-06-10....png

Anonymous No. 832070

How can i delete the circled edge witout deleting the other ones? I can't select it on it's own

Anonymous No. 832082

I'm having a bit of a meme problem if someone could please help me.
I'm trying to overlay a texture onto a material and it works fine for the most part, but there's an issue I'm having.

>It's a PNG, a solid black shape with an invisible background, nothing elaborate
>On the material it shows the shape as white with an invisible background instead of black with an invisible background
>I got too cocky and added a color ramp and switched the two sliders in the hope that it would invert the color from white to black
>Instead it just makes the shape invisible and the background white

I know it's a really simple fix I'm just too much of a brainlet to know what to do.
Someone pls advise.

Anonymous No. 832087

>trying out geometry nodes
>lots of cool stuff
>but cant define cube in the nodes with different x y z dimensions
why?

803x291

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Anonymous No. 832088

>>832082
Don't forget to set the transparency mode in your texture settings if you're using Eevee

Anonymous No. 832092

>>832088
That doesn't seem to work either. I've tried doing that. I've tried in both cycles and Eevee. I've tried plugging the alpha into the alpha of the principled BSDF. I set up the most convoluted thing you've ever seen because I can't plug anything into the base color (which everyone else seems to do) without losing the material that's already assigned, and that semi-worked except rather than the background being transparent it was it was just a really dark translucent, sort of like looking through sunglasses, but at least the actual shape was black.
It doesn't help that the image is way too big for the face so I have to constantly keep fucking around with a mapping node to try and get it to fit right. I wish there was a simple way of resizing the image the way there is to resize faces in the UV editor.
Thanks for your help though, I appreciate it. I'll give it another try tomorrow when I'm less tired.

1015x768

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Anonymous No. 832119

So I'm rigging up this model and all goes good until I try to move it. Then this shit happens. I've heard people say I need to fix the weight painting but I'm not sure what to fix. How fix?

Anonymous No. 832122

>>830350
I think only blender has that feature creep.

Anonymous No. 832128

>>830350
The wonders of hobby-driven development.

Anonymous No. 832146

Holy fuck, how do I normal edit a face in a way that'll let me animate the face without those normal getting fucked up? The only thing I can think of at this point is to physically detach the eyes and mouth from the mesh and somehow make that work.

Anonymous No. 832148

>>832070
what do you mean? just go into edge mode and select it

Anonymous No. 832151

Hey I'm kinda new into 3D printing, I made a sculpt using remesh to merge different pieces. Now I want to print it but I keep getting zerofaces errors when checkingn on the printer tool.

Anonymous No. 832186

>>832128
>hobby-driven development

>Blender currently employs 26 full time employees, and 12 freelancers remotely.
>Epic Games supports Blender Foundation with $1.2 million Epic MegaGrant
>In 2019 the Dev Fund generated € 841,797 in donations, in 2020 it amounted up to € 1,131,780

Anonymous No. 832227

>>832148
yeah that didn't do anything. Tried messing around with it for like 10 mins and ended up somehow fixing it. Still not sure what caused the problem.

Anonymous No. 832268

>>831885
It's all solid colors. There's no texture work at all.

1080x1188

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Anonymous No. 832497

How can I pose a character imported from Daz to Blendah??

566x744

mspaint_2021-06-1....png

Anonymous No. 832516

I'm importing a pmx file into blender and if I zoom in it looks alright, but when I zoom out it spazzes out and i can see a glitched version of what's behind the first layer.
Is there a way I can fix this?

Anonymous No. 832546

>>832516
Try changing the clip start in your view settings (N panel)

>>832151
I don't know shit about 3D printing but the mesh > clean up menu in edit mode might have something useful. Also the 3D printing toolbox addon that ships with Blender could be worth trying, you just need to enable it.

Anonymous No. 832547

>>832497
megadeth needs two squares for 80s megadeth and today megadeth desu

717x580

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Anonymous No. 832559

behold my fucking donut. no I don't take criticism. Yes, I am going to make it. Goodnight losers

Anonymous No. 832582

I'd tried to add some puddles to the ground and they looked alright, I was happy with them. But I model things in Eevee and render in Cycles, so when I switched it to Cycles they looked like absolute dog shit.
Rather than looking like puddles they looked like those blobs of jelly from the Oakville Incident, you could see all the geometry and everything. I think it was because of the height map being used for the ground also being used for the puddles (which was obviously just a noise texture).
Is there a simple way of adding puddles in Cycles? Every time I look for some kind of tutorial it's always in Eevee.

480x720

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Anonymous No. 832594

>'sculpting can't be that hard'
>create the worst fucking thing of my entire life
i'll keep at it, but that was humbling

Anonymous No. 832704

>>832582
Literally a flat plane with low roughness and transmission. If you want to be fancy you can add a bit of displacement for ripples and a volume absorption.
If you want to go 100% procedural then you need to mix your height map with the noise you use to generate the texture and use that as a factor to disable the height map on the puddles.

Anonymous No. 832717

>>832559
literal half assed glaze.
NGMI

Anonymous No. 832735

how to learn 3d modelling

Anonymous No. 832754

Hmmm... when i try to render on my GPU (3060), it's stuck on Loading Render Kernels and nothing happens. This is just the default cube and nothing else. i'm not too sure what's going on

Anonymous No. 832763

>>832754
It takes time the first time. Go get a cup of coffee or something. Also install luxcore.

>>832735
ngmi

Anonymous No. 832764

>>832763
>ngmi
i don't need to make it, i just need to learn 3d modelling

215x245

1594442029435.png

Anonymous No. 832765

>>832764
You can't learn 3d modelling.

Anonymous No. 832766

>>832765
well i'll do programming then i guess

Anonymous No. 832767

Something I've never understood is why the zoom slows down with the scroll wheel? Say you want to click on a small detail and zoom into it, after a few turns of the scroll wheel, it starts to decrease the distance you can zoom and you never make it to the object. Going to local view will sometimes allow you to get closer, but not always, and sometimes you want to see the entire scene. Halp.

Anonymous No. 832768

>>832767
Press . on the numpad and you can zoom in closer. I can't remember the answer to what you're asking, but that fixes it (for lack of a better word).

Anonymous No. 832770

>>832766
what anon is saying is if you are too lazy and stupid to google search your query then you are doomed anyway

Anonymous No. 832771

>>832704
That's great, thanks, I'll give that a try tonight.

Anonymous No. 832774

>>832594
Making creatures is fun, theyll look like spore abominations at first but they'll begin to look better

Anonymous No. 832775

>>831572
Or you can do whatever you want cause you're not gay

2541x1508

bend.jpg

Anonymous No. 832826

bump for frogs

Also i wish that shader displacement would affect individual instances, that would make wind sway much easier.

Anonymous No. 832827

>>828396
Oh look. Another Chris thread.

1073x893

house.png

Anonymous No. 832836

I built this house using textures from street view. Did I do good? I wanna make a ton of them, built together a small Japanese town in unreal/unity and put some PSX filter over it

Anonymous No. 832861

>>830073
The princibles remain the same EG low poly hair is made the same way, low poly faces hands and feet are made the same way as any ps1 style character.

You just need to heavily rely on reference from other ps1 games style you like or want the character to be.

Best example of this I can give is simply look at the ff7 models then look at the ff9 modles, both low poly just different approaches in simplifed vs complex.

Resident evil models are also a good reference point for realistic ps1 style.

Reference is the most abused thing in a 3d modelers inventory no matter what game or animation you are making.

1280x720

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Anonymous No. 832870

Blender is still nonsense

>>832856

720x1600

Screenshot_202106....jpg

Anonymous No. 832883

This is what peak performance looks like

Anonymous No. 832902

>>832836
Looks good for a background building. Since you're doing PSX style graphics its not bad up close too.

Anonymous No. 832903

Can't believe there isn't a single decent animation course for Blender? Why?

Anonymous No. 832943

>>832903
Because Blender is shit for animation.

Anonymous No. 832953

Is there a way to axis constrain shapekeys? Preferably in 2.79, because I still hate 2.8/9's ui, but if it's doable there I'd still be interested to know.

>>832836
It's perfect for what you plan to use it for. You did good.

Anonymous No. 832994

>>832763
How long are we talking? Because a 3060 taking >30 minutes to load render kernels for a default cube means something's fucky?
Or is it possible that there's a problem with a pre-existing kernel? Anyway to reset/force rebuild?

Anonymous No. 833086

>>832994
Not him, but kernels taking more than a minute to load is odd. Try switching between CUDA and Optix and see if that makes a difference.

Anonymous No. 833095

What's the hotkey for switching between objects in sculpt mode in version 3? D only brings up the view pie.

228x391

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Anonymous No. 833100

Can I somehow add opacity to existing grease pencil strokes?
Pic rel can I make these lines fully black?
Some reverse dissolve eraser? Or even possibility to just select the strokes and write in the opacity value by hand somewhere?

Anonymous No. 833146

>>833086
Ye, using CUDA is almost near instant. but based off my googling, it seems that optix is the most efficient/fast?

Anonymous No. 833159

>>828396
I keep seeing this "lighting can make or break a model/scene", so I'm curious if there's any good tutorials on lighting for Blender.

Anonymous No. 833161

>>833159
https://cloud.blender.org/blog/Sprite-Fright-Master-Class-Lighting-Rendering

Anonymous No. 833206

>>832774
thanks anon :)

Anonymous No. 833208

Mesh edit mode is actually a ton faster now. I'm impressed. Curious when they'll get Vulkan ready and how this will effect speed

1536x1024

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Anonymous No. 833219

Well, this looks decent if you ignore the snap-back for the loop.
But it requires making all instances real and mesh data single-user, which means that it isn't viable at all.
Hair can bend - why cant objects instancing it too? I dont want my grass to rotate like some early-2010s game engine.

Anonymous No. 833220

>>833219
have you tried manipulating the primintrinsics?

Anonymous No. 833231

>>833161
thx

1000x1000

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Anonymous No. 833268

>>828396
>Dobarro will destroy blender
Based
https://twitter.com/BlenderDev/status/1404850973126840330

Anonymous No. 833271

I heard there's a way to render scenes that surpass your Vram without switching to CPU rendering, can someone enlighten me on this?

Anonymous No. 833272

>>833268
>The focus on performance won’t be on how high the vertex count in Sculpt Mode can be, but how fast Blender can deform a mesh, evaluate a geometry node network on top of it and render it with PBR shading and lighting.

Kek, Blender devs throw in the towel. Zbrush remains the undisputed king of sculpting.

Anonymous No. 833275

>>833271
https://developer.blender.org/rBc621832

just werks for nvidia gpus
other renderers refer to it as out-of-core rendering.

Anonymous No. 833278

>>833275
Thank you senpai

Anonymous No. 833286

>>833268
>CAD: Controls the base shape of hard surface and mechanical objects.

OH?

Anonymous No. 833294

>>833286
Blender can't compete even with Fusion 360, it has a really dated nurbs system and a couple of cad addons, i suppose they want to make a CAD mode and to add part of the freecad code maybe.....

500x332

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Anonymous No. 833297

>>833268
>The most advanced deformation tools to control the shapes of base meshes, which can be used in combination with procedural shaders and geometry node networks for further non-destructive detailing of the assets.

Once again it's like games don't even exist when they're the people actually using blender in production the most.

>We also know that handling large amounts of data is important for some studio pipelines. For those tasks, the plan is to handle the data from a separate editor that does not interfere with the rest of Blender interactive workflow.

Like zbrush?

Anonymous No. 833300

>>833297
>For those tasks, the plan is to handle the data from a separate editor that does not interfere with the rest of Blender interactive workflow.
This is what they've needed to do all along, it'll also let them do assorted trickery and approximation (like ZBrush does) to display "millions of polys" without actually displaying millions of polys (again, like ZBrush does)

500x749

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Anonymous No. 833316

>>833268
If blender is gonna double down on this freetard "pretending other 3d software doesn't exist" shit and build everything around the idea that stuff will begin and end only in blender then you know what fuck it, thanks pablo, I'm gonna start learning maya.

Anonymous No. 833362

>>833297
>Like zbrush?
They'll remove a bunch of shit that it is usefull in other tasks to speedup the viewport, don't expect a 2.5 D viewport thought .....

Anonymous No. 833367

>>833316
>If blender is gonna double down on this freetard "pretending other 3d software doesn't exist" shit and build everything around the idea that stuff will begin and end only in blender
yes, sadly. 2 steps forward 2 steps back seems to be their motto.
I have been arguing against that for years, but its like those retards pretending they didn't hear anything, going "LALALALALAALALA I CAN'T HEAR YOUUU!"
The sooner you start adopting a multi-DCC workflow the more you increase the distance between you and those trapped in the Blender walled garden, making you a complete artist that is competent, flexible and employable.

Anonymous No. 833368

>>833268
Not sure why everyone is freaking out about that, seems like a reasonable proposal.
>b-but muh interface changes
Stay on 2.49

Anonymous No. 833369

fuck is happening with this board, why is there no questions thread and instead half the board is filled by frog posters?

Anonymous No. 833370

>>833369
This thread became a defacto questions thread, but I prefer /sqt/ because it saves shitting up this thread.
And those cartoon toads are based.

Anonymous No. 833371

Boomer scared of change here, is it worth it upgrading from 2.79 to the latest versions?

Anonymous No. 833372

>>833371
its worth upgradting to an actual functioning 3d software and not this freeware crap

Anonymous No. 833386

>>833367
it is what it is, blender just isn't really aligned with my interests anymore, "Interactive" features do not interest me at all because guess what substance painter's viewport with the UE4 lut is doing me fine, sculpting with eevee on? do not care I'm already sculpting in zbrush. Meanwhile features like being able to handle big amounts of data without choking are actually useful which are apparently just not in blender's interests anymore, I'll hate the poly modelling but at least maya will have dope UV and awesome hair.

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Anonymous No. 833392

>>828396
Is there any quick and easy tutorials on how to Animate with blender. I mean not how to animate itself since thats is learned by experience, but learn with the controls or something.

SFM is really holding me back at this point.

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Anonymous No. 833395

>>833372
imagine actively seeking and surrounding yourself with things you hate like this anon does

Anonymous No. 833396

Any way I can make a "skeleton" of planes / surfaces out of a solid object? Kind of like a reverse solidify option.

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Anonymous No. 833398

>>833396
forgot image

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Anonymous No. 833401

>>833368
I don't give a fuck about interface or workflow changes, the main problem is that all this takes time to do it and people want other things, Pablo is looking forward to modernize the program to make it ready for the next 5-8 years and people don't understand how blender works internally, the development shouldn't be directed by likes on social media.

Anonymous No. 833411

>>833268
>We also know that handling large amounts of data is important for some studio pipelines. For those tasks, the plan is to handle the data from a separate editor that does not interfere with the rest of Blender interactive workflow. When it comes to meshes, this can come as a separate editor with its own viewport optimized only for rendering as many polygons as possible and non real time mesh processing operations. This will keep the high poly mesh data isolated from the rest of the scene, making the tools, real time viewports and the rest of the features perform as they should. Having this kind of data into its own container will also help with features like streaming directly to render engines without affecting the performance of the scene.

What a lazy fucking copout. YAY more UI revamps with ZERO fucking real life usability.

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Anonymous No. 833414

anyone know if 2.93 can have the custom properties in the 'item' tab show the selected object's custom properties like in older versions? Seems like it only displays separate global custom properties now.

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Anonymous No. 833431

>>833268
wew lad

Anonymous No. 833456

>>833392
Pierrick picaut

Anonymous No. 833459

I'm trying to make tight clothing for a model a few times now and failed at the last few steps. What's the best way to make something like one of those tight muscle shirts for men, or a swimsuit for girls? I have tried basically using the snap tool and topologizing over the body's mesh like retopo, but when I try to add some thickness to the swimsuit it all goes to shit. Same thing trying to use the shrinkwrap modifier.

Anonymous No. 833461

>>833401
>the development shouldn't be directed by likes on social media.

this direction serves to make blender basically only useful for making dumb shit for social media.

Anonymous No. 833500

>>833395
what the fuck are you on about? im not using blender

Anonymous No. 833510

>>833459

Anon, have you tried to recalculate normals?

Anonymous No. 833534

how do i make blender use vulkan?

Anonymous No. 833547

How do I use the compositing tab? I don't know where to start. So far, I've rigged, posed and rendered my character and graded colors in photoshop but I'd like to learn how to do all that in blender. Any helpers?

Anonymous No. 833548

>>833547
whoarrorhohrohorhorh me can't google

https://youtu.be/bF7RV1My41s

mad I'm spoonfeeding you anyway but whatever

Anonymous No. 833564

any good videos on topo?
not just ngon vs quad vs tri but how avoid making a unholy mess like i am doing
i am a begginer btw

Anonymous No. 833623

>>833510
Even if you don't feel like helping I am even open to "google (insert term here)" advice

Anonymous No. 833640

>>833534
You can't yet, they've not finished it. Maybe in 3.1?

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Anonymous No. 833641

Is there a way that I can automatically make cap the ends of the screw modifier to make it manifold?

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Anonymous No. 833667

Anybody know how to get blender to properly import the bone positions on this rigged hippo? Unity imports the bone positions fine but blender has the legs halfway through the body and all the face parts squished in. I presume there's some transforms or whatever on the bones, but I can't find any way to get blender to read them like unity does.

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Anonymous No. 833669

>>833667
Oops forgot to link file

https://files.catbox.moe/lr6b7i.FBX

enjoy this high quality animation in penance.

Anonymous No. 833706

>>833623

Google blender recalculate normals or press Alt N

Solidify and shrinkwrap modifiers are affected by the meshes normal value, And a common cause for messed meshes with those modifers is that the faces are the wrong way or a normal value issue.

Anonymous No. 833726

>>833500
You waste time in threads about software you don't even use and even hate, you literal retard. Did you get that now?

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Anonymous No. 833756

how fix this

Anonymous No. 833757

>>833640
what about prorender?

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Anonymous No. 833784

Any proper way to rig particle hair?
Say for example that I need to make an animation where the character grooms their hair, interacts with it, shit has to properly follow the actions, like tucking it behind the ears for example, I doubt leaving that action up to the simulation would give good results. Only thing I found that seemed kind of proper so far was using a lattice deformation modifier on the hair and animating it with that when needed.

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Anonymous No. 833795

Is there any benefit to baking a basic diffuse material to a UV map if I don't plan on exporting it to a game engine?

Anonymous No. 833894

is there any difference between the bevel modifier and the bevel tool?

Anonymous No. 833914

>>833784
Aren’t hair particles controlled by curves? In that case you could just attach curves to some bones and control them this way.

Anonymous No. 833918

>>833894
The modifier is non-destructive

Anonymous No. 833925

I'm looking to move away from blender to model/texture clothes for my characters, which I can then import and animate. What software should I look at?

Anonymous No. 834225

Can someone show me how to get Maya 2020 so I can finally get away from this shit program.

Anonymous No. 834293

>made new sculpt
>it was so ugly blender crashed
its just getting better lads

>>833925
if its clothes then how about marvellous designer, or the blender addon that mimics that

Anonymous No. 834400

I'm moving from sculpting to animation. What's some good practices for animating in blender? Do you make a new blend file per rendered scene? If your setting is a house does it make sense to model the entire house or do you just cheat and model the rooms with no specific continuity?

Anonymous No. 834432

>>833669
>using FBX for Blender
Huh? GLTF2.0 is so much better nowadays it's not even funny.

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Anonymous No. 834434

>>833548
>unironically postin flopped normals

Anonymous No. 834528

>>834432
it's some model off of turbosquid, so the fbx is the most compatible interchange format I have unfortunately. I do also have an Alembic/.abc version of the hippo, but I don't understand how the hippo is actually rigged in that case; it seems like the entire animation is just directly baked into a 146MB file. And of course the .obj version of the hippo doesn't have any armature or weights.

Anonymous No. 834531

>>834528
>>833667
>>833669
Oh, the model also has a .max (source?) file in it

https://files.catbox.moe/3595or.max

If any maxfag can open it and reexport the hippo as gltf or apply the bone transforms or something so it'll work in blender, it'd be appreciated.

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Anonymous No. 834656

...anyone any idea to reset the blender vanilla addon "carver" when it starts acting strange - after an while it ignores the direction of the cut and adds it in a total different direction???

its pretty neat addon, but saving and appending the item you work on in a new file is realy annoying ... pic related.

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Anonymous No. 834928

I made this little character I like but I don't know how to take it a step further. I want to add clothes/armor. Next step, I wanna add facial details and things like that.

What tutorials do people recommend for this sort of thing? I'm willing to buy Udemy tutorials if you guys have good suggestions.

Anonymous No. 835138

new thread: >>835135