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🧵 Blender General

Anonymous No. 840299

Previous thread: >>835135

Anonymous No. 840300

I'm so glad the asset manager shit is finally happening

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Anonymous No. 840322

the fox is the best render a person has made in blender
why dont they keep it?

Anonymous No. 840346

>>840322
I wonder the same. I can't stand that stupid ass monkey. Never liked it, never will. Simple as.
Interestingly, the Youtube Blender channel also still has the fox as banner.

Anonymous No. 840347

>>840346
Also, maybe we should design a fox that could replace the Suzanne model. The splash fox is too complex and isn't fit for Suzanne's purposes.

Anonymous No. 840348

>>840322
I agree anon. I really liked my seafox. For lack of a better word, it had SOUL

Anonymous No. 840349

>>840347
As much as I'd love a fox Suzanne, furries would abuse it. I'd rather not have my favorite FOSS modeling program mascot become a staple in poorly animated yiff

Seafox inspired me to try and model my own fox head. It turned out meh, but was still fun. Used it to learn more about particle hairs

Anonymous No. 840353

>>840349
True.
But I'll at least try to come up with some fox myself to replace the monkey in my Blender. Best of both worlds. No abuse by furries and still monkey replaced. The beauty of a completely modifiable software (and autism).

Anonymous No. 840357

I keep ending up with weird faces and having to go in with the knife tool to create edges so the faces are actual planes. Any tips on why/how this keeps happening?

Anonymous No. 840358

>>840357
can you post a screenshot of what's going on? I can try and help

Anonymous No. 840361

>>840353
sneed branch with fox suzanne

Anonymous No. 840362

>>840358
shit I should I have screencapped. I fixed it by deleting a bunch of verts and then filling it in and using the knife tool to add back in where the previous edges were. At one point blender wouldn't even let me delete the face. I would select it and hit delete but it wouldn't delete. I think I caused it by using the mirror modifier. I'll try to reproduce what I did and post it.

Anonymous No. 840365

guys, jayanam is losing his mind, wtf

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Anonymous No. 840367

>>840362

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Anonymous No. 840368

>>840367

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Anonymous No. 840369

>>840368

Anonymous No. 840374

>>840369
>>840369
obviously here I fucked it up on purpose. see how the edge somehow gets pulled inside and then when I select a single face it selects a few. This type of thing seems to happen to me by accident sometimes. Maybe I'm abusing deleting/dissolving faces... I've been watching blender tutorials for a while but only recently started actually practicing with it and I suck.

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Anonymous No. 840378

>>840374
ah, i see. you have the mirror modifier on with clipping enabled. clipping will merge any vertex pairs that meet in the center of the mesh. thus two vertices of your face are stuck in the center. turn off clipping and you can move that vertex out from the center

Anonymous No. 840380

>>840299
Someone should make the fox blep

Anonymous No. 840381

>>840378
thanks m8

Anonymous No. 840394

>>840299
What do I do if I want to have a shader identical in behavior to a HLSL/Unity shader in Blender?

Anonymous No. 840403

How do I learn the more technical aspects of blender? So far I've only made sculpts+retopo+rigging.
I want to learn softbody animation or other cool stuff :(

Anonymous No. 840423

Hello from 2ch.hk
Did you seen here a faggot with ugly model?

Anonymous No. 840454

>>840423
You'll have to be more specific

Anonymous No. 840456

>>840403
Are you having trouble finding stuff on Google? I can find numerous tutorials about softbody sims and other 'technical' things

Anonymous No. 840564

How do I make a bone move its location while using another bone's rotation as reference?

Anonymous No. 840571

>>840564
Nevermind, figured it out. It was the "transform" modifier.

Anonymous No. 840576

>>840423
thats all of us. hello fellow yellow man

Anonymous No. 840587

I'm a programmer and newbie to 3D modelling what's the best resources to learning blender

Anonymous No. 840592

>>840587
ideally, find a friend who already knows the program and have them teach it to you
a lot of people seem to gravitate towards blender guru's donut tutorial series, but it felt more like a "do this, do this, do this" tutorial without explaining why or going into any theory
just learn the hotkeys for functions you'll be using 90% of the time (extrude, grab, scale, rotate, fill, etc.) and fuck around with the program

Anonymous No. 840652

What happened to the piracy thread? I'm trying to find CG Boost's Cubic Worlds torrent. I found it on CGPersia but the retards that upload shit there use the worst fucking sites known to man for uploading shit.

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Anonymous No. 840662

I am following a tutorial and wondering why he is making faces manually instead of using bevel modifier

Can anyone tell me pls?

Anonymous No. 840667

>>840662
not sure what you're trying to point out from the image, but generally you want your mesh to look like the finished product before you start adding modifiers or subdividing

Anonymous No. 840669

Someone has sold their models on cgtrader or sketchfab, how profitable is it ? I'm thinking of selling rigid character models for VR or games.

Anonymous No. 840670

>>840669
a friend of mine has an amateur-quality gun model on cgtrader, and gets 1-2 sales per month on average

Anonymous No. 840672

>>840670
What do you have to do to sell on cgtrader, sketchfab asks you for 5 minimum models and a seller request, but on cgtrader they skip this and you can sell immediately, what is the trick? I don't know where to put my paypal to get paid or something like that.

Anonymous No. 840810

ever since i got a drawing tablet i have only been sculpting and i feel guilty because of it
i almost forgot everything about modelling too
i need good tutorials that about hard surface modelling for blender
i really need to practice that stuff so i can remember everything back again

Anonymous No. 840817

>want to make a character pick up an object and then pass it to another character that will then hold it
but i can't figure out how the fuck to do this without inserting a new instance of the object's model, because the child of constraint is completely fucked and if i try to remove the constraint from the original parent and then parent it to the other model, even after i tried saving the animation in the NLA editor as well, it just removes all the fucking keyframes and I can't do shit with it.

Anonymous No. 840842

>blender STILL has no way of hiding an entire collection from a final render
>if i want a model out of shot, I need to move it out of shot, i can't just hide it with the click of a button

Anonymous No. 840843

>>840842
what do you mean? you can hide collections.

Anonymous No. 840844

>>840842
Press the Filter button right for the search field in the outliner.
Enable "Disable in Render" (Camera icon)
Enjoy.

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Anonymous No. 840845

Anonymous No. 840846

>>840843
>>840844
I can't keyframe the disabling of collections.
>have model of character that's made from multiple different parts
>want to hide it away from rendering during animation when the character is not in the shot
>can't because blender doesn't let me keyframe the collection, can only keyframe "Disable in Render" for each individual piece of the model

Anonymous No. 840848

>>840846
I understand you now.
Yes, that is something currently you can't do no.¨
So either you have to go in and do it manually one at the time. Or set up a driver and link it to a custom property to disable them with one click and animate it that way

Anonymous No. 840854

>>840845
That tank is a motorized casket for the entire crew. But since you slapped an imperial japan flag it makes a lot more sense

Anonymous No. 840891

I downloaded a rigged OW model. When I try editing it, it says I can't apply modifiers to a mesh which has shape keys in em.

Anonymous No. 840898

>>840891
Do you need the shape keys?
If yes, then you can't edit the mesh.
If you don't, just delete them and modify it.
Simple as that.

Anonymous No. 840936

does anyone know the name of the addon that inserts edge loops while keeping the edge flow
i know it uses the "edge flow" addon as a requirement

Anonymous No. 840938

>>840936
edge curve plus?

Anonymous No. 840979

>>840848
Yeah, I don't know how to work with drivers, so what I end up doing is just having something like a bone named "ground" which does nothing but move the whole model at once without touching anything else. So I just keyframe that to move the model out of the shot until I need it again.

Anonymous No. 840990

>>840979
sounds like scaling to 0 and keyframing that would have solved your problem.
bot both moving and scaling may introduce motion blur problems, especially if you have volumes in your scene.

Anonymous No. 841005

>>840854
how so? It's based on a type 89

Anonymous No. 841015

>>840938
>edge curve plus
yep, thats the one, thanks a ton anon

Anonymous No. 841019

>>840891
Duplicate the model, and clear the shapekeys from the copy. After applying the modifiers to the copy, shift click the original and copy. Then transfer shapekeys using the shapekeys specials tab.

Anonymous No. 841068

>open blender file from model website
>entire UI is completely fucked
Is this because of the creator's personal UI or what? Is there a way to make it so when I open someone else's blend file i don't have to use their autistic UI setup?

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Anonymous No. 841073

>>841068

Anonymous No. 841074

>>841073
thank you very much for pointing this out anon. it was hidden by default

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Anonymous No. 841102

>>841068
>>841073
this way you can double click the files on the file manager instead of opening them through the UI

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Anonymous No. 841138

>>840299 (Checked)
So I've been taking apart a car model I stripped from Forza Motorsport 7 (don't >> me) ... Pic related is what's happening all over the model ...
I mean I get why they would disconnect the vertices in B, but the amount of stray double and disconnected vertices is too damn much. A is literally the mirror side of C/D, one side has disconnected vertices, the other side has too many vertices occupying the same spot.

Also, I realized that literally every person ever who creates models of cars uses smooth shading and I thought I was shit in it because it never occured to me that I need to use smooth shading which is why I stripped a model from a game to study it after being frustrated with modeling only to find this unholy amount of sloppiness LMAOing at the industry. /sperging

The absolute state of Microsoft.

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Anonymous No. 841139

>>841138
Closer up look on C/D in Edit-Mode.

Anonymous No. 841140

>>841138
try this
>ctrl+L
>M > merge by distance
>alt+N > reset vectors

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Merger.jpg

Anonymous No. 841143

>>841140
Yeah that does the trick, but I'll have to select the vertices by hand, just going ctrl+l gives me pic related.

Anonymous No. 841144

>>841143
NVM, delimiting it via sharp edges works. Blender seems to ignore "by material" for some reason ...

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Anonymous No. 841145

>>841143
auto smooth is your friend

Anonymous No. 841146

>>841145
It's already on ...

Anonymous No. 841147

>>841146
didn't look like it was

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AutoSmooth.png

Anonymous No. 841148

>>841147
It seems to be the default option.

Anonymous No. 841169

I am wondering, how can I bake normals from an object that is composed of a few separate meshes into a low poly? I know how to setup the whole baking normals but even a merged object would result in only a part of the mesh being baked into the normal map.

I tried combining the parts using booleans but as expected it would come up quite messy in a few places which distorts the resulting picture, remesh with a low voxel size still kills a lot of my details.

Any advice? I'll have to redo my "hi poly" mesh for now and try to allow for better intersections in some parts but others are almost impossible to do.

Anonymous No. 841177

>>841138
the disconnected verts could just be the way split normals are interpreted - and that's probably how the GPU is going to see them anyway.
i.e. they weren\t modelling this way, it either happened on export or on import, and it's no more sloppy than triangulation.

>>841169
yes, of course you can bake multiple highpolys per lowpoly.
even using Blender's default baking clusterfuck, you just select the lowpoly last, or you bake one by one without "Clear image" checked.
but why not use a plugin? there are multiple free addons with name-matching, floater support, etc.

Anonymous No. 841181

>>841138
under the hood marking sharp is actually doing just that, splitting the model and duplicating verts and that's how the engine stores it.

That's why more complicated UV maps (which add vertices under the hood too) and smoothing groups/marking sharp like this actually decreases performance slightly on meshes by increasing the vert count.

Anonymous No. 841228

>>840810
respond......

Anonymous No. 841229

>>840810
>>841228
Hard Surface Modeling In Blender
if you have hardops and boxcutter check out blenderbros courses

Anonymous No. 841245

>>841177
>but why not use a plugin? there are multiple free addons with name-matching, floater support, etc.
I wasn't aware of that.

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Anonymous No. 841249

What's the most efficient way, topology wise, to get the realistic way bigger titties hang over the surface of the chest? (On a model that will be animated) I've noticed the vast majority of models don't bother with this and instead settle for image on the left

Anonymous No. 841250

>here's how you can do this interesting thing in blender!
>[1 minute in]
>and now get this super cool addon from gumroad it's only 15 buc-
HATE.

Anonymous No. 841254

>>841249
>I've noticed the vast majority of models don't bother with this
Because they suck and are lazy.
To their defense it can cause problems when animating in real time (boobs will clip partly).
If you still want to do it, there are many ways to pull this off but I usually just move the camera inside the body and pull up the lower boob area from the other side and then go outside again to do further adjustments.
If your mesh is nice you could also just manipulate loops until you get your result.

Anonymous No. 841256

>>841250
>it's a 60 dollar plugin
fuck those cunts

Anonymous No. 841258

>>841256
I don't even have a problem with supporting development but camouflaging an ad as tutorial or even doing this all the fucking time, not just once or twice, is fucking disgusting.

Anonymous No. 841260

>>841256
>>841250
Sometimes I wish some of those plugins were cheaper, retopoflow is good and all bu 80 bucks is just not worth it, of course is just tech support and stuff considering you can actually get it for free on github but others are just too expensive.

Anonymous No. 841261

>>841245
I've used TexTools and EZBaker, both are adequate. at one point there was some jank where Optix bakes were coming out black, but I think it's all fixed now.

Anonymous No. 841295

>>841260
Compared to many others, the Retopoflow people at least are not assholes about it and DO have it available for free. You just don't get active support but there are a lot of tutorials around anyways.
So in the end if 80 bucks are too much for you, you could just use it for free or download it and donate some 10 bucks or something if you want to support them still.

Anonymous No. 841299

>>841295
Yeah, I just can't just shell out 80 at once but I am certainly using it and is quite good, some others have been quite a disappointment for a smaller price though.

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Anonymous No. 841353

Sorry for the dumb question, buf how do I proceed from here? I just started using Blender, but now I have the issue of how to position the nodes in order to extrude the arms, and then do the same for the legs. This is the first time I modeled a torso.

Anonymous No. 841355

>>841353
https://www.youtube.com/watch?v=WlaMfIgS2ns&t=5125s

Anonymous No. 841362

Looks like I managed to get some normal baking to work but I want to confirm something, I certainly need to use cages, can I use the displace modifier to get a working cage even if some creases are bound to clip on themselves with said modifier in some areas?

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Anonymous No. 841364

Anybody know how to fix objects appearing like this in viewport? These eyes look like glass when I append the model, but in the original project they look fine.

Anonymous No. 841366

>>841362
you can select the clipping verts and shrink them back along their normals (alt+s)
in fact, that's all Displace does, so you can skip the modifier step and fatten the cage in edit mode straight away.
a cage isn't always worth it. if you're planning to use Substance Painter, try baking cageless right there first.

>>841364
try enabling refraction in the screenspace reflections section of Eevee render options

Anonymous No. 841367

>>841366
It worked. Thanks.

Anonymous No. 841371

>>841366
I would be using Armor Paint maybe, otherwise Blender itself depending on the situation, cageless always seems to give me some mixed results unless I use a multires sculpt which is not always ideal.

Anonymous No. 841395

I'm learning 3D with Blender to make scenes of myself with cute models and actresses in romantic situations

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Anonymous No. 841480

not sure what's going on here
I wanted to add a slider for goosebumps on a skin texture, and now blender stutters more than when I have a 50+ node material live-rendering
deleting what I added and leaving the normal map as-is seems to fix it
any idea what might be causing it?

Anonymous No. 841502

Does rigging and weight painting have any improvements in 3.0? I'm currently using 2.9

Anonymous No. 841503

>>841502
3.0 alpha literally dropped today
you can download it and try it yourself

Anonymous No. 841507

>>841503
Better I know beforehand so I don't waste my time downloading it.

Anonymous No. 841508

>>841395
based

Anonymous No. 841509

>>841507
are you seriously telling me that you keep on top of blender updates enough that you know about a barely-announced alpha release within 8 hours of it being published, but don't care enough to download the file itself?

Anonymous No. 841512

I'm retarded and don't fully understand rigging yet.
Is it possible to make rigs from imported armatures/models? (Games, sfm, etc)
When I try with them, or even with my own bones, nothing happens when clicking on Create Rig.
it only works when I use a generic rigify addon armature. Am I missing something here?

Anonymous No. 841513

>>841509
Yes. I've looked at the release notes and I didn't see anything that would immediately benefit me for what I'm doing, so I'm sticking with my current version.

Anonymous No. 841535

>>841512
What if you rename the important bones with rigify's naming convention?

Anonymous No. 841593

For those more experienced, is it a good idea to word by adding nodes as this person did, or do block modeling?

https://www.youtube.com/watch?v=4az4wdNmbAA&ab_channel=mmCG%E3%83%81%E3%83%A3%E3%83%B3%E3%83%8D%E3%83%ABanimetic

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Anonymous No. 841616

Just trying to make a hand. How to proceed from here?

Anonymous No. 841631

>>841616
Consider how it will deform.

Anonymous No. 841634

>>841616
add more loop cuts around the knuckles

Anonymous No. 841641

>>841634
Sorry, I am retarded and new to to this. What do you mean by loops?

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Anonymous No. 841644

>>841641
exactly what it sounds like
shortcut is ctrl+R, then press G twice to slide it to where you need

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Anonymous No. 841670

I like looking at models ripped from video games. If I had to model Zero's helmet from scratch, I'm not entirely sure how I would do it. There are plenty of references online I could use and I would get it right eventually, but Capcom's model from Marvel Vs Capcom 3 is so good.

Anonymous No. 841676

whats the point of doing a boolean to make a union when you can just stick two objects together without joining them and call it a day without having to worry about the topology
is doing this bad for video games or something ?

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Anonymous No. 841686

>>841676
There's no problem with keeping things separate. Clothing, hair, and accessories are just about always their own separate object, but take Sonic's spines for instance. If they didn't join the spines to his skull, it wouldn't look right.

Anonymous No. 841688

>>841686
yeah but for my case the objects are intersecting
wouldnt that cause problems with the lighting or something??

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Anonymous No. 841709

>>840299
How do I link these so that disabled layers don't show up in renders? I'm changing these all the time and I don't want to click two buttons every time I disable a layer.

Anonymous No. 841732

>>841709
disabled collections don't show up in renders anyway. just try it, you might have incorrect 2.7 assumptions.
I don't have an answer to your actual question though.

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Anonymous No. 841737

>>841676
completely normal, look more closely at good models and you'll see a lot of stuff is just disconnected "floaters" intersecting with other meshes.

Anonymous No. 841745

>>841480
Stutters like performance hit or stutters like visually flickering?
Because flickering is usually some sort of edge case where the renderer is calculating something one way then another way endlessly, usually from things like ngons or fucked normals or clipping (like from unmerged objects) OR from the viewport trying to do some math shortcuts to speed up the display but introducing some fuckery as a result (that usually isn't present in the final render).

Stuttering like performance hit either means a bug with Blender, in which case it's worth your time making a bug post, or some (probably unintentionally) fuckhuge calculation like you plugged in a 480x480 texture but somewhere along the line you're multiplying it by 20 and now it's a 9600x9600 texture with each pixel being used to calculate a displacement effect.
Nothing sticks out to me from the node setup you linked though, although that distance seems incredibly small? I also don't know what's plugged into the color of the Normal Map
Also I'm not sure what Scale 1000 is, don't remember for Voronoi if that's incredibly small or a sane value.

One thing you can do is create a Plane with an Emission texture and have the outputs from your node math be displayed as black and white.
And, if Cycles, set the samples to 1 for Preview and Render; emission stuff renders instantly so 1 is all you need and that also will also force Cycles to not do any other render calculations beyond the 1 sample.

Anonymous No. 841753

>>841745
performance issue
I'll go file a bug report then, because I've worked on some pretty crazy node setups that are still buttery smooth in most cases

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Anonymous No. 841756

>>840299
When I try to bevel this "custom" cylinder, it just drags down and shrinks the diameter of the shape. Works with a normal cylinder and cone. What am I doing wrong?

Anonymous No. 841757

>>841756
non-uniform scale.
tab out of edit mode, Ctrl+A, scale.

Anonymous No. 841758

>>841757
Thanks, that was it.

Anonymous No. 841760

>>841756
I am both impressed and disgusted with people who do cad modeling in blender

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Anonymous No. 841764

>>840299
This is probably the most retarded thing you've read all year, but I'll ask anyways. I'm that BMW schmuck (>>841138) from a few day earlier btw.
Would it be possible to cast lights from the headlights that light the street if I were to remodel the Bulb, Reflector and Lenses like in real-life or is that just stupid?
Or do I have to "cheat" a way to make "headlights", one component on the car that looks fancy but has no functionality and another component that is just an invisible cone that casts light?
Never done direct lighting from objects and Tutorials on the webz are very vague and only show the modelling or material-creating phase of the lights and then just fuck off. Closest thing I could find was some dude making the rear lights light up but they don't have to light up an entire road.

TL;DR: How do I make car headlights? Can I just rebuild the headlights realistically and it'll work or do have to use some "black magic" behind the scenes stuff? Is it even possible to do the former?

>>841760
It's not going to be anything you'll ever touch, it's just an H7 lamp that I want to place in the headlights of the model.

Anonymous No. 841771

>>841732
Thanks, found out that the clipping wasn't caused by my alternative layers but some extra geometry inside the meshes.

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Anonymous No. 841773

>>841764
possible keywords: "caustics" and "ies profiles".
the actual light rays refracting and forming a shape is caustics, Cycles is very inefficient at this (you'll need like 10k samples to make anything out).
can't give super detailed advice on IES, but these profiles describe actual lightbulbs and can be fed through an "IES texture" node.
you can also fake fast caustics to varying degrees of success. pic related, based on something I found on the interwebs at some point.

Anonymous No. 841774

>>841773
>10K samples
Well, ... Fuck.

Though, Thanks Fren, gonna look into that!

Anonymous No. 841776

>>841764
>Anonymous
Purely on blender or a game engine?

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Anonymous No. 841788

Beginnerish question but how do you unset layers? I have hands bones on a layer, hair bones on another one and same for body bones on a third layer and I want all these bones to be in the same layer. How to do that ?

Anonymous No. 841789

Is Auto rig Pro worth the 40 bucks. I'm solely planning on using it to export animation to Unity so I need to know if this pipeline is seamless

Anonymous No. 841794

>>841788
M
shift-click to have the same bone in multiple layers.
also, you could have just typed "layer" into F3 search, don't even need to google

Anonymous No. 841810

>>841776
>>Anonymous
WDYM?

>Purely on blender or a game engine?
Purely on Blender, this doesn't have to be in real time.

Anonymous No. 841844

>>841810
Why not attach a pair of spot lights to the model then?

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LikeThis.png

Anonymous No. 841850

>>841844
Checked, you mean like this? I was just wondering if it's possible to model the headlights and have them give off lights without having to add Blender Own lights.

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Anonymous No. 841851

>>841850
Bonus meme

Anonymous No. 841854

>>841850
Aside from emissive for added effects I have no clue, but since it is for blender alone I don't see what would be the problem.

Anonymous No. 841855

>>840587

...i am currently working on some realy cool tools based on python, and, almost everytime i asked google "blender python <action, or something i want to archive" resulted into an answer ... so, dont by shy.

the python api and its documentation is, mostly very distracting and doenst explains how something works in action works ...

a good quik rundown you can get from curtis hold, he wrote a handy library of the most general actions in blython ...

>https://github.com/curtisjamesholt/EasyBPY/blob/master/easybpy.py

>https://www.youtube.com/watch?v=XqX5wh4YeRw

....darkfall, has many blython related tutorials too ..

>https://www.youtube.com/channel/UCOUWVGNhcHEICE8AjR8up3g

..i personaly would love to see more 3d related coding stuff here(questions/answeres)!!

Anonymous No. 841890

Does anyone know that True-VFX terrain addon and know why it absolutely demolishes my viewport performance? I've got a 3600 and a Vega 64 so I'd think I could handle one terrain mesh but it absolutely chugs.

Anonymous No. 841892

>>841890
Welcome to Blender.

Anonymous No. 841893

>>841850
sweet e36. did you model it? if not, got a link?

Anonymous No. 841898

>>841893
Not mine, stripped it from FM7 and did a lot of cleaning up. You'll have to do the same because it's a swiss cheese and many of the vertex normals are FUBAR (>>841138 & >>841139)

Here's a guide:
https://www.deviantart.com/moparmudder/journal/Forza-to-Blender-Model-Conversion-Guide-832237173
Beware, that one is only for games from FH2 or earlier, if you want to import anything from FH3 or later, you'll have to use 3DSimED instead (download from the dev site and not some 3rd party).

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Capture.png

Anonymous No. 841921

I am having trouble baking a texture, is not fully rendering for some reason, I was able to do this a month ago without a problem but now no matter what I do it never gets fully rendered.

1920x1056

example.webm

Anonymous No. 841927

>>840299
How do I stop the objects from flip-flopping?

Anonymous No. 841941

>>841927
What did you do?
Why don't you just arrange the letters in a circle and rotate the whole thing?
Why are you using particles?

Anonymous No. 841942

>>841850
Use spot lights for the illumination of the environment and emission material on the actual lamp for the brightness inside of the headlight.

1920x1056

example 2.webm

Anonymous No. 841960

>>841941
Because I can't do this if I just arrange objects in a circle and rotate the whole thing.

1440x810

0015.png

Anonymous No. 841962

I think this turned out alright. I kind of screwed up merging by distance and not knowing that theres useful options in extrude along normals, but theyre small enough that its not too noticeable.

Also, is there a way to make blender render VP8 webms that work on 4chan?

Anonymous No. 841964

What are some features or fixes Blender is in dire need?

Anonymous No. 841977

>>841964
texture paint mode being so broken that it's unable to paint single pixels. (i.e. https://developer.blender.org/T71403 )

Anonymous No. 841986

>>841927
>>841960
I don't understand what your endgoal is

Anonymous No. 841989

>>841964
Nurb improvement, paint improvement with a basic palette, the ability to modify a primitive mesh after its made (like controlling the side count of a non-deformed cylinder after its creation), allowing displacement via textures in the material node in Evee, a basic retopology quad drawing tool, radial array node (it gets annoying having to use the regular node with an offset object), a folder/directory approach at organizing the materials of a scene

1123x775

mspaint_2021-08-0....png

Anonymous No. 842037

I hope this question isn't too stupid, but for some reason my mesh looks completely different in object mode vs edit/sculpt mode.
The messed up version appeared as a hole in edit mode so I figured I'd fill it in, but it didn't fix anything. I might have messed it up while I was working on the hair and somehow affected the forehead.
I've tried using "propagating to shapes" from a shape key that is relative to another base(that is identical to my main base), but that didn't work. Neither did "blend from base".
Completely stumped and any help would be appreciated

Anonymous No. 842046

Are there any good drills/exercises for beginners to help internalize more complex ways to use the basic toolset?

Anonymous No. 842054

>>842037
Check if you are on a shape-key

900x722

1555050165096.png

Anonymous No. 842056

>>842054
ok turns out I'm a retard and I somehow hid the damn thing after selecting it while working on the models hair.
Thank you for the help though

988x869

Capture.png

Anonymous No. 842076

I solved the texture baking problem but I am having some weird issues, this mesh has smooth shading, recalculated normals, reset vectors and still appears as if it had somewhat sharper edges in a few places while using normals but my normal map is 4K and so far it looks very smooth, any clue?

Anonymous No. 842082

>>841989
>a folder/directory approach at organizing the materials of a scene

this, the materials/materials instance workflow in unreal engine makes blender's approach to mats feel like a joke

1473x773

1623507072176.png

Anonymous No. 842084

>>840299
so I made this a few months ago and haven't touched blender since then. i have no recollection of modelling things. how should i freshen up ? also is modelling the car body from a single cube a bad practice?

Anonymous No. 842085

>>842084
nvm, I made it from a single plane. how am I supposed to break the car body down or is making the body from a single plane fine for a background car?

Anonymous No. 842086

>>842085
For a background car sounds good.

Anonymous No. 842087

>>842086
if i were to make interior models like an air conditioner, how would I break the model down? do i have to look at the actual blue prints ? fuck me the more I think about it the fewer foundational skills I have for modelling.

Anonymous No. 842088

>>842087
You mean adding interior stuff to the car or what do you mean by breaking it down? segments? you can so it by either selecting faces and separate selection or ripping edges.

1000x667

1612271475071.jpg

Anonymous No. 842090

>>842088
I mean objects like these. my primitive ape brain would just take a cube and start adding loop cuts and bevels until it resembles pic related but from a few models I have looked at, it seems people will divide it into certain parts ie: the back, the middle, the front and the duct and i have no clue where to put cut up this model or anything else

Anonymous No. 842099

>>842090
Your approach is more or less the right one, to break down models you can do what I mentioned, do your looping stuff and all to get the desired shape, then separate faces here and there to refine, that way you can also try to find ways to eliminate the excess loops or edges.

932x477

1619601093078.png

Anonymous No. 842100

>>842099
yeah, I figured out the problem, I just need a lot of practice.

Anonymous No. 842101

>>842090
I prefer doing shit with planes

Anonymous No. 842102

>>842101
could you make a quick example of the air conditioner unit?

804x455

model.jpg

Anonymous No. 842105

start from the back

Anonymous No. 842106

>>842105
did you make it with a cube or a plane?

Anonymous No. 842107

>>842106
cube

Anonymous No. 842108

>>842100
>>842105
Looks good.

993x508

1599829898386.png

Anonymous No. 842109

>>842105
ay that's pretty good
>>842108
tried it again and came out a bit better this time

Anonymous No. 842134

>>842109
Remember you can also make a low poly model with the basic shape and bake your hi poly model as normal map.

Anonymous No. 842142

>>842134
i haven't learned how to texture or bake stuff yet but is this technique only used for game ready ? i want to try and create a render of a room and use it as a background for a short 2d animation, so do i have to use this technique of making a high and low ploy models and bake the high poly into the low poly?

Anonymous No. 842143

>>842076
to start with, normal map should be "non-color", not "srgb". that wouldn't result in what's on your pic though.
does it look the same in solid mode? try clearing custom normals.

a similar effect could be due to cycles rays simply being blocked, you can work around it with "shading > shadow terminator" setting on object tab. doesn't seem like that's the case here either though.

640x360

This is the Array....webm

Anonymous No. 842145

>>840299
So are you trying this shit or nahh? it is shit that it can't work with a dinamic number of copies and you have to enter the number of clones
https://builder.blender.org/download/experimental/

581x675

1627003505844.png

Anonymous No. 842147

so I was trying to box model this guy, but i started with the body and i am stuck now. was i supposed to start with the head? i checked a few tutorials but i ended up being more confused because every time i type low poly, psx style comes.

Anonymous No. 842151

>>842147
https://www.youtube.com/watch?v=4vAqPaFv8QA

It doesn't matter where you start, you need to learn how its connected.

Anonymous No. 842152

Anyone has a tip for weight painting some parts that just won’t fucking turn red ?

341x228

1581639784226.jpg

Anonymous No. 842158

>>842147
https://3dtotal.com/tutorials/t/low-poly-character-modeling-and-texturing-athey-nansel-moravetz-model-man-low-poly

Anonymous No. 842159

>>842152
assign the vertices in edit mode

Anonymous No. 842166

>>842158
damn is there a modern version of this tut? its a bit hard to follow

Anonymous No. 842186

>>842142
If it is pre-rendered you don't need low poly, that's only if you want to use them in real time on a 3D game.

Anonymous No. 842187

>>842143
thanks, will do.

816x545

1607110944589.png

Anonymous No. 842212

is it just me, or is the tris to quads function useless 90% of the time

Anonymous No. 842225

>>842212
works only if u made it inside blender, imported stuff is getting the trash treatment.

810x880

scrot.png

Anonymous No. 842228

Looking for some assistance with a rigging issue.

I have a character with a rest position that's a simple A-pose with feet flat on the ground. I want to parent the character armature to a pair of high heels as well (this is for customization in a game so the meshes are all separate). There is an animation that positions the character's feet in the correct position to fit in the shoes, and I modeled the shoes referencing this foot position.

Now when I try to parent the armature, the shoes get all fucked up because they were modeled relative to the pose position, not the rest position.

Is there any way that I can correct this? The un-parented model contains my desired position for all of the vertices. Is there any way that I can transfer all these positions to the parented model? I feel like I could probably write a script to do it, but I wanted to check that there wasn't an easier way before I embark on that.

pic related, wireframe shows shoe model intended position, solid model shows deformed position after parenting

Anonymous No. 842229

>>842228
P.S. I have tried saving the armature deformation as a shape key and then applying it with -1 strength to try and reverse the deformation but this doesn't work.

Anonymous No. 842232

>>842228
Try this:
>Clear all vertex groups on your shoe.
>Duplicate some key faces/loops from your base model.
>Separate that selection.
>Parent your shoe to the armature with empty groups.
>Add Data Transfer modifier to the shoe.
>In the source option select your separate component.
>Apply the modifier.
>Test it.

Anonymous No. 842246

>>842232
Thanks anon, but in the end I found out there's a bundled addon called "Corrective shape keys" which basically does exactly what I want.

Anonymous No. 842250

>>842246
Yep, I didn't mention it because sometimes I don't know how they transfer to a game engine.

Anonymous No. 842255

>>841964
Remembering that W7 chads exist and that we don't like being marginalized.

Anonymous No. 842268

>>842255
Upgrade your shit nigga

Anonymous No. 842305

Is there a way to stop the mesh separation that happens when sculpting on split edges, without merging the vertices?

Anonymous No. 842315

>>840299
Is there a way to make 'light tunnel' type lamp in Eevee? What I want is basically a lamp that's like a spotlight but instead of going out in V shape it's more like a U shape? Area was my first thought but it seems to have a weird cone rather than 'tunnel'.

Anonymous No. 842325

>>842305
like when using mirror modifiers?

1920x1080

Holes.png

Anonymous No. 842507

>>840299
I've made it this far, but how do I cut out the holes for the bolts? (Large holes) I had the idea to use the Boolean Modifier but I can't seem to pull it off due to missing geometry and shit.

I also have the Hard Surface Modelling Tutorial by Gleb Alexandrov and Aidy Burrows and use this to train some of the concepts but I'm kinda stumped on how to approach this one.

1054x856

cr.png

Anonymous No. 842518

>>842507
do an inset, count the verts. then with that number of verts either add a new circle and trace it, or boolean+cleanup.

Anonymous No. 842519

>>842507
I would advice you to try redrawing your reference using only a quarter of a wheel and then repeating it for better results.

Anonymous No. 842521

>>842519
he's doing fine, the wheel has 5 sectors and he's going to mirror 1/10th. don't confuse the guy.

Anonymous No. 842522

>>842521
Oh, then sure.

Anonymous No. 842692

Where did all the default matcaps/liighting presets go when i updated to 2.92?
They not up there anymore

Anonymous No. 842694

Any tricks for using mirror modifiers when modeling something triangular? I want it mirrored 3 ways basically.
I am thinking at the moment doing an array might be the better idea?

1938x966

Problem.jpg

Anonymous No. 842700

How do you apply/save a modifier directly to an existing shapekey so you can get the result from it?

I'm trying to make this mouth frown shapkey, and I figured it'd be as easy as making one with the mouth closed, using a simple deform modifier to bend it, and then save the result to a shapekey and it just work, but it seems like this isn't the case.

For some reason, saving the modifier to a shapekey saves it from the basis, and ignores existing shapekeys. So you can't mix an existing shapekey with a modifier.
I got something hacked together where I fuck around with the order of the shapekeys and then apply the modifier, but that doesn't seem like an actual solution and seems more like a workaround.

Anonymous No. 842707

Having big issues with fracturing teext, was following this ducky vid https://www.youtube.com/watch?v=JrtwkzfWQbk
but every time it finishes theres always 1 or 2 letters that get fucked up? I play with the settings but I'm not really sure which way I should be playing with them..

Im on 2.92, hes on 2.8.

Anonymous No. 842710

Am trying to learn scene optimization.
Got a human mesh, about 17k verts - VRAM 4GB
decimated by half to about 8k verts - VRAM 3.8GB
Is there a way I can look at the breakdown of a scene's VRAM usage? Cycles has been a pretty neat render engine and lets me utilize the 3060 mobile I got. Plus the denoising is pretty amazing

Anonymous No. 842713

>>842710
a few k verts is nothing, you shouldn't notice a difference in performance
it's probably the lights

Anonymous No. 842718

>>842713
Just a HDRI actually. Im kinda confused. Will shrinking the texture size or something help?

Anonymous No. 842730

>>842700
I don't use shape keys often so this might sound stupid, but does the order of the shape keys change the output?

Anonymous No. 842731

When I hit ctrl+c to try and copy a bone over to its mirrored partner, I get a pop up for 'copy attributes menu', and have to click on 'copy pose'. It used to be I just did ctrl+c and it was done. How do I get rid of this pop up?

Anonymous No. 842732

>>842694
Array with an empty as the center is your man

Anonymous No. 842785

>>842730
No.
Shape keys use scaled linear vectors. Vector addition is commutative, so a+b =b+a. The order isn't important.

Anonymous No. 842803

I have a bunch of fucked up obj models that have no accompanying mtl. The texture information is there however in the form of vertex groups that are called xxxxx_texture2, xxxxx_texture3 and so on. The texture files are called texture2.png, texture3.png...
Can I somehow import these in a way that blender recognized the materials/textures automatically and I won't have to manually edit the materials?
I can't really improve the source models.

1920x1080

Styling32-1.png

Anonymous No. 842811

>>842518
Did it with the boolean, ugly but it get's the job done I guess.

1920x1080

Styling32-2.png

Anonymous No. 842812

>>842519
>>842521
>>842522
Ref is old but fine, the wheel has 5 lugs so it has to rotate around that, pic related is a segment of 5 which form the entire wheel.

1920x1080

Styling32.png

Anonymous No. 842813

>>842812
Finished thing looks like this

1280x720

donut_Large.jpg

Anonymous No. 842824

How important is it to keep things to their accurate scale when you render them? Does a scaled up donut lose any of it's realistic look?

Anonymous No. 842829

>>842824
not really, but it's nice to keep things a consistent scale if you ever choose to put it into another scene

Anonymous No. 842832

what's the difference between jigglebones and the addon for wigglebones?

Anonymous No. 842852

>>842824
I think what you're trying to ask is "when does ignoring the units/scale for my objects bite me in the ass?"

From a technical perspective, probably only just physics sims. It's a rare "bug" or "misfeature" that sometimes happens that can be really vexing; you've made a donut but it's behaving oddly because instead of being 30mm it's 30m.

Also it's a good practice to think about scale; it costs you almost nothing in terms of time to setup the parameters in your scene (and you can even make it part of your default first_load scene) but can be really annoying later on when it comes to importing other assets around.

Anonymous No. 842853

>>842803
You could for sure write a python script in blender to do it (if you knew Python)
But in terms of some magic check box on the import -> obj, no probably not

Anonymous No. 842854

>>842785
>>842700
Did you Ctrl A + Apply Scale on your basis?

This for sure looks like one of those "heh kid, forgot to [click a single check box in a rollout panel's context sensitive rollout panel]? get fucked" type of bugs / problems

Anonymous No. 842855

>>842854
Another thing it could be, in the vein of simple dumb things that can fuck everything, do the two objects (if they're separate) have different origins?

Anonymous No. 842858

>>842854
>>842855
I compulsively apply rot/scale, so that's not the issue. Even double checked for good measure. Scale is 1.0 all around.
They're also the same mesh, so it's just one object.

I used an empty as the origin when using the modifier, but that's not the issue since I was able to get a smile going into a shapekey just like the frown was supposed to be. For some reason though, trying the same steps with the frown doesn't work at all, despite doing the exact same things. Even the smile has some weird issues though. Where the slider works just fine, and then 30 seconds later it fucks up even though nothing was changed.

I'm sure it's my method of brute-forcing the shapekey by fucking around with the order, but this seems like something that should be a feature to begin with. Just add a "save to existing shapekey" in the modifier apply menu.

745x547

2021-08-06 11_01_....jpg

Anonymous No. 842863

>>842811
you could do this

Anonymous No. 842864

Brehs, is there like a written guide or an infographic on assigning weight to vertices and weight painting on humanoid models or in general. Everything is welcome

Anonymous No. 842865

>>842824
simulation aside, certain things also operate on a specific scale: focus distance, depth of field, subsurface scattering depth. you'd need to scale those up to match if you're aiming for accuracy.

Anonymous No. 842867

>>842853
I do know some python, but I've never done anything with it in blender. What's the best resource to start with this?
Although it would probably just be faster if I generate completely new mtls outside of blender before importing.

Anonymous No. 842870

>>842867
you don't need a resource. just open one of the import/export plugins that come with blender and look at how the relevant data is addressed.
it's just going to be something like: for object in scene objects, for vert group in vert groups, create a new material and add it as a new slot, then add and connect a named image texture.

Anonymous No. 842895

How do I make rigid body NOT start at frame 0? I want it to start later, but I see no where to keyframe it in the settings there

I want stuff to fall, but not right away
Is there something I can do with like keyframing gravity or a forcefield to hold until I want it to drop instead?

Anonymous No. 842919

>>842895
the easy way (if you just have one event) is to simply set a start frame in scene options.
but really, you need to look into rigidbody constraints. it's not very intuitive though.

Anonymous No. 842941

Has anyone ever heard of some weight painting addons. Doesn’t matter the purpose of the addon as long as it relieves some pain from my chest

995x337

good vs bad render.png

Anonymous No. 842946

Does anyone know how to replicate that "dusty" particles look in the left pic in the final render (right pic)? That only happens when the viewport is using denoiser and the samples are still low

1662x922

pp.png

Anonymous No. 842948

>>842946
the proper way would be to do some sort of volume dependent on particles, but there are various ways to murder your image in post too

624x414

Capture.png

Anonymous No. 843025

Is there any way I can sort all these blend shapes a bit faster? there is a shit ton of them but I need only a bunch on the top to be able to have easy access on Unity.

1280x720

0001-0200.webm

Anonymous No. 843038

i made a box

Anonymous No. 843039

>>843038
holy shit bros
game changer

Anonymous No. 843062

any good intros on sculpting in blender?
actually how good is blender sculpting for small organic shit? cant be arsed to get zbrush/3dcoat and I don't need gigares meshes.

Anonymous No. 843063

Test

Anonymous No. 843067

>>843062
>any good intros on sculpting in blender?
https://www.youtube.com/watch?v=TAGWu08oWAM
https://www.youtube.com/watch?v=f-mx-Jfx9lA
https://www.youtube.com/watch?v=XT7h6lmE5bc
https://www.youtube.com/watch?v=YaVEJTLDD3Y&t=1416s
>actually how good is blender sculpting for small organic shit?
depends on your computer, blender should work fine with 10-15M tris

Anonymous No. 843071

It seems that with Cycles denoiser and persistent data, i seem to be able to render faster in Cycles vs Eevee? Is that something that is supposed to happen or did I somehow fuck up my node system?

Also, if I setup a different node system for Cycles and Eevee for a single surface, do I end up consuming more render memory than if I were to create different saves for each node system?

I'm trying to understand how to use Fresnal, but I'm not sure on it's use on skin. I've read that it gives things "glow" but what kind of map should I try using with it? Or does it not need one?

209x205

1515959909129.jpg

Anonymous No. 843131

Sculpting Pablo is a fucking mastermind.
>creates his own toolset in Blender to streamline his waifu creation process
>gets noticed by Blender boss
>gets hired
>publicizes his development milestones on Twitter
>people are amazed by his development skills and results
>large crowds start following him on Twatter so they're in the first row when the next cool update lands
>keeps showing his developments for a while
>then COMPLETELY switches to exclusively showing his waifus several times a week
>no more development -- only waifus.
>58000 followers are now looking at his waifus each time

Anonymous No. 843165

Why is the performance so fucking shit?
I even installed some plugin that helps increased performance in the viewport but even that ends up failing at times
>viewport runs at 20fps for likes 1~2 seconds even though I have most shit hidden
>suddenly drops down to 7fps
>framerate only improves if I actually delete the models themselves
I don't understand. Performance actually increased before if I just hidden the models from rendering in the viewport, but then with other ones, the performance doesn't improve unless I delete them.

Anonymous No. 843168

>>843165
Maybe you're running out of memory. I have a scene with about 15 million vertices, and that eats 10 gigabytes of memory. After that, I start running out of memory, and the OS needs to start relying on SWAP, i.e., extending RAM onto the hard drive. That slows down Blender quite hard. Deleting objects won't really help, though, since they're still in the memory due to undo-functionality, so maybe that's not your issue.

You're not animating anything with physics, are you? Physics animations will keep running even if you hide the object. You need to uncheck the computation part, if you want to stop that.

Anonymous No. 843188

>>843067
>10-15m
thanks mane. that's actually perfectly fine for me, I was thinking about under 5 mil.

Anonymous No. 843195

>>843165
Literally works on my machine. The FUCK are you doi-
>I even installed some plugin that helps increased performance in the viewport but
LMAO

Anonymous No. 843196

I'm thinking switching from c4d to blender good idea anons?

Anonymous No. 843198

>>843196
It's $0, just give it a try.
If you're happy and efficient with c4d, why switch?

Anonymous No. 843201

>>843198
I'm using the pirated versions of c4d I'm so tired always having to deal with chasing the latest version or cracked plugins.

Anonymous No. 843206

>>843201
You pretty much get the same results with Blender as with any other software. The key difference is that Blender is sometimes a bit faster workflow-wise but also often a ton slower because you have to do workarounds due to still somewhat limited feature set.
If you're lucky you can quickly switch though if your average projects fall in the sweet spot of what Blender can do at the moment.

1216x669

Australian-Shephe....jpg

Anonymous No. 843207

any ideas on how I could create a good looking dog-fur texture?

Anonymous No. 843208

>>843207
If you're using hair particles, it's actually piss easy since the nice fiber-like texture "smudging" is being taken care of by the hair. That means all you have to do is quickly painting those colors and spots, adding the hair and combing it in directions as you can see in your reference image.
If you don't use hair particles, then you'll have to be really good at texture painting to make it look good since you'll have to simulate those textured gradients actual fur does manually with your brush.

Anonymous No. 843211

>>843207
rip it off of a photo, of course
https://www.youtube.com/watch?v=CSc_aH25cUY

Anonymous No. 843214

Sometimes I just throw a bevel modifier on it and call it good.

Anonymous No. 843217

>>843214
>not a bevel shader
come on mate, keep up

Anonymous No. 843237

Just killed my gpu using blender
Granted it was 10 year old but i was just moving around some meshes with procedural hair texture and it was so sudden, wtf
i migrated to my better pc but now I'm paranoid about fan noises

Anonymous No. 843239

thoughts on industry compatible keymap?

Anonymous No. 843243

Why does blender have a crashing while sculpting feature now ._.
Is this what reaching industry standard feels like?

Anonymous No. 843245

>>843243
Which build are you using?

Anonymous No. 843247

>>843245
2.93.1 and 2.93.2

Anonymous No. 843269

>>843217
>raytracing your materials while raytracing your image
A fellow noise connoisseur i see

Anonymous No. 843297

Is it possible to use the blur weights brush and multi-paint with all influencing bones selected? I don't understand why this doesnt just function the same way as 'smooth weights' on selected vertices, but just as a brush.

1717x1339

aadas.png

Anonymous No. 843347

hi i'm trying to recreate the lighting in the bottom right image with the multiple lights
i've tried to reverse engineer what color the individual lights were on photoshop with multiply layers, then i brought those colors into blender...

is there a better, more accurate way to do this? (assuming the painted original is replicable in 3d)

how can I ensure the combined light's color and strength will be what i want? is there a way to make a single light source first then split it into multiple with the equivalent sum in power/color? sorry if this is a non-issue im a 2d artist, not 3d

1280x720

untitled.png

Anonymous No. 843371

Between my corporate job grinding away at me and my lack of time, I forgot so much about 3d that I literally regressed to pajeet levels.
Felt so shitty I actually went back and did the donut.

308x395

BLENDER_FUCKING_S....png

Anonymous No. 843377

is the pun intended?

2202x2207

taomon_wip.png

Anonymous No. 843391

1265x753

grandblue.png

Anonymous No. 843404

>>843391
Looks nice, may need a bit more definition here and there, maybe a toon shader instead? you can use this one.

Anonymous No. 843447

Pablo is upset on Twitter because people told him to do something else than create specific tools for his specific workflow.

1280x720

EswINrVXEAgvpdp.j....jpg

Anonymous No. 843451

>>843447
what people don't understand is that Blender's development is tied to the Blender open movies, if they were doing something with Ian Hubert they would be improving the vfx side but they are doing this again.

Anonymous No. 843545

My armature keyframes are gone from the timeline but the movement still happens, does anyone know what might have gone wrong? If I add a new keyframe it "overlaps" all of the preexisting missing keyframes

Anonymous No. 843547

>>843545
maybe you just scrolled them out of view? middle mouse click over the timeline and drag up/down.

757x368

blender .png

Anonymous No. 843548

>>843547
Nope.

551x4784

screencapture-twi....png

Anonymous No. 843592

>>843447
Here's the full meltdown. Thoughts?

Anonymous No. 843594

>>843592
>Thoughts?
he is tired of people asking for performance, he can't do shit with the current implementation and he needs to rewrite all the sculpt mode, maybe add that new optimized viewport for the sculpt mode too, the Blender Fundation doesn't want to do that now so he can't do shit, he has more things to do like to update the vertex and texture paint modes.

1080x1301

1628678866496.jpg

Anonymous No. 843596

Is the donut/coffee tutorial first and then anvil still the best for learning blender? Talking about complete basics I mean.

Anonymous No. 843597

>>843596
nope, just do this instead
https://www.youtube.com/playlist?list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6

Anonymous No. 843598

>>843597
Alright the owl is pretty cute, thanks man.
Any experience with the stuff by CG Cookie? Looked good too, to me at least

Anonymous No. 843604

Hello fellow blendlets! Where do you guys display your models? I just uploaded one on sketchfab and received my first "like" but it's from a user that is 1000 times better than me, a noob at this.

Should I just make a youtube account and do the spin animation of my models or something?

Also how do you feel about using 2014 guides in 2021? I get the gist of a lot of blender functions by now so I would just be looking at a workflow not directly following it.

Anonymous No. 843606

>>843598
they have been forever, I really like Kent Trammell, depends on what you want to do but for noobs i think they should start with architectural or maybe hard surface
https://www.youtube.com/watch?v=3jJGBzAxXKo
https://www.youtube.com/watch?v=VGPvxIrobFE

Anonymous No. 843621

>>843606
I see, thanks for the advice I'll check it out

Anonymous No. 843622

how to model nice bodies and boobies in mid/low poly?

Anonymous No. 843625

>>843038
Absolutely, 100%, without doubt gmi

Anonymous No. 843626

>>843622
Move teh verts into booba shape

Anonymous No. 843631

>>843622
we're really regressing as a species, huh

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car1.png

Anonymous No. 843636

A car model I made in Blender. The 2010 Tauromachia Fenrir GT

Anonymous No. 843637

>>843631
We are returning to monke. Trust the plan

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car2.png

Anonymous No. 843638

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Anonymous No. 843639

Anonymous No. 843641

>>843636
>>843638
>>843639
The lights in the back feel really flat, but I'm not sure if that's how they are on the real thing. I don't know cars at all, but this is really nice work overall. There are some things where it looks like details are missing, but you've definitely captured the essence of it.

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Anonymous No. 843644

>>843641
The taillights are meant to be LEDs. Think similar to the ones on the screen of elevators and stuff

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Anonymous No. 843658

I've been using the NLA editor as a means for Animation Layers and it works pretty damn well. (I tried the Animation Layers Addon before and it's just outright cancer, at least for me. What it does is basically just the same thing, putting stuff automatically onto different NLA strips but does it automatically without you having much control over it.)

My question though; Is there really no way to group all the different strips into something like a collection? That'd help out a lot with organization since a lot of the strips for example tend to be keyframed simulated physics through the help of jiggle bones. So, just having a shit ton of different strips all named Hair_Jiggle, Skirt_Jiggle, and so on takes up a lot of space in the timeline.

Anonymous No. 843674

Why is animation and rigging so obnoxious in blender

Anonymous No. 843680

>>843674
where is it not obnoxious?

Anonymous No. 843682

>>843680
It was nice in 3dsmax. At least Ik rigging was 2 clicks instead of a mess like I'm blender

Anonymous No. 843686

>>843604
For starters you should post pictures here too.

Anonymous No. 843687

>>843682
Has anyone tried Cascadeur?

Anonymous No. 843688

>>843644
You need some normal maps or geometry + emission for the lights.

Anonymous No. 843700

>>843658
>Is there really no way to group all the different strips into something like a collection?
That should be part of the new Asset Browser

Anonymous No. 843701

>>843658
you have to enable it on preferences and works weird, they said that it will have support for the nla and a new pose library

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Hair.png

Anonymous No. 843703

Newbie here. How to I remedy issues like this? Adding a "child of" object constraint to the hair mesh makes it so that it follows the head bone, but these issues pop up at certain times

Anonymous No. 843704

Is this normal?
>are in vertex select mode
>select a vertex
>hit CTRL-B
>pull mouse
>nothing happens
>select AFFECT VERTICES
>now it works

And that for each and every vertex. What the fuck? Why does it not automatically see that the user is in vertex select mode and assume he wants to affect vertices with the beveling? Why does it always stay in edge affect?

Anonymous No. 843709

>>843704
Alright, guess if you want to bevel a single vertex you have to hit CTRL SHIFT B

Anonymous No. 843713

>>843703
Assign ALL scalp vertices to the head bone since those aren't supposed to deform.

Anonymous No. 843716

>>843713
Okay thanks, will do

Anonymous No. 843722

>>843596
Personally I'd say you should do the donut first instead of
>>843597

Not because the blender tutorial series is bad but because they spend an assload of time just explaining basic navigation and functions, while I think you'd be more motivated if you start doing a project very early. You can always look at the blender tut after makin a donut or something, don't think it'll kill you and donut guy explains alot too.

Anonymous No. 843739

is there a good way to convert a RGB normal map into a BW displacement map?

Anonymous No. 843742

>>841764
Don't feel stupid, we all start from somewhere

The headlight model is purely aesthetic. It has no affect on lighting. The only way it would is if the game were simulating light ina realistic fashion (raytracing) and the components were given physically correct materials (to emit and reflect light). Even if the game does support raytracing it most definitely isn't simulating the headlights like that

In-game it's just an 'invisible' spotlight placed on the front of the car. You could shape the light using IES profiles but you'll have to mod the game. No way to change the lighting just with the mesh.

What you could do for fun is set up the headlights to work realistically in blender by rendering with cycles and giving the reflectors/lightbulb reflective and emissive materials

Anonymous No. 843806

>>840378
fuck that helped a lot thanks mate

Anonymous No. 843901

better viewport performance fucking WHEN?

Anonymous No. 843902

>>843347
I don't know how to do this but im interesting in learning if you find out a good way.

Anonymous No. 843905

>>843592
Lot of valid points in here.
Especially about the AAA games being the serious stuff, where the real money makers are in mobile shit they can push out to millions more people at a fraction of the cost.
Look at blizzard/activisions recent shit
candy crush and cod mobile btfo all their pc games but a huge margin, you can argue cod mobile is AAA, but its not what REAL GAMERS would consider a real game, it has autoaim lol


also
>Photorealism is an art direction choice, not a technical specification. If you are skilled enough you can reproduce a photo with a pen a paper with 0GB of RAM running at 0GHz.
I laughed at this

pablos not so bad
i think some blendlets are just too delusional, thinking the road to glory for blender is being the king of absolutely aspect of 3d. Seems they wanna be good at most stuff but focus more heavily on stylised stuff. I think this is fine desu, find their own niche.
I am not some artfag, but does any other software come close to grease pencil for that kind of shit?

Anonymous No. 843907

>>843687
literally no one has tried that piece of shit software

Anonymous No. 843912

>>843907
Then how do we know is that bad?

Anonymous No. 843915

Why is grease pencil shit? No materials or nodes, disgusting fill tool

Anonymous No. 843934

>>843912
looks better than blender
https://www.youtube.com/watch?v=49lgJMtIw-Y

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hair.jpg

Anonymous No. 843935

Sorry for the marketplace assets, but I'm still learning how to do all this myself. Right now I'm trying to turn a static mesh into a skeletal mesh. I created some bones, parented them to the armature's head bone, and added weights for the different hair strands I want bobbing around. It's not perfect, but I'm actually very happy with how it turned out when moving the bones around in pose mode.

Where I'm confused is how I'm supposed to export this into Unreal. Looking at another marketplace asset, it appears as though the hair has it's own skeleton separate from the main bone structure. This makes sense as you would set the mesh's parent socket to the main skeletal mesh's head bone and it snaps into place. I seem to be exporting the entire skeleton along with the new hair bones.

Am I supposed to dump the new hair into a new .blend file and delete the rest of the bones before exporting? What is the correct way to do this?

Anonymous No. 843993

>>843935
For UE you can just import it and specify it uses the same skeleton (skeletal mesh) as some other asset you have, otherwise just make a copy and delete all the unneeded bones in blender and export.

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Indicator_Pattern.png

Anonymous No. 844138

>>840299
How do I pic related? I want this pattern in my glass and I want it to display on the environment when the bulb behind the glass lights up.

Anonymous No. 844142

>>844138
Emission.

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reflector pattern.jpg

Anonymous No. 844152

>>844138
I fuck around with car models from video games a lot, and I can tell you the most they do is use actual photo textures of this area, and use a glossy coat over it.
You honestly don't need much else.

If you HAVE to do it, best I can think of is make an array of cubes with the tops and bottoms removed, boolean the array to the shape of the light, then throw a simple deform modifier on it to make it curve.
After that just put a plane behind it with a reflective texture.
Here's a really really sloppy and quick example of it in action. Didn't bother doing the lens or trim, but that's not really the objective here.

Anonymous No. 844153

>>844152
>throw a simple deform modifier on it to make it curve.
Correction, a curve modifier works much better and is what I used. I typed the response before I went in and did it, and forgot to change it.

Anonymous No. 844268

>>844152
>>844153
Thank you Fren!

I already have a Model of a Car that I'm polishing up (>>841138, >>841764 >>842507) because I want to do something with it.

Pic related is what it looks like close up. Doesn't look that good. It's just a texture on top in the original and an "textured" spotlight (IDK how to put it) that lights up the walls and terrain with the pattern. I have no Idea how to fake this in Blender though.

>Captcha: MMMMY

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Indicator_Model.png

Anonymous No. 844269

>>844268
>Post somehow ate my Pic related

Anonymous No. 844386

When I rotate, zoom, or pan around with a stylus using ctrl and shift modifiers with one of the pen's buttons as a middle click, it sometimes glitches out and sends my viewport far away from the object that I'm trying to sculpt and navigate around of. Does anyone know what can be causing this because it's making the process of learning sculpting so fucking annoying when I keep flying around and losing my object in the 3D space.

Anonymous No. 844468

>>844386
Blender is awful, there is no fix except to be mindful how far you drag your stylus, don't try to extend past your viewport

Anonymous No. 844493

I'm having some real fucking problems with fluid just fucking sliding off the mesh its colliding with.
I've tried every possible setting and it just doesn't fucking stay on there.

It just can't fucking stick to animated meshes?

Anonymous No. 844596

>>844386
Prefs>Navigation>Orbit & Pan>untick auto-depth

Anonymous No. 844599

Is it possible to remesh intersecting meshes without them merging together or is that something only Zbrush can do? It's already limited by erasing the vertex colors whenever you do it.

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Anonymous No. 844676

After learning about the spline method for animu hair, I wish there was a way to do the same with a prepared hair card instead. Like VRoid's thing.

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Anonymous No. 844835

I've been messing with Cycles settings and EVEE render settings trying to get the render output to look like it was Rendered in the Source Filmmaker or Source 2 Filmmaker, and all my efforts have been in vain.

Has anybody tried this in Blender to make their renderings look like they rendered in Source Filmmaker or Source 2 Filmmaker? My hope is that by rendering the models to look like they're from the HD video cutscenes look I can maximize render efficiency in Blender at a minimal loss in model/lighting details.


Examples for Source 1 Filmmaker https://www.youtube.com/watch?v=o3qo9idFYPc

https://www.youtube.com/watch?v=d0vn646jUNU

https://www.youtube.com/watch?v=OQYb-3n0tBk

Examples of Source 2 Filmmake https://www.youtube.com/watch?v=X1VBdoSVFFY

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

https://www.youtube.com/watch?v=1yStGlkVT6U

Does anybody know how to achieve the Source Filmmaker or Source 2 filmmaker render look? Seriously there is a way that the Source Filmmaker renders models/textures/lighting that I love and Source 2 Filmmaker kind of has this as well. Does anybody here know how to replicate the Source Filmmaker/Source 2 Filmmaker look in Blender?

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Anonymous No. 845003

Are there any tutorials to get results like this? Lighting tricks, materials, etc.

Anonymous No. 845071

>>845003
Looks almost like SFM or S2FM to me. I think >>844835 is basically asking the same question.

Anonymous No. 845192

>>845003
>>845071
I think its DAZ with heavy postworks

Anonymous No. 845277

I'm shit at Blender and trying to become less shit. A while back I made an animation for a humanoid character. Recently I've learned about IK systems and have been getting better at animation.

Is there any way to import my old animation with no IK bones to my new armature that has the same base skeleton, but with added IK bones? Directly copy/pasting the keyframes will get some parts of the animation, but the IK constraints mess up most of it.

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Anonymous No. 845411

>stack of modifiers crashes blender
>disable their visibility in the viewport to prevent this
>export it with "apply modifiers" checked
>modifiers don't apply

Anonymous No. 845446

I'm going to keep it straight and explicit.
How do I make "cum" shoot out of the dick in my coomer animations? I've animated a decent sex loop I want to finish it with an ejaculation.
I have no idea what I'm supposed to do, please help me lads.

Anonymous No. 845453

>>845446
Have you practiced with fluid simulations?

Anonymous No. 845545

>>845453
No. I only know how to model or sculpt or rig.

Anonymous No. 845546

>>845545
Well, the first step to do your money shots will be to learn and understand how that stuff works in Blender.

Anonymous No. 845549

>>845546
thank you. another question. How do I import a rigged model into my existing scene from a blend file?
I ca't figure out the append/link option since it shows me bunch of folders.

Anonymous No. 845556

>>845549
I never figured out, there is probably a tutorial or something showing how to import entire scenes or folders.

Anonymous No. 845706

Coomer animator here, how do I animate a proper cock in mouth or vagina without it clipping out through the mesh?
Let's say I push it down a throat and my cock mesh sort of clips through the throat how would I go about fixing that?

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Anonymous No. 845715

>>845706
>fake it, put invisible object inside mouth, vag, etc...
>give boolean modifier to dick against those invisible objects
>no more clipping
>any deformation or inflation use shape keys

Anonymous No. 845718

>>845715
>>845706
Alternatively, shrink the end with a shape key or through bone scaling when it goes inside, if you are planning on using your models in different engines this is also a practical solution.

Anonymous No. 845756

>>845715
>>845718
Thank you so much!

Anonymous No. 845771

If I animate my character, do i have to render it out as a video file and then work on color correction in the compositing menu?
Or can I use the compositing tab without having to render a video file first? How do I do this? And If I can't do that, do I seriously have to render a video once and then render it again after compositing?

Anonymous No. 845842

REEEEEEEEEEEEEEEEEEEEEEEEEEEEE MY RENDER COMES UP EMPTY. HELP MEEEEEE I CANT FIX IT!!!!!! PLEASE !!!! FUCKKKKK!!!!!! I HAVE TWO CAMERAS IN MY SCENE FROM THE CAMERA SELECTOR TOOL IVE DELETED BOTH BUT I STILL GET AN EMPTY RENDER WHEN I RENDER WITH A NEW CAMERA PLEASEEEEE HELPPP

Anonymous No. 845843

>>845842
Oh nvm I messed up in the compositor window haha well you learn something new everyday!!

Anonymous No. 845951

is there a guide to the new library linking system for rigged characters? also where's the new thread