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๐งต Blender General
Anonymous at Fri, 24 Dec 2021 05:42:15 UTC No. 871828
Festive edition
Previous: >>865717
Anonymous at Fri, 24 Dec 2021 11:24:05 UTC No. 871851
lol perfect picture
thanks op
Anonymous at Fri, 24 Dec 2021 11:29:02 UTC No. 871852
>>871828
Got that hat model somewhere or you just made it yourself?
Anonymous at Fri, 24 Dec 2021 15:11:40 UTC No. 871881
I'm wondering if there's a way to do the pinning method this plugin uses. It's free but seems to only use it's own head model.
https://www.youtube.com/watch?v=MGI
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Anonymous at Fri, 24 Dec 2021 15:12:27 UTC No. 871883
le snoot! :3
Also, made this yesterday. I think it came out well for 2.5 hours plus some time post-processing.
Anonymous at Fri, 24 Dec 2021 15:51:45 UTC No. 871888
>>871852
It's the demo file from the 2.90 splash screen:
https://www.blender.org/download/de
I just put a hat on it
Anonymous at Fri, 24 Dec 2021 16:14:25 UTC No. 871892
>>871883
Nice but you are obviously lacking art fundamentals. What the fuck am I looking at? Why the fuck are my eyes pointing in the middle when there is nothing interesting there? Hope you get my point blendlet.
Anonymous at Fri, 24 Dec 2021 17:15:02 UTC No. 871904
>>871892
Yeah, I think my technical understanding of Blender is good enough, but I agree that my art fundamentals just aren't there (yet). I was in a semi-sleep deprived state when I made this, so that probably doesn't help either. Next one I make, I really want to focus on composition above all else.
Anonymous at Sat, 25 Dec 2021 15:09:06 UTC No. 872035
I seriously wonder what 2022 has in store for Blender.
For me it probably will be underwhelming because my main focus is on sculpting and those times of great sculptmode updates are most likely over for now.
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Anonymous at Sun, 26 Dec 2021 01:29:33 UTC No. 872120
I recently projected myself a local grain elevator
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Anonymous at Sun, 26 Dec 2021 01:30:44 UTC No. 872121
... from this image.
Am i going to use it for something? Does it look interesting? Eh.
But it was fun to make.
Anonymous at Sun, 26 Dec 2021 03:53:04 UTC No. 872140
>>872120
NEAT!
Anonymous at Sun, 26 Dec 2021 11:38:37 UTC No. 872171
>>872120
looks good homie
Anonymous at Sun, 26 Dec 2021 15:56:32 UTC No. 872177
>>872120
now fill it with some interior/furniture and turn it into some badass madlad loft
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Anonymous at Sun, 26 Dec 2021 21:49:57 UTC No. 872210
Is there a way to apply Crease to points/vertexes?
In this case I can give the teeth an edge but I can't make the pointy without messing with a third edge.
Anonymous at Mon, 27 Dec 2021 04:42:26 UTC No. 872267
>>872210
Nope
That feature is supported by OpenSubdiv, but has never been implemented in Blender - which kinda sucks
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Anonymous at Mon, 27 Dec 2021 20:36:39 UTC No. 872383
How do I fix this breakage shit when im sclupting
Anonymous at Mon, 27 Dec 2021 22:16:16 UTC No. 872401
Can someone give me some pointers on what the different trackers in motion tracking are good for? I've done a couple of scenes and yeah they turned out alright but i'd like to know what i'm doing.
Anonymous at Tue, 28 Dec 2021 02:09:51 UTC No. 872435
>>872383
By not over-stretching your mesh into retarded shapes with not enough mesh density for the job
Anonymous at Tue, 28 Dec 2021 04:20:15 UTC No. 872448
>>872120
>>872121
The greatest model in the world is ruined by shitty lighting.
Anonymous at Tue, 28 Dec 2021 23:06:27 UTC No. 872586
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Anonymous at Wed, 29 Dec 2021 00:42:29 UTC No. 872601
>>872210
>>872267
just tried to find more info on this and people were asking for vertex creasing like 2 years ago
Anonymous at Wed, 29 Dec 2021 04:50:33 UTC No. 872627
Retard here. My pose keeps resetting when i go to edit mode and switching back to pose mode. Also reloading save will reset the pose too.
Any solutions ?
Anonymous at Wed, 29 Dec 2021 13:07:41 UTC No. 872690
>>872627
make sure to apply your rest pose
Anonymous at Wed, 29 Dec 2021 14:11:09 UTC No. 872695
I'm trying to bake smoke sim in Mantaflow, but while it is baking, smoke doesn't show up in a viewport at all. When it finishes, it is still empty.
I can only see smoke sim when my cache type is "Replay", but I can't bake in that mode. What do?
Anonymous at Wed, 29 Dec 2021 16:12:33 UTC No. 872704
>>872601
OpenSubdiv is being worked on right now and just got approved for master, vertex creasing needs the approval from a couple of code reviewers
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Anonymous at Wed, 29 Dec 2021 17:22:20 UTC No. 872715
>>872704
i saw that as well, frickin shcweet
Anonymous at Wed, 29 Dec 2021 17:56:39 UTC No. 872717
>>872627
What's your intention, are you saving an animation or are you switching different rest poses (A or T)?
Anonymous at Thu, 30 Dec 2021 00:32:22 UTC No. 872793
>>872210
No vertex creasing, but you can do a bit hacky solution where you could just do an extra small edge loop right near the tip
Anonymous at Thu, 30 Dec 2021 03:52:14 UTC No. 872808
Real-time viewport compositing is coming
https://twitter.com/Nahuel_Belich/s
Anonymous at Thu, 30 Dec 2021 05:35:05 UTC No. 872818
>>872793
Yeah but that means you got a bunch of extra edges taking up polycount. Creasing is nice because you can just tell blender to make an edge sharp without adding loops to the mesh itself.
Not a big deal really since I have to apply the subdivision and tweak/merge stuff anyway.
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Anonymous at Thu, 30 Dec 2021 05:49:46 UTC No. 872820
Dumb blender question time again. I'm modifying a vroid body and using the bones as a start point. (I know how to apply the changes to the mesh and armature after)
Problem is I've done one side and need to mirror the changes over. Copy and pasting doesn't seem to do anything.
Anonymous at Thu, 30 Dec 2021 06:29:37 UTC No. 872821
>>872820
"symmetrize" for edit mode meshes or armature.
"paste pose flipped" for pose mode armature.
Anonymous at Thu, 30 Dec 2021 06:35:46 UTC No. 872823
>>872821
Edit mode is no good here since I need the mesh to move with it and paste pose doesn't seem to be working.
Anonymous at Thu, 30 Dec 2021 06:45:49 UTC No. 872826
>>872820
>>872823
Might have worked it out. The bone names have the R and L sides is in a different place on the vroid model, so it wasn't registering it as the opposite side.
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Anonymous at Thu, 30 Dec 2021 17:29:23 UTC No. 872905
>>872808
Well that's nice
I had almost accepted that it takes ages to make changes in the compositor nodes and that re-rendering for a preview is stupidly slow
It still feels weird to call it "compositor" if everything screams "post-processing"
Also i take this as a win for everything compositor-based NPR
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Anonymous at Thu, 30 Dec 2021 19:33:47 UTC No. 872927
How do I into cloth simulation? I'm trying to put some clothes on a mannequin and have figured out the basics, but the damn seam refuses to fully close when I run the sim.
Anonymous at Thu, 30 Dec 2021 20:28:41 UTC No. 872939
>>871828
why does trying to render the junkstore demo make my computer explode?
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Anonymous at Thu, 30 Dec 2021 20:29:11 UTC No. 872940
I forgot to hit dissolve orthogonal faces when extruding this part of the window frames, so now these coplanar faces are making the bevel look really weird. Is there an easy way to fix this or should I just be more careful in the future?
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Anonymous at Thu, 30 Dec 2021 21:51:59 UTC No. 872951
>>871828
is this fine?.if not, how do i improve it?
Anonymous at Thu, 30 Dec 2021 21:56:53 UTC No. 872952
>>872951
There's nothing even remotely okay about that. Draw seams. In an intelligent manner.
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Anonymous at Thu, 30 Dec 2021 22:07:26 UTC No. 872953
I need to make a high-res video render but I know that a significant portion of it will be covered afterwards, so is it possible to block out a certain portion of the render to save on resources?
Like in pic related rendering the stuff in the green space and not rendering anything behind the black rectangle.
Anonymous at Thu, 30 Dec 2021 22:25:39 UTC No. 872956
>>872939
Sounds like you have some shitty ass pre-built machine. They're not built to actually perform well with 100% load tasks.
Anonymous at Thu, 30 Dec 2021 22:27:26 UTC No. 872957
>>872951
looks like you just did automatic unwrapping with no user input at all.
you could still use the result in a shitty way but why not learn to do it properly?
Anonymous at Thu, 30 Dec 2021 22:53:57 UTC No. 872960
>>872951
you can use sphere projection for the main body - that gives you a clean rectangular unwrap
The lever doesn't need seams - maybe one on the the edge if you want to paint it on both sides
Unwrapping circular shapes like the ring and the upper/lower extrusions on the body can be done using "follow active quads"
The fuze housing is simple but needs a few seams - not being connected to the cylindrical adapter below makes this easier
In total there shouldn't be more than ~8 Islands. Look how much empy space you have.
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Anonymous at Fri, 31 Dec 2021 00:54:36 UTC No. 872970
>>872960
>>872957
>>872952
I think the lever i was too big non?
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Anonymous at Fri, 31 Dec 2021 01:44:20 UTC No. 872974
Another problem. Is it possible to apply pose-mode transforms to bones? I only see the rest pose option.
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Anonymous at Fri, 31 Dec 2021 06:52:08 UTC No. 873010
Does anyone have a copy of HardOps for blender 3.0 they can give me
I've looked online but I've been unable to find it anywhere )':
Anonymous at Fri, 31 Dec 2021 07:30:57 UTC No. 873015
So I decided to finally try out Blender and tried the 2.79 version after being told it was similar to Softimage but it keeps crashing on me so I'm planning to switch to a newer version. What do you guys recommend getting?
Anonymous at Fri, 31 Dec 2021 08:47:30 UTC No. 873025
>>873015
Uuh, I would recommend getting the version just before blender 3.0 because there are likely up to date add-ons for it.
Also, SoftImage, you must be pretty old. Tell us some cool stories about your early days doing 3D :0
Anonymous at Fri, 31 Dec 2021 12:16:15 UTC No. 873045
>>871828
Does Geo Nodes crash constantly for anyone else or is it just me?
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Anonymous at Fri, 31 Dec 2021 13:59:12 UTC No. 873054
Is there a way to create a netting with a mesh pattern like pic related without having to manually duplicate the pattern and joining the edges together? That's what I've been doing so far, and it's been extremely time consuming having to fix the glitches that boolean union creates when I do so.
Anonymous at Fri, 31 Dec 2021 14:29:54 UTC No. 873059
>>873054
sure. that's a classic array modifier thing
Anonymous at Fri, 31 Dec 2021 15:28:56 UTC No. 873067
>>872808
That's interesting. Does that branch fix how the compositor works, though? By that I mean that, when I tried, I got the impression that it works very differently from the shader nodes in that things doesn't seem to be processes on a by pixel way, but rather in a by image way (try adjust the levels varying based on the y-coordinate, for example, it doesn't work).
That seemed more limiting to me. I makes impossible to make some stuff I wanted.
Anonymous at Fri, 31 Dec 2021 15:33:08 UTC No. 873068
>>873054
Try arrays and weld modifier.
There are multiple ways to go about this. One of them is to make the Y-shaped junction the base of the array, but then you'll get some odd no-where-going branches on the edges. Another is to make the whole hexagon, but cut it the outer vertices so that they'll join together. You'll get some non-manifold edges. Another is just to duplicate the whole thing exactly and let the weld modifier take care of joining them.
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Anonymous at Fri, 31 Dec 2021 15:57:34 UTC No. 873071
Anonymous at Fri, 31 Dec 2021 16:03:19 UTC No. 873073
>>872927
Try this modifier stack:
cloth->weld->subdiv
If the weld is closing things it isn't supposed to, try simulating with less geometry to increase the spacing.
Anonymous at Fri, 31 Dec 2021 23:35:17 UTC No. 873118
alright i bought meshmachine, boxcutter, and hard ops, anything else i absolutely need? dont have much money and pretty new
Anonymous at Fri, 31 Dec 2021 23:51:54 UTC No. 873121
>>872951
>>872957
why does properly unwrapping even matter and where can i find a guide to even do it. whenever i google "how to unwrap" it just tells you to literally put the fucking uvs in the box, with no tips on etiquette or even a vague representation of how to do it "correctly"
Anonymous at Sat, 1 Jan 2022 00:13:08 UTC No. 873128
>>873121
the reasons for proper uv unwrap are for example
>getting the most out of the uv space you have
>the less space wasted the higher the details later on your model without having to up your imagesize
>non distorted and clean uv isles also make it easy for you to later edit your texture file for example in photoshop where you can simply place stuff like decals on your texture. if the uv is distorted or the isles are randomly placed in the uv space your later added decals would either be partially and randomly visible on your model later and/or distorted
you do not have to care about clean uvs for example if you just want to make fun sculpts that you paint directly on the 3D model. it will look meh but technically works.
Anonymous at Sat, 1 Jan 2022 01:06:12 UTC No. 873143
>>873073
Shit man, that actually works. Thanks a lot. So I should never have the subdivision before the cloth modifier?
Anonymous at Sat, 1 Jan 2022 02:34:45 UTC No. 873158
Any easy headhacking tutorial ?
i want to attatch a head model to another body.
Anonymous at Sat, 1 Jan 2022 02:43:49 UTC No. 873159
>>872927
This might be a bit of a hack but I animate the sewing strength over time and crank it up at the very end. Although you might have to weld it anyway, but it's a good way to make the gaps smaller.
>>873143
You can add one if your base resolution isn't enough but as the other anon said it can cause problems with the weld modifier collapsing edges it shouldn't. But it's always a good idea to have one after the cloth modifier to make it look better.
>>873158
Bridge it with looptools
Anonymous at Sun, 2 Jan 2022 13:58:24 UTC No. 873421
om g bros
i updated to 3.0 and now theres this new flipping bug that causes me to select thru!
is it fixed in the experimental builds yet?
this is ruining my donat!
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Anonymous at Sun, 2 Jan 2022 22:18:34 UTC No. 873508
to be honest this is kinda sad in a way at this point
Anonymous at Sun, 2 Jan 2022 23:11:49 UTC No. 873518
>>873508
It is. I wonder how it feels to be known as "the donut man" and choosing/ knowing that you'll never be anything else.
Also
>16 part "beginner" tutorial
>le smiling face in the thumbnail to appease the algorithm
At least he doesn't have any opportunities to shill his website
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Anonymous at Mon, 3 Jan 2022 02:33:18 UTC No. 873563
I've seen some sculpts/models where parts like the breasts are large enough to overlap or touch each other slightly, yet their vertices don't merge. How is this actually possible if the mesh is mirrored and the rest of the body's verts all merge at the center
Anonymous at Mon, 3 Jan 2022 02:51:03 UTC No. 873567
>>873563
the mesh is mirrored at creation... it doesnt stay mirrored
Anonymous at Mon, 3 Jan 2022 03:32:39 UTC No. 873570
>>873567
How can the sculptor keep it symmetrical unless the mirror's on until the sculpt's done? Even if that were possible, if you apply the mirror at some point before sculpting the breasts you'd still have to somehow keep each breast from merging together with the other...
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Anonymous at Mon, 3 Jan 2022 03:34:20 UTC No. 873571
Special delivery
Anonymous at Mon, 3 Jan 2022 03:47:51 UTC No. 873573
How I can lock Z axis in edit mode? I working with "layered" model so I was be glad to not tap shift-z constantly when moving tons of vertexes in fixed planes. Maybe there is addon for this?
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Anonymous at Mon, 3 Jan 2022 05:08:38 UTC No. 873582
>>873563
I found the answer to my question coincidentally. Was looking up models to see how other people handle topology. it seems like for tight areas like where the breasts meet the ribs, or where the ass meets the leg, the artist makes the mesh "fold in" on itself, and that makes the nice pinching effect.
Though I was hoping this wasn't the case, cause I was banking on there being a more elegant way to keep the topology of clipping geometry separate
Anonymous at Mon, 3 Jan 2022 11:02:57 UTC No. 873613
How to reset a model to original position ? I mean not the alt + r s g method.
Anonymous at Mon, 3 Jan 2022 11:59:30 UTC No. 873620
>>873613
ALT+G
Anonymous at Mon, 3 Jan 2022 12:10:34 UTC No. 873621
>>873620
I still cant mirror pose even with that. What should i do ?
Anonymous at Mon, 3 Jan 2022 12:11:28 UTC No. 873622
>>873621
do what
Anonymous at Mon, 3 Jan 2022 12:17:42 UTC No. 873625
>>873621
Try describing what you're trying to do.
Anonymous at Mon, 3 Jan 2022 12:23:35 UTC No. 873628
>>873622
>>873625
I mean when i tried to move a right hand bone, i also want the left hand to move. But somehow the left hand cant move even X mirror is active
Anonymous at Mon, 3 Jan 2022 12:25:21 UTC No. 873629
>>873628
Your bones aren't named correctly
https://blender.stackexchange.com/q
Anonymous at Mon, 3 Jan 2022 13:03:39 UTC No. 873635
>>873629
Oh right. Now it works. Thanks anon
Anonymous at Tue, 4 Jan 2022 10:57:14 UTC No. 873778
>>873582
Why can't you just sculpt two tits facing east, - west and then retopo (optional) and then add bones and then bring tose tits into closer proximity with the bones and set it to the resting pose.
Anonymous at Tue, 4 Jan 2022 16:10:14 UTC No. 873813
Is there anywhere to get paid add-ons for free? I'm not wanting to shell out $$ for something i might not even want to use. https://abaga.gumroad.com/l/GcYmPC
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Anonymous at Tue, 4 Jan 2022 16:43:00 UTC No. 873823
How do I select only these edges or any edges, faces, or vertices without them connecting? Im trying to make cat ears here btw
Anonymous at Tue, 4 Jan 2022 17:25:29 UTC No. 873830
>>873823
Don't come with shit like this to an image board every five minutes.
Watch beginner tutorials.
You are not ready to model anything.
Anonymous at Tue, 4 Jan 2022 18:35:18 UTC No. 873844
>>873823
I can't understand this question no matter how hard I try.
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Anonymous at Tue, 4 Jan 2022 19:45:48 UTC No. 873863
Why is blender failing to export renders of volume-scatters against transparent backgrounds properly? I've tried 16bit RGBA png, targa, and exr and none of them work. Left is the render, right is the result when I save the image. It's like any pixel that has any amount of transparency is made completely transparent regardless of whether or not it's supposed to be.
Anonymous at Tue, 4 Jan 2022 19:57:09 UTC No. 873865
how many samples do you guys use for rendering?
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Anonymous at Tue, 4 Jan 2022 19:57:45 UTC No. 873867
Is there any way to sort of "project" a uv into 2d space? I want a uv to go from top to bottom based on the z axis of the mesh. So anything high on the z axis will be at the top of the uv while anything low will be at the bottom of the uv.
Anonymous at Tue, 4 Jan 2022 20:35:20 UTC No. 873874
>>873867
...why?
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Anonymous at Tue, 4 Jan 2022 20:39:21 UTC No. 873878
>>873823
what the fuck
Anonymous at Tue, 4 Jan 2022 20:42:03 UTC No. 873880
>>873867
>[Numpad 1]
>select object
>edit mode
>[A]
>[U]
>[B]
Look at other options in the menu when you press [U], as there may be more things in there that you find to be helpful.
Anonymous at Tue, 4 Jan 2022 21:20:00 UTC No. 873889
>>873874
It's for a simple gradient.
>>873880
You're a true legend. That's literally exactly what I wanted.
Anonymous at Tue, 4 Jan 2022 21:53:01 UTC No. 873897
>>873863
Probably a bug, report it.
>>873865
It's 2022, we use noise thresholds now.
Anonymous at Tue, 4 Jan 2022 22:57:56 UTC No. 873914
>>871828
funni short animation i maed :DDD
https://www.youtube.com/watch?v=6sp
Anonymous at Wed, 5 Jan 2022 00:10:01 UTC No. 873928
>>873865
exactly 1337
Anonymous at Wed, 5 Jan 2022 02:41:08 UTC No. 873951
>>873865
APPROACHING INFINITY
Anonymous at Wed, 5 Jan 2022 03:06:37 UTC No. 873953
>>873889
>You're a true legend. That's literally exactly what I wanted.
Happy to help anon. You can also do it procedurally with shaders using a gradient texture.
>>873897
>Probably a bug, report it.
What's weird is if I make a plane, and combine an RGB node and a transparency node in a mix shader node (using whatever I want for the factor) the transparency works perfectly fine. I only have this problem with the volume scatter. Will definitely put in a report tomorrow. Even if it's functioning as intended, it seems like it would be useful to be able to export an 8bit RGBA png of exactly what is in the render window.
>>873914
Actually kind of funny. :D :D
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Anonymous at Wed, 5 Jan 2022 04:40:09 UTC No. 873968
hey, is there a way to force blender to use lower resolution shadows so they get the sort of banding effect you see in some older renders? i've tried monkeying around with a bunch of different settings with eevee but nothing seems to do what i'm looking for
Anonymous at Wed, 5 Jan 2022 04:50:57 UTC No. 873970
>>873778
Because I'm retarded apparently lol. Thanks, I wouldn't have thought of that myself
Anonymous at Wed, 5 Jan 2022 05:03:15 UTC No. 873973
>>873968
after posting this i realize it might have more to do with a limited color palette than anything relating to the shadows themselves. adds more factors to tweak and play with but that's part of the fun i guess
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Anonymous at Wed, 5 Jan 2022 09:53:32 UTC No. 874006
Dont know if I'm autistic about this but: trying to make ammonites with geometry nodes but the inner whorl annoys me, it's too thick and if I make it less thick the whorl isnt tight enough so you can see through it to the other side. Is there a way to tighten up a curve spiral/whorl?
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Anonymous at Wed, 5 Jan 2022 18:33:08 UTC No. 874062
Is there any way to quickly free up the memory in Blender?
>enable viewport render of model
>memory usage goes up
>disable viewport render of model
>memory usage doesn't go down and the model basically still remains logged into memory despite being disabled now
I'm trying to work on some animation with multiple models on screen and I sometimes disabled them for better performance, but the memory usage won't go down when they're disabled so Blender inevitably ends up crashing at some point because of it.
Anonymous at Wed, 5 Jan 2022 23:11:52 UTC No. 874102
Does anyone have some tutorials on how to create rain drops effect on surfaces? I remember making a material using the noise texture and the normal map but now I can't seem to replicate it. I know it would be easier to use icospheres.
Anonymous at Thu, 6 Jan 2022 01:10:03 UTC No. 874122
I have a modular character where the head, torso, and legs are separate meshes. I made my character a new shirt, but I think I messed up the weight paints.
There's a loop at the bottom of the shirt which is a 1:1 overlap with a loop at the top of the legs. This is because I cloned the fullbody mesh a few times then just deleted the parts they didn't need in order to make the modular parts.
Is there any way I could take the weights from the loop on the legs/fullbody and apply them to the loop on the shirt?
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Anonymous at Thu, 6 Jan 2022 01:34:46 UTC No. 874128
Is there a way to dissolve just these verticies?
Anonymous at Thu, 6 Jan 2022 01:57:58 UTC No. 874133
>>874128
limited dissolve
Anonymous at Thu, 6 Jan 2022 03:41:07 UTC No. 874146
>>873518
>become donutman
>able to put on your resume that you've trained hundreds of thousands of students with overwhelmingly successful results by just googling donut 3d
>have multiple longform interviews with industry professionals
I think he'll be alright
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riverface at Thu, 6 Jan 2022 03:42:27 UTC No. 874147
I've been making shit up as I go along and now I have a hobo clown shiva fighting Vibe Clerics in a park set to nightmail by aphex twin.
I don't even care if it looks like shit I'm enjoying myself
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riverface at Thu, 6 Jan 2022 03:51:57 UTC No. 874150
>>874147
protags
I'm probably redoing the textures for the environment sometime
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Anonymous at Thu, 6 Jan 2022 06:25:27 UTC No. 874164
retard here. how to add a mesh (verticles, faces ??) on existing mesh ?
Anonymous at Thu, 6 Jan 2022 12:54:58 UTC No. 874188
>>874147
schizo/10
But it looks interesting so go ahead
Anonymous at Thu, 6 Jan 2022 13:02:24 UTC No. 874190
>>874164
subdivide?
riverface at Thu, 6 Jan 2022 16:16:28 UTC No. 874216
>>874188
Thanks?
I have some shit out there if you wanna see.
It's all about this kind of quality lmao
https://www.youtube.com/watch?v=jCr
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Anonymous at Thu, 6 Jan 2022 16:57:44 UTC No. 874224
I want another nvme hard drive to keep blend files and assets. Is evo 860 fine or should I spend more and get 970? Does it make any difference for Blender?
Anonymous at Thu, 6 Jan 2022 17:59:15 UTC No. 874238
>>874164
Draw what you want.
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Anonymous at Thu, 6 Jan 2022 22:10:15 UTC No. 874283
what would be the easiest/most effective way of animating a tassel like this? Or would applying physics to it somehow be the best option?
Anonymous at Thu, 6 Jan 2022 22:56:01 UTC No. 874293
>>874036
What's wrong with this course?
Anonymous at Fri, 7 Jan 2022 00:12:20 UTC No. 874305
>>874224
>scamsung
Anonymous at Fri, 7 Jan 2022 13:06:05 UTC No. 874400
cheris
Anonymous at Fri, 7 Jan 2022 15:22:00 UTC No. 874413
What's the first tutorial a new blender user should watch?
Anonymous at Fri, 7 Jan 2022 17:24:30 UTC No. 874431
Why is blender still saving the image internally, instead of writing it to the file path. This is the piece of code I'm using.
bpy.ops.object.bake(type='COMBINED'
It's not writing the file to filepath that I specify. It's only saving it internally.
Anonymous at Fri, 7 Jan 2022 18:23:02 UTC No. 874440
>>874431
It's a bug that's been known for a couple of years.
https://developer.blender.org/T5714
They ended the discussion with
>this doesn't seem to be a bug report.
Whatever that means.
Anonymous at Fri, 7 Jan 2022 18:43:38 UTC No. 874441
>>874440
>Simple thing
>A couple of years
>still broken
Genuinely amazing. I have 60 alpha maps and 60 color images I need to combine into 60 RGBA images. Maybe I can find a way to do it with python3 using the PIL library. Thank you for your reply anon. You have saved me a lot of time.
Anonymous at Fri, 7 Jan 2022 21:45:52 UTC No. 874477
>>873865
for eevee usually 25, for cycles anywhere from 125 to 400
Anonymous at Fri, 7 Jan 2022 21:48:37 UTC No. 874478
>>874224
>Is evo 860 fine
yes
>should I spend more and get 970?
if you want to
>Does it make any difference for Blender?
no
Anonymous at Fri, 7 Jan 2022 23:46:05 UTC No. 874489
>>874413
doughnut
124x124
1610726801528s.jpg
Anonymous at Fri, 7 Jan 2022 23:53:34 UTC No. 874490
>Mesh done
>uv are perfect and could fold like an origami swain
>realize you have to do them again on a much more complicated mesh because you still have to apply the bevel modifier
Anonymous at Sat, 8 Jan 2022 04:17:08 UTC No. 874525
>>874441
Yes, you can do that in python with ease. You're on the right track. I've done it in the past.
786x316
wilted.png
Anonymous at Sat, 8 Jan 2022 16:24:10 UTC No. 874586
Is there a way to bake a texture exactly as it appears in Solid view/ Material Preview? In particular I'm trying to bake an alpha clip threshold into it, because that's what was on the entire time I was painting the transparent textures.
Basically while I was painting it only rendered the colors on the transparent meshes as having either an alpha of 1 or 0, despite the UVs/texture itself showing a full range... I didn't realize that when I exported the fbx it would actually apply the texture normally instead of the way it appeared in the viewport, pic related (actual export looks even worse than the right img, just a bunch of translucent brushstrokes)
Tried getting around it by taking the existing texture png into an art program and duplicating/ merging it with itself a few dozen times to bump up its opacity, but that also had the problem of making previously unseen and undesired brushtrokes completely opaque (where they were hidden by the clip threshold prior), and it looked comparatively terrible even after cleanup
Anonymous at Sat, 8 Jan 2022 20:24:30 UTC No. 874616
>>874586
>bake an alpha clip threshold
>by taking the existing texture png into an art program and duplicating/ merging it with itself a few dozen times
the command is called "threshold"
in ps, do layer>layer mask>from transparency, then image>adjustments>threshold
or in gimp, right click layer>add layer mask>transfer alpha, then colors>threshold
or in blender shader nodes, feed image alpha through "color ramp" in "constant" mode
1785x704
great value dio.png
Anonymous at Sat, 8 Jan 2022 20:54:46 UTC No. 874624
how do I go about making dio's hair? Should I just stop and go watch a tutorial before continuing?
Anonymous at Sun, 9 Jan 2022 00:00:43 UTC No. 874662
>>874006
I can't answer directly, but consider: looking at your example, it seems like the spiral doesn't keep going through to 0,0,0, but terminates in a circle after reaching a very small width. So maybe let it get less thick, and put a cylinder at the end to fill the space.
Anonymous at Sun, 9 Jan 2022 01:38:01 UTC No. 874690
>>874624
>Should I just stop
yes.
4096x2160
araki drawing.jpg
Anonymous at Sun, 9 Jan 2022 03:00:05 UTC No. 874699
>>874624
>Using anime as a reference
You fucking retard NEVER use anime as a reference use what Araki himself uses as a reference!
Anonymous at Sun, 9 Jan 2022 03:10:52 UTC No. 874701
>>874006
make a python script
Anonymous at Sun, 9 Jan 2022 03:40:02 UTC No. 874708
>>874699
Are there any classical artist you recommend?
Anonymous at Sun, 9 Jan 2022 04:00:19 UTC No. 874709
>>874690
lmao
832x354
booba2.webm
Anonymous at Sun, 9 Jan 2022 10:31:58 UTC No. 874747
mega retard here
my daz imports have problems when its 2 meshes on top of each other
i get weird lines and shit like this
the tiddies are ontop of the body mesh
is there something i can do about it
Anonymous at Sun, 9 Jan 2022 10:42:33 UTC No. 874752
How interchangable are the skills between different 3D modelling softwares?
I've played around with Blender a little bit but will be starting a 3D + animation course that uses Maya soon, however in my own time will still mostly use Blender for teamwork reasons. Just wanna know how much practice in one carries over to the other
Anonymous at Sun, 9 Jan 2022 11:20:27 UTC No. 874755
>>874747
It's a surface normals thing with edges of geometry. You can correct it with some modifiers.
https://twitter.com/JanvandenHemel/
https://twitter.com/JanvandenHemel/
1920x1080
mornin pepe.jpg
Anonymous at Sun, 9 Jan 2022 12:52:45 UTC No. 874779
>>871828
Okay, this is my first day with Blender. I'm following a basic tutorial.
Can we be friends now?
Anonymous at Sun, 9 Jan 2022 13:20:16 UTC No. 874787
>>874747
That's what I HATE about Daz models past G2.
They reduced the base resolution mesh to 1999 levels and force everyone who wants to have some detail to slap on grafts that cause all sorts of problems.
>b-but muh HD MAPS!!
That shit doesn't help when you need actually geometry in body parts like for example sizes that make sideviews blocky as fuck or lacking definition because no real pinches or overlaps.
G2 was the last good Daz model that came with a high enough rez for cool morphs without the need for stupid ass grafts.
3840x2160
untitled2.jpg
Anonymous at Sun, 9 Jan 2022 18:51:30 UTC No. 874860
>>874779
Oh, boy. This was supposed to be easy...
Anonymous at Sun, 9 Jan 2022 18:59:37 UTC No. 874863
Anonymous at Sun, 9 Jan 2022 19:06:18 UTC No. 874865
>>874863
Thank you, fren. Detailing and "hollowing out" shapes out of solid blocks is what frustrates me the most, but I guess it is just a matter of understanding Blender.
Anonymous at Sun, 9 Jan 2022 21:02:22 UTC No. 874888
>>874863
>>874865
Kind of unrelated but, my main goal is to create a (video) scene that includes a very specific spacecraft (another guy already modelled the same ship: https://www.youtube.com/watch?v=gqd
Is this a realistic goal?
Anonymous at Mon, 10 Jan 2022 02:22:46 UTC No. 874931
how 2 model an cute gril???
Anonymous at Mon, 10 Jan 2022 03:44:38 UTC No. 874951
>>874931
Depends on your criteria of cuteness. You provided none.
750x527
813UosoRSAL._AC_S....jpg
Anonymous at Mon, 10 Jan 2022 03:45:50 UTC No. 874953
Tried converting an older Samsung tablet (tab 4) into a drawing tablet today.
Web-based Weylu has too much of a delay and can't capture continous strokes with a decent precision
GfxTablet only works for Unix-based systems and i can't get Blender to run on WSL
VirtualTablet has ads in it; but with a direct usb connection getting rid of any delay (treating the tablet as an input device). Sadly, no video feed here.
Additionally i discovered that the tab 4 has no pressure sensitivity or any other pen features which made everything even less worthwhile.
All in all a terrible waste of time and effort. Do you guys use something else than a mouse for sculpting?
1403x813
Capture.jpg
Anonymous at Mon, 10 Jan 2022 04:04:38 UTC No. 874956
>>874931
Lots of reference. Photos and anatomy study drawings are good but also watch how other people model in timelapse videos or looking through sketchfab with wireframe and matcap modes.
562x498
Screenshot 2022-0....png
Anonymous at Tue, 11 Jan 2022 03:29:31 UTC No. 875138
>>871828
using the video editor for simple editing tasks. anyone know if there's a plugin or way to expand this option? like output files into 3mb segments?
Anonymous at Tue, 11 Jan 2022 10:40:33 UTC No. 875173
test
Anonymous at Tue, 11 Jan 2022 10:46:51 UTC No. 875174
>>874953
Yes a desktop digitiser tablet like everyone else
1920x1080
untitled2.jpg
Anonymous at Tue, 11 Jan 2022 18:47:55 UTC No. 875280
>>874860
First time playing with pictures.
1920x1080
mornin pepe3.jpg
Anonymous at Tue, 11 Jan 2022 21:48:08 UTC No. 875323
>>874779
Pepe demands HDRI.
896x504
1.webm
Anonymous at Tue, 11 Jan 2022 23:45:21 UTC No. 875337
Okay, I'm done with my first tutorial.
What should I expect from now on?
Anonymous at Wed, 12 Jan 2022 00:40:26 UTC No. 875347
>>875337
well with those skills my friend, oh boy
get ready because you are going to get hired
Anonymous at Wed, 12 Jan 2022 02:05:44 UTC No. 875364
>>875337
which render engine did you use for this, cycles? also how many samples if cycles?
Anonymous at Wed, 12 Jan 2022 08:47:33 UTC No. 875405
>>875364
Cycles, indeed. A max of 512.
Not sure if it's the best choice, but I've been lowering settings in order to make it faster. It took like 30 minutes with my RTX2060.
1920x1080
0001-0100B-1.webm
Anonymous at Wed, 12 Jan 2022 17:14:03 UTC No. 875463
Mah first Moon.
640x676
blender_2022-01-1....webm
Anonymous at Wed, 12 Jan 2022 18:28:19 UTC No. 875468
what the fuck is wrong with the hair rigging here?
i'm not sure what i did wrong, maybe something that has to do with the weight painting but even so, why isn't the hair model sticking to the armature when moved?
Anonymous at Wed, 12 Jan 2022 19:38:31 UTC No. 875484
>>875468
check if multiple bones are affecting the same area of the mesh, you can auto normalize and paint to make sure only 1 bone affects a certain region
check out this vid for more info
https://www.youtube.com/watch?v=v6_
Anonymous at Thu, 13 Jan 2022 00:24:59 UTC No. 875530
>>875468
last time this happened to me it was because i had proportional editing turned on
Anonymous at Thu, 13 Jan 2022 00:36:45 UTC No. 875533
>>873508
didnt he have a donut playlist some years ago? Is 3.0 really that different?
956x966
Nguyen Nhut.png
Anonymous at Fri, 14 Jan 2022 04:27:09 UTC No. 875732
Does anyone know where I should start to recreate the artwork of Nguyen Nhut?
Their animations are just so smooth.
Anonymous at Fri, 14 Jan 2022 14:18:51 UTC No. 875796
Please rate my latest work >>45479720
Thx.
1024x768
bhs_silver.webm
Anonymous at Fri, 14 Jan 2022 14:21:04 UTC No. 875798
>>875796
>link no worky, posting here
Anonymous at Fri, 14 Jan 2022 16:51:39 UTC No. 875816
>>875798
Nice hard-surface modeling, desu.
Anonymous at Fri, 14 Jan 2022 19:43:57 UTC No. 875836
>>875798
i hate it because i can't hold bitcoin but I DO OWN IT
Anonymous at Fri, 14 Jan 2022 19:47:03 UTC No. 875837
>>875798
I want to hold that hors
Anonymous at Fri, 14 Jan 2022 21:27:36 UTC No. 875861
How do I make it so when I move my characters head with a bone the eyes (which are separate objects) move with it?
Anonymous at Fri, 14 Jan 2022 21:30:14 UTC No. 875863
>>875861
parent the eyes' bones to the head bone
Anonymous at Fri, 14 Jan 2022 21:43:13 UTC No. 875867
>>875863
https://www.youtube.com/watch?v=Nzu
They don't have bones. I'm using this tutorial if that helps anyone.
Thank you for the comment though.
1584x895
2022-01-14 232924.jpg
Anonymous at Fri, 14 Jan 2022 22:32:33 UTC No. 875879
Pepe anon here. This is my third day learning Blender, and I'm facing a problem.
I've tried some surface modeling (more specifically "cut and fill", using "Shrinkwrap" modifier) and I definitely feel that the area should not include triangles, but quads.
What's the right approach if you want quads only?
Anonymous at Fri, 14 Jan 2022 23:05:31 UTC No. 875885
>>875879
>you want quads only
why?
are you going to apply a subdiv?
Anonymous at Fri, 14 Jan 2022 23:10:19 UTC No. 875887
>>875885
Well, I noticed it is giving me problem with something as simple as bevels.
Anonymous at Sat, 15 Jan 2022 00:23:30 UTC No. 875903
How do I delete an animation strip in 3.0?
I don't even see my strip anymore.
Anonymous at Sat, 15 Jan 2022 00:57:18 UTC No. 875908
>>875887
not much of a hard surface modeler myself.
I would add a loop at the edge of the cylinders connecting to the plane (slide a loopcut to the edge) and scale them outwards then you can bevel that edge.
Anonymous at Sat, 15 Jan 2022 12:15:42 UTC No. 875979
>>875908
I'll try it, thanks.
Just in case, this is the tutorial I've been following:
https://www.youtube.com/watch?v=Ci1
Anonymous at Sat, 15 Jan 2022 14:00:45 UTC No. 875991
>>875533
it's using all the geometry node stuff. not much else is different except the ui
Anonymous at Sat, 15 Jan 2022 14:02:27 UTC No. 875992
>>874283
it really depends on your style. if your going for realistic, physics is a good idea
Anonymous at Sat, 15 Jan 2022 21:18:07 UTC No. 876056
Is there a way to flip my .L and .R names without the vertex groups going wonky?
1024x1024
CubeThing.png
Anonymous at Sat, 15 Jan 2022 22:15:36 UTC No. 876067
>>875879
Having mostly quads allows you to select edge and face loops which makes modelling much easier, so the base shape should always be quads only
Aside from that, it mostly depends on your workflow.
In box/boolean/hardsurface modelling tris don't matter much unless they
>mess up shading
>break booleans
>don't deform properly when animated
>cut off bevels
which can be mostly resolved by just moving or connecting them somewhere else
In SubDiv modelling it's not only important to have quads, but also a good edge flow and sensible placement of pole vertices - which is not as hard as it sounds.
The issue with tris here is that they can't get smoothed by the algorithm, causing a visible bump nor be used to direct edge flow.
On flat surfaces however that doesn't matter as much. I could remove the triangles in the picture, but i'd rather keep the support edges at an even width.
So do you even want quads only?
If yes, go for subDiv but start with a lower-res Cylinder. I usually go for 8 on small details, 16 for bigger ones or something inbetween if i have to match the surrounding vertices.
If not, you dont even need to bother connecting vertices. As long as you have a decent base shape just slap the details on there using a boolean modifier for the shape, a generic angle-based bevel to make the edges pretty and the weighted normal modifier to fix the shading.
Thanks for reading my Blog
Anonymous at Sat, 15 Jan 2022 22:22:34 UTC No. 876068
>>874006
time to download zbrush and sculpt in the details yourself... or use blender tools if youre like hurting yourself
Anonymous at Sun, 16 Jan 2022 00:04:21 UTC No. 876105
>>876067
>>876067
Oh my, this is exactly the answer I was looking for. Thank you. I knew the shape was important, but this is beyond my expectations.
Just in case, here >>874888
I talked about my main goal, so yeah... as a noob, I'm experiencing a nightmare of redundant extrusion, missing vertices, bugged shading, etc.
985x649
feathering.png
Anonymous at Sun, 16 Jan 2022 18:39:59 UTC No. 876269
How can I feather/lengthen out the area where one color transitions to another in a gradient and make it smoother?
Anonymous at Sun, 16 Jan 2022 19:17:51 UTC No. 876276
>>876269
it's already as smooth as it can be and as long as you've made it.
what you're probably looking for is the little + button on the left.
dividing Z can also work, depending on what your actual end-goal is
Anonymous at Sun, 16 Jan 2022 20:33:26 UTC No. 876293
>>876269
are you using the global or local z?
Anonymous at Sun, 16 Jan 2022 21:31:59 UTC No. 876307
Is there a way to make sure Blender mods the same addons every start up?
985x649
16423583992798.png
Anonymous at Mon, 17 Jan 2022 03:19:21 UTC No. 876360
>>876276
Sorry but I'm confused by what you mean by dividing by z? I'm trying to make it to where the color more gradually changes from one to the next
>>876293
I've got it set to global
Anonymous at Mon, 17 Jan 2022 03:29:05 UTC No. 876361
How do I take a strip animation and return it to normal keyframes?
Anonymous at Mon, 17 Jan 2022 03:40:01 UTC No. 876364
>>876307
Have you made sure to save your preferences after modifying them?
1670x951
untitled.png
Anonymous at Mon, 17 Jan 2022 03:45:46 UTC No. 876365
1672x946
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Anonymous at Mon, 17 Jan 2022 03:49:20 UTC No. 876368
>>876360
yet more ways
1546x1844
gradients.jpg
Anonymous at Mon, 17 Jan 2022 04:11:35 UTC No. 876381
>>876360
that anon is right, a linear transition is already perfectly smooth.
Still, you can jsut throw math nodes at it
A map range node along with a colorRamp/curves is usually enough, it allows you to say from where to where the gradient will run and how its values are going to be interpolated.
Anonymous at Mon, 17 Jan 2022 04:14:26 UTC No. 876383
Man i should really refresh this page before posting
650x577
CC Grayscale Web.jpg
Anonymous at Mon, 17 Jan 2022 04:24:48 UTC No. 876387
>>876360
figured I'd also point out that you may just have a terribly calibrated monitor if everything above the red mark blends into solid white.
1819x811
1620718678615.png
Anonymous at Mon, 17 Jan 2022 04:48:39 UTC No. 876398
Haven't used Blender in a while, getting back to it now. What's the best way to UV this pineapple? It's just a cylinder. I thought marking the seam on the top and bottom and then dividing into two halves would work, but the auto UV looks pretty shitty. Do I just need to manually adjust the points or is there a better method to add seams?
Anonymous at Mon, 17 Jan 2022 04:51:49 UTC No. 876400
>>876398
textools has "rectify", enough for this case.
Anonymous at Mon, 17 Jan 2022 12:08:49 UTC No. 876453
>>876398
"follow active quads" will give you a clean rectangle
just reset the selected uvs before you do that
Anonymous at Mon, 17 Jan 2022 12:35:56 UTC No. 876456
>>876364
I'll make sure to check next time. Could just be that I'm on the steam copy and any updates reset it.
Anonymous at Mon, 17 Jan 2022 18:21:37 UTC No. 876510
https://code.blender.org/2022/01/st
442x283
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Anonymous at Mon, 17 Jan 2022 22:47:03 UTC No. 876544
>>876510
>texturing
OOOOOOOOOOOOOoooooooooooooooooooooo
Anonymous at Mon, 17 Jan 2022 23:25:59 UTC No. 876553
Why does it feel like rigging and skinning in Blender (and Maya) is needlessly obtuse
is it just me?
Anonymous at Tue, 18 Jan 2022 03:26:52 UTC No. 876604
Guys I am actually loosing my mind and am looking for help.
I need a rigged low poly Model of a Wizard but i just can't seem to get the weight paint to work and since i wasted too much time the deadline is nearing and I'm loosing my mind. Can someone help me out?
Anonymous at Tue, 18 Jan 2022 04:16:31 UTC No. 876613
>>876604
what exactly do you need?
someone to weight paint it for you?
someone to rig it for you?
or courses on those topics?
also it's "losing" not "loosing"
Anonymous at Tue, 18 Jan 2022 04:33:05 UTC No. 876617
>>876510
reminder not to put any stock into these.
https://code.blender.org/2020/06/mo
when it happens it happens.
Anonymous at Tue, 18 Jan 2022 04:35:33 UTC No. 876618
>>876604
it's for a game jam, right?
815x858
Screen Shot 2022-....png
Anonymous at Tue, 18 Jan 2022 16:26:28 UTC No. 876725
Ummm... why is my model translucent all of a sudden? I must have flicked some setting by accident, but I've spend the last 2 hours trying to google an answer, and no luck.
3.0 by the way.
Anonymous at Tue, 18 Jan 2022 16:36:13 UTC No. 876726
>>876725
You're in X-Ray mode, press alt+z
Anonymous at Tue, 18 Jan 2022 16:38:21 UTC No. 876727
>>874062
i'd like to know as well
Is creating a new file of the scene where you delete the unneeded objects better than just hiding them for memory?
Anonymous at Tue, 18 Jan 2022 16:39:36 UTC No. 876728
>>876726
Lol I'm such a tard. Thank you anon.
500x382
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Anonymous at Tue, 18 Jan 2022 19:56:07 UTC No. 876756
Is there a NON DESTRUCTIVE way to symmetrize an object?
The thing is, I have an object that I want to be 100% symmetric but I can't just cut it in half, symmetrize it and weld it back together because the exported result will have its vertex order mangled and that means I can't import it anymore as morph in the other program.
I also already tried "snap to symmetry" but for some reason this also changes/effects the "good" side AND doesn't even mirror correctly (vertices all over the place in tight spots, wtf is the point of that function then).
Anonymous at Tue, 18 Jan 2022 19:57:08 UTC No. 876757
>>876756
*affects
Anonymous at Tue, 18 Jan 2022 20:44:13 UTC No. 876761
>>876756
Alright, now I tried
>have 2 of those objects
>symmetrize one
>take the other one and shrinkwrap it on the symmetrized one
Didn't work either because the mesh glitches out in too many parts. I guess it's simply not possible to symmetrize without keeping the original vertex order intact. I hate how I keep bumping into problems that no one else seems to have.
Anonymous at Tue, 18 Jan 2022 20:59:42 UTC No. 876762
>>876756 (You)
Alright, now I tried
>have 2 of those objects
>symmetrize one
>take the other one and shrinkwrap it on the symmetrized one
Didn't work either because the mesh glitches out in too many parts. I guess it's simply not possible to symmetrize while keeping the original vertex order intact. I hate how I keep bumping into problems that no one else seems to have.
Anonymous at Tue, 18 Jan 2022 21:01:45 UTC No. 876764
>>876756
Alright, now I tried
>have 2 of those objects
>symmetrize one
>take the other one and shrinkwrap it on the symmetrized one
Didn't work either because the mesh glitches out in too many parts. I guess it's simply not possible to symmetrize while keeping the original vertex order intact. I hate how I keep bumping into problems that no one else seems to have.
Time for some sleep
Anonymous at Wed, 19 Jan 2022 10:17:12 UTC No. 876848
>have texture on model
>multires modifier
>go to sculpt mode
>texture gone
how do I sculpt with the texture still on?
Anonymous at Wed, 19 Jan 2022 19:09:01 UTC No. 876925
why would my render finish at sample 1? it doesn't crash, it just thinks it's done after rendering sample 1/400
635x523
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Anonymous at Wed, 19 Jan 2022 19:39:02 UTC No. 876928
/3/ i have to submit this tomorrow, pls help how do i fix this wobly shit
Anonymous at Wed, 19 Jan 2022 19:48:06 UTC No. 876933
>>876756
get the addon mesh data transfer
make a mirrored UV for your og mesh (one half of the mesh on the texture the other moved one texture to the side
copy og mesh delete half mirror mod apply move the one half of the uvs to the same play as og map
both UVs should look exactly the same.
take og mesh activate mesh data transform select mirrored mesh as object, active UV mode
click transfer shape
Anonymous at Wed, 19 Jan 2022 20:56:56 UTC No. 876949
>>876848
It sucks that you can't use regular edit mode with it either.
Anonymous at Wed, 19 Jan 2022 22:13:02 UTC No. 876959
>>876928
there are at least 4 errors you have made way back around the time you've started at first glance
I'd restart but even better, i'd start with simpler shapes before advancing to cars and shit
Anonymous at Thu, 20 Jan 2022 00:18:18 UTC No. 876987
how do I blur/feather the result of a math node that returns 1 or 0? I wanted to create a procedural mask and control the blend of the edge but it seems like it's not possible to do in the blender material editor. It's so simple in photoshop.
255x255
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Anonymous at Thu, 20 Jan 2022 00:59:01 UTC No. 876991
>check /3/ threads while doing other shit
>scroll down this one
>anime stuff
>low poly garbage
>modeling newbies
>everyone seems to be using blender
>rage inside
>realize im in blender general
I'm sorry bois, I love you all and im sure you're gonna accomplish all your goals, including that dude over there with the porn thingy full of boobs. Back to max and zbrush now, enjoy your free software.
Anonymous at Thu, 20 Jan 2022 01:23:53 UTC No. 876994
>>876925
found the issue, somehow time limit 0 didn't disable the render time limit like it should but made it 0 seconds short, weird
Anonymous at Thu, 20 Jan 2022 01:42:03 UTC No. 876996
>>876991
>>everyone seems to be using blender
>>rage inside
>t. industrycuck
Anonymous at Thu, 20 Jan 2022 02:57:23 UTC No. 877002
>>876991
weak bait
have a (you) for your consolation
Anonymous at Thu, 20 Jan 2022 03:09:36 UTC No. 877004
>>876959
tis an assignment and can't really afford to restart. guess i will just roll with it
Anonymous at Thu, 20 Jan 2022 03:22:45 UTC No. 877009
>>876928
>>877004
id recommend you to block out rsch module separatedly instead of making it a single object.
Anonymous at Thu, 20 Jan 2022 04:38:23 UTC No. 877016
>>877009
>rsch module
whats that?
1200x900
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Anonymous at Thu, 20 Jan 2022 04:39:49 UTC No. 877017
how do i make a plane go round round?
941x693
1641598292937.png
Anonymous at Thu, 20 Jan 2022 04:40:56 UTC No. 877018
>>877017
i cant figure it out
741x601
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Anonymous at Thu, 20 Jan 2022 05:20:16 UTC No. 877025
>>877018
progress update, I just used a plane and extruded and just shitbanged the whole thing. need to work on my curves
Anonymous at Thu, 20 Jan 2022 05:26:21 UTC No. 877026
>>877017
enable extra curves addon, add a spiral, change height parameter, extrude, convert to mesh.
or the same with geometry nodes.
or add a circle, rip a vertex and drag it up with proportional edit
1001x823
feels in the sunset.jpg
Anonymous at Thu, 20 Jan 2022 05:42:00 UTC No. 877028
>>876365
>>876368
>>876381
>>876387
Damn anon thanks for the help, definitely screencapping this for my tutorial folder. Although for the last one what is the default square and how do you mix the RGB curves and everything else together for the output?
Anonymous at Thu, 20 Jan 2022 06:46:46 UTC No. 877040
>>877026
>enable extra curves addon, add a spiral, change height parameter, extrude, convert to mesh.
i cant fucking believe this isn't enabled by default.
221x246
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Anonymous at Thu, 20 Jan 2022 07:37:29 UTC No. 877045
>>877017
>>877018
>>877025
>plane
>clearly a cut cylindrical shape
2560x1440
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Anonymous at Thu, 20 Jan 2022 14:47:31 UTC No. 877080
is there a way to "bevel" the edges on a flat plane the same way you would a mesh with depth? i want to add the holding lines before i extrude.
Anonymous at Thu, 20 Jan 2022 15:43:41 UTC No. 877090
>>877080
not really unless you extrude it
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Anonymous at Thu, 20 Jan 2022 16:04:32 UTC No. 877092
>>877090
yeah i ended up just doing it manually with edge loops and adjusting
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Anonymous at Thu, 20 Jan 2022 16:11:35 UTC No. 877093
do i have to make minkey do a tpose before i can rig him?
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Anonymous at Thu, 20 Jan 2022 16:57:30 UTC No. 877097
>>877093
wish me luck anons
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Anonymous at Sat, 22 Jan 2022 05:22:13 UTC No. 877379
>>877025
just create a slice of the side and screw it around an empty
Anonymous at Sat, 22 Jan 2022 07:06:01 UTC No. 877392
>>877379
only boomers use the screw modifier
570x789
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Anonymous at Sat, 22 Jan 2022 09:18:09 UTC No. 877402
So I'm trying to learn, and did this small animation. Is there some way to perfectly mirror the bones?
Anonymous at Sat, 22 Jan 2022 09:36:34 UTC No. 877404
is it possible to change the default orientation of the top view?
what i want is for hitting num7 to have the same effect as being in side view (num3) and then hitting num8 6 times.
(i.e. in car terms, to have the car pointing left-right whether viewed from the side or from above. the current behaviour is that when hitting num7, the car is rotated to face top-to-bottom)
Anonymous at Sat, 22 Jan 2022 14:57:00 UTC No. 877434
>>877404
why not just rotate your shit by 90 degrees?
Anonymous at Sat, 22 Jan 2022 18:30:06 UTC No. 877462
>>873508
This hack puts out a donut tutorial series every year then rakes in the dough with clickbait bullshitting discussions.
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Anonymous at Sat, 22 Jan 2022 18:41:52 UTC No. 877464
Question regarding exporting .FBX for Unity:
Is there a way for an .FBX file to maintain the parenting hierarchy for Unity?
Background: Joined group of friends in making a game in Unity. When the .fbx files are imported, the assets are keeping the rigging information, but not parented in the asset list. There's no icons to differentiate the armature, bones, and mesh pieces.
I've been renaming pieces like:
>mesh_Enemy01
>arma_Enemy01
>bone_Enemy01head
>bone_Enemy01torso
Am I doing something wrong with the fbx output that's not maintaining the parenting? Also, any other tips that I could do to make the programmers' lives easier in Unity?
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Anonymous at Sat, 22 Jan 2022 19:25:33 UTC No. 877471
I'm super new to Blender and 3D-modeling in general. Is there an easy way to make a face for the top here?
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Anonymous at Sat, 22 Jan 2022 19:44:53 UTC No. 877472
>>877471
if you dont plan to use subdivision you can just insert new edges behind the 90ยฐ-corners and give each L-shaped segment an ngon as top
Anonymous at Sat, 22 Jan 2022 19:55:43 UTC No. 877474
>>877472
Thank you, kind anon! Time to look into what an ngon is
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Anonymous at Sat, 22 Jan 2022 20:12:52 UTC No. 877477
How would you guys have made these vents? I'm planning on redoing the entire back of this thing anyway
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Anonymous at Sat, 22 Jan 2022 21:07:06 UTC No. 877490
>>877477
Hate these
>have to work around a triangle on each side
>dense geometry if you want decent edge flow
>resulting edge is way too sharp
>still have a hole in your mesh
If they weren't so pretty and work basically everywhere i wouldn't even bother
Pic related is from a few years ago and only has okay-ish topo. Still no idea what's the right way to do these
Anonymous at Sun, 23 Jan 2022 00:01:19 UTC No. 877517
inverted hull outline
I don't want it on some parts of my mesh and I can't separate into another object and remove the material
am I doomed? Am noob
Anonymous at Sun, 23 Jan 2022 00:04:19 UTC No. 877519
>>877517
use vertex groups, there's a field in the solidify modifier
Anonymous at Sun, 23 Jan 2022 01:14:27 UTC No. 877532
>>877519
worked thanks anon
Anonymous at Sun, 23 Jan 2022 03:16:52 UTC No. 877573
what are some must have addons?
Anonymous at Sun, 23 Jan 2022 03:44:35 UTC No. 877575
>>876928
probably late but your normals are all fucked. the way you have them set up is that edges of that angle are considered 'sharp'. check your auto-smooth settings and try a weighted normal modifier
Anonymous at Sun, 23 Jan 2022 04:15:10 UTC No. 877577
>>877402
>make central & left side of the armature
>name your bones like this: "arm.L", "leg.L" etc
>once done, select all bones you want to mirror
>f3, type 'symmetrize'
>all the selected .L bones will perfectly mirror and be named the same except .R
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Anonymous at Sun, 23 Jan 2022 05:04:15 UTC No. 877584
>>874224
M.2's get much faster read/write speeds than SATA, and funnily enough it does affect my usage of blender, at least when pressing Ctrl + S. especially when a scene is 2 GB.
I have a Samhyde 980 PRO, I decided to get the PRO over the EVOs because they are rated to last longer (more writes). I think that is related to them using a different/better type of NAND. Also they perform better, not that it matters much to me compared to an EVO, I really just bought it for more endurance.
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Anonymous at Sun, 23 Jan 2022 05:28:15 UTC No. 877586
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Anonymous at Sun, 23 Jan 2022 06:33:14 UTC No. 877592
When creating an armature, should the bones be slighly slanted like in actual human anatomy, or perpendicular to the ground?
Anonymous at Sun, 23 Jan 2022 06:47:01 UTC No. 877594
>>877592
I'm no expert, but I have been told they're supposed to resemble real human anatomy in terms of their placement and position within the mesh. Spine bones should follow the human spinal column, for example.
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Anonymous at Mon, 24 Jan 2022 05:10:27 UTC No. 877766
how do i properly rig and weightpaint a face for mocap? this is just the default blender face, don't know where to start with it.
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Anonymous at Mon, 24 Jan 2022 05:27:00 UTC No. 877767
This is after a little adjustment. I'm not sure how to properly locate the facial bones, and how to WP them so the mocaps don't look grotesque.
Anonymous at Mon, 24 Jan 2022 06:04:55 UTC No. 877769
>>877766
use blendshapes.
Anonymous at Tue, 25 Jan 2022 07:24:04 UTC No. 877946
>>877577
I just tried it. Thank you very much. It was much more easier than I expected.
Anonymous at Tue, 25 Jan 2022 10:33:50 UTC No. 877965
whats the best plugin/addon for retopo
i know there was a real popular one but i forgot the name
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Anonymous at Tue, 25 Jan 2022 12:18:38 UTC No. 877970
How to improve this shit and make it look more like the shit on the left?
Anonymous at Tue, 25 Jan 2022 12:56:26 UTC No. 877973
is it normal for eevee to take several mins to compile shaders?
Anonymous at Tue, 25 Jan 2022 13:11:29 UTC No. 877974
>>877970
learn to draw
Anonymous at Tue, 25 Jan 2022 13:40:44 UTC No. 877982
>>877974
No
Anonymous at Tue, 25 Jan 2022 14:04:27 UTC No. 877989
>>877970
give her a shirt
Anonymous at Tue, 25 Jan 2022 17:39:50 UTC No. 878025
>2022
>still not import drag & drop feature
How is this even possible? I waste so much time importing objects by searching for them in a built-in explorer.
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Anonymous at Tue, 25 Jan 2022 17:57:01 UTC No. 878030
WIP. Currently my best attempt at making an aircraft. I want to redo the upper part of the fuselage, because the canopy is not exactly good.
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Anonymous at Tue, 25 Jan 2022 18:06:15 UTC No. 878034
>>878030
I need to redo the wing, I think. This is a (almost) all quad wing, and results in the flaps and alierons being perfectly flush with the wing (which I want) but it's pretty ugly. It looks fine, and there's surprisingly almost no distortion, but there's probably a better way if I actually plan the topo first.
Anonymous at Tue, 25 Jan 2022 18:32:32 UTC No. 878038
>>877970
Head slightly too narrow
Huge mismatch of skin tones. She's too pale, and the skin tone should be hue shifted a little more towards red
Missing shirt. I assume this is intentional, but the line work on the bottom of the breasts is very rough looking. Use Blender's "stabilize stroke" feature to help with this. If no-shirt is intentional, you should probably add some sort of indication of a belly-button
Booba too large compared to the original
Black mark in the armpit of the coat is not present in the original, looks like a UV issue
Where the smile starts on the right side of her face is curving downward in your render, where as in the reference, it appears to level, if not slightly curved upward.
The smile in the reference also makes use of an a technique called "implied lines" which is not present on your render, and makes the seam between her lips look unnaturally hard.
You have a great deal of line work in the hair which is not present on the original drawing, and also seems somewhat stylistically inconsistent with the rest of the image
If you want the softer, more realistic shading on your render, I think that's fine, and actually looks good, but if you want it to match the reference, you need to use a different approach. Look at the "Shader to RGB" node for eevee. You can run that through a color ramp, push the points closer together, and use the resulting black and white data as a factor for a "Mix RGB" node. Again, though, if you prefer the softer shading, keep it that way. I would still do something to make the shadows darker, though, as the shading looks a bit flat without having any pockets of darkness.
Her left arm should be a little more behind her torso. This will match the pose better, but will also fix the fact that the outline of the arm almost implies an invisible shirt.
Anonymous at Tue, 25 Jan 2022 20:07:58 UTC No. 878052
>>877965
retopoflow
it's available here for free https://github.com/CGCookie/retopof
paying is for support from devs
keep in mind theyve paused development because they're working with blender to add a mode to retopo or something like that
https://twitter.com/RetopoFlow/stat
theyre are still working on fixes, but you can get that from the github
Anonymous at Tue, 25 Jan 2022 21:28:24 UTC No. 878065
Are caustics working yet?
Anonymous at Tue, 25 Jan 2022 21:34:48 UTC No. 878070
Just as I expected, my drawn annotations suddenly disappeared while working, and no, they are not hidden, invisible etc., I checked the settings.
I have a saved project copy where it still works, so everything's fine.
Fuck blender for this buggy shit.
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Anonymous at Wed, 26 Jan 2022 01:54:34 UTC No. 878120
rebolber :DDDDDD
Anonymous at Wed, 26 Jan 2022 02:10:53 UTC No. 878124
>>878120
Loogs good! :DD :DDD
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Anonymous at Wed, 26 Jan 2022 02:40:00 UTC No. 878128
am i going to maek it
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Anonymous at Wed, 26 Jan 2022 03:08:57 UTC No. 878131
is there seriously no way to align the 3d cursor to an object or bone's rotation?
Anonymous at Wed, 26 Jan 2022 03:41:16 UTC No. 878135
>>878131
Im a bit stoned so there might be an easier way.
ctrl numpadzero to get into the the objects point of view. numpad 5 to get out of the objects view but keep your rotation. Click the object so that your cursor has the objects rotation. Then shift-s and move the cursor to the object location.
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Anonymous at Wed, 26 Jan 2022 04:08:30 UTC No. 878137
>>878131
Probably one of these. To get it to show up, you have to click the actual 3d cursor "tool" on the left toolbar.
Combine it with transformation orientations (not pivot point) set to "3d cursor" and you'll be able to move on the 3d cursors axes.
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Anonymous at Wed, 26 Jan 2022 04:44:14 UTC No. 878142
>>871828
I'm only loosely getting into blender for model ripping purposes (2.7 because potato PC), but I'm coming across a consistant issue in that whenever I unwrap it's not aligning with the intended texture. Also, if it's relevant, this a cheap chinkshit model, so this might be the source of my woes.
The most frustrating part is that I got it right at some point when I was just fucking around trying to figure out what to do, and now I can't replicate myself; I'm pretty sure it had something to do with unwrapping without going into edit mode, as the model I had it right for never went into a T-pose.
Anybody got any ideas?
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Anonymous at Wed, 26 Jan 2022 04:53:54 UTC No. 878146
>>878142
uv unwrapping a beyond 100tris model and matching the uv islands to the texture takes forever and should be avoided.
>I got it right at some point
The model probably already has a UV map and by unwrapping again you replaced it with a new one.
Make sure you rip the model with it's UV map.
If the uv map section of the object is empty in blender you ripped without uv.
Anonymous at Wed, 26 Jan 2022 08:30:54 UTC No. 878174
In sculpt mode when I switch between draw and smooth brushes my brush strength is the same even though I have the unified strength toggle OFF, how do I fix it?
Anonymous at Wed, 26 Jan 2022 20:13:14 UTC No. 878263
Can you set brushes in sculpt mode like you can in gimp? I just want a fucking square to make sharp edges.
Anonymous at Wed, 26 Jan 2022 20:41:16 UTC No. 878268
https://www.blender.org/download/
https://wiki.blender.org/wiki/Refer
Released on Jan 26th 2022, Blender 3.0.1 features many bug fixes
UPDATE NOW
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Anonymous at Thu, 27 Jan 2022 02:31:51 UTC No. 878312
Does anyone know if this will cause any problems? I'm trying to export models from blender with proper scale and I need to make sure scales are 1 in Maya.
I managed to figure it out by changing scene units to centimeters in blender and now in Maya my normal scale is 1, but I can still see that local scale shows 0.01.
Why is that and does it even matter? I want to be sure when I send it to client that they won't have scale problems. It looks normal in Maya scene though, but idk how will it import in engines.
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Anonymous at Thu, 27 Jan 2022 06:05:00 UTC No. 878350
WTF I switched from Cuda to Optix in the options and my renders get 10 times faster and most importantly loading is almost instantenious and doesn't go out of memory all the time. Why did nobody told me about this before?
Anonymous at Thu, 27 Jan 2022 08:11:26 UTC No. 878361
Are there any reliable methods for rendering a panorama video with eevee? I find a lot of videos about the eevr plugin but it doesn't work even on the versions of blender it's made for.
Anonymous at Thu, 27 Jan 2022 15:39:09 UTC No. 878403
Rotating an object by 90 degrees with a hotkey and getting it to rotate in the right direction has been one of the hardest things in 3DCG for me unironically. No matter what I press, -90 or 90, I'll always rotate it the opposite direction than intended.
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Anonymous at Thu, 27 Jan 2022 15:48:03 UTC No. 878404
Can someone tell me why this happens sometimes when I bevel these types of edges??
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Anonymous at Thu, 27 Jan 2022 19:06:04 UTC No. 878427
Anonymous at Thu, 27 Jan 2022 20:40:20 UTC No. 878438
>>878427
kino
Anonymous at Thu, 27 Jan 2022 21:07:10 UTC No. 878444
>>878404
Vertex Doubles, I think?
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Anonymous at Thu, 27 Jan 2022 21:10:27 UTC No. 878446
Pepe anon here. I've paused my hard modelling for a while before I get traumatized, and I've tried Ducky3D's last tutorial.
I guess this counts as my fourth/fifth day, I've been offline for a while.
Anonymous at Thu, 27 Jan 2022 21:24:38 UTC No. 878447
>>878404
just connect a few more vertices to the inner loop
Anonymous at Thu, 27 Jan 2022 21:26:51 UTC No. 878448
>>878128
i believe in you anon
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Anonymous at Thu, 27 Jan 2022 22:16:01 UTC No. 878457
how the fuck do i delete the action stash in the NLA editor
Anonymous at Thu, 27 Jan 2022 23:00:53 UTC No. 878462
Do I do the donut tutorial or the default cube tutorial from Blender.org? Default cube is for 2.8 if that makes much of a difference.
Anonymous at Fri, 28 Jan 2022 01:28:58 UTC No. 878493
is there a easy way to weightpaint arm/leg twist bones ?
Anonymous at Fri, 28 Jan 2022 01:39:53 UTC No. 878501
>>871828
So what the fuck happened to cgmasters? Their site has been offline for over two weeks now.
Anonymous at Fri, 28 Jan 2022 08:26:14 UTC No. 878587
>>871883
change angle of light, move the sides out, put something in there, every edge of that back wall should be catching a little bit of light
you're close, if you can turn this into something good, you would have learned something very valuable. keep trying
Anonymous at Sat, 29 Jan 2022 20:52:37 UTC No. 878900
how do i port a model from blender 2.7 to 2.9?
materials and textures are all gone
Anonymous at Sun, 30 Jan 2022 00:24:44 UTC No. 878942
>>872974
Still working this one out. My current solution is to make a copy of the armature and use it as a reference as I manually edit the original. Would be so much faster if I could just apply the pose though.
Anonymous at Sun, 30 Jan 2022 06:33:09 UTC No. 878982
>Renaming bones in Blender 3.0 makes bones didnt work unless you restart blender
Sasuga blender...
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Anonymous at Sun, 30 Jan 2022 06:56:32 UTC No. 878986
Hello, I require help and now I'm insecure since it's my second day of blender and I have nothing to show like other anons.
I want to make backgrounds like kizumonogatari for my game BUT I'm having issues
>I don't know how to build things, even trying to get a sloped wall
>I can't texture
>How to get into lighting?
>How to design?
>>877994
Btw, how long will this take me?
Pic related sucks, should I just pay someone to do them for me, how much would it cost?
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Anonymous at Sun, 30 Jan 2022 06:57:33 UTC No. 878987
>>878986
Don't know where to get textures, don't know how to plan, don't know how to build what I want to make
Is it a bad sign that I'm on day 2 and have nothing to show?
Anonymous at Sun, 30 Jan 2022 08:10:42 UTC No. 878995
>>878986
yeah usually when you're just beginning something you don't really know all that much about it
Anonymous at Sun, 30 Jan 2022 09:15:15 UTC No. 878999
Does anyone have a decent tutorial for creating modular characters in Blender? I wish to export said character to UE4 once it is finished.
Anonymous at Sun, 30 Jan 2022 09:44:18 UTC No. 879001
>Export alembic in blender
>Apply it with MeshSequence modifier, it doesnt work.
>Open the alembic in Houdini, It works.
>Export it from Houdini again, apply it with a MeshSequence modifier, It works.
I don't understand.
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Anonymous at Sun, 30 Jan 2022 09:49:56 UTC No. 879002
anyone know what types of textures these are? trying to extract a model from a game, none of them even look like a base color texture. stuff like _RMOE i've never seen before, but i'm a noob
Anonymous at Sun, 30 Jan 2022 16:35:08 UTC No. 879053
>>878986
>I don't know how to build things
Break things down into simple shapes. A sloped wall is just a prism with a raised edge. Learn proper topology. JL Mussi is a good resource.
>I can't texture
Start with downloading materials from places like textures.com and 3dtextures.me. Eventually move on to learning about different types of texture maps and how to use programs like Mari and Substance Painter. FlippedNormals and Artruism Digital are channels worth checking out.
>How to get into lighting?
Look up photography lighting cheat sheets. Understand that mood is more important than a light source making sense (Just because there's only a light on the ceiling doesn't mean that you're not allowed to put a light elsewhere to make your render more legible). Learn about PBR materials and read the documentation for all of the settings on the Principled BSDF node.
>How to design?
Artstation learning is currently free, check out the art tutorials there to learn basic art a& design concepts.
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Anonymous at Sun, 30 Jan 2022 16:36:29 UTC No. 879054
>>878038
Thanks a lot for the input. Fixed some of the issues like the paleness and bad shadows etc already.
Will probably learn to use Blender properly before going back to this. Do you believe using/learning Malt will give better results to achieve to original look?
Anonymous at Sun, 30 Jan 2022 16:37:18 UTC No. 879056
>>879002
I would guess RMOE is Roughness, Metallic, ambient Occlusion, and Emission packed into one texture on the RGBA channels. Could be wrong though.
Anonymous at Sun, 30 Jan 2022 23:25:02 UTC No. 879099
Retard here, how do i move two objects in oppisite directions?
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Anonymous at Mon, 31 Jan 2022 04:16:18 UTC No. 879125
I don't mean to sound whiny, but for the kizumonogatari stuff, is this really going to be worth it?
I have been researching brutalism, the easiest architecture I can attempt and it's giving me trouble. Maybe I'm being too ambitious
>>879053
Thanks for the help anon.
Anonymous at Mon, 31 Jan 2022 05:17:14 UTC No. 879132
>>879056
that sounds right, i'll check when I get home, thanks anon
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Anonymous at Tue, 1 Feb 2022 01:35:49 UTC No. 879274
when I plug in the normal texture, the model looks like it's shaded flat. anyone know what I am doing wrong? it's a model I extracted from a video game. my node setup might suck because I suck and still learning
Anonymous at Tue, 1 Feb 2022 01:38:46 UTC No. 879275
>>879054
booba still way too big, source is ~32C I would guess, your model is like 36DDD or bigger
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Anonymous at Tue, 1 Feb 2022 02:12:30 UTC No. 879281
made because bored.
critique?
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Anonymous at Tue, 1 Feb 2022 16:32:22 UTC No. 879386
Can anyone help me go from left side to right side of picture related?
I need to edit the custom split normals of faces so that they all point to the same direction, ideally an averaged normal. I tried to select the vertices in edit mode and do mesh > normals > average > custom normals, but that just sets them all to the face normal which is not what I want. The only way I found to edit the split normals is to manually rotate them, but I need to do this to hundreds of faces so I can't do it by hand
Anonymous at Tue, 1 Feb 2022 16:35:56 UTC No. 879387
>>879386
this seems like something that would be trivial to script
Anonymous at Tue, 1 Feb 2022 16:45:34 UTC No. 879390
>>879387
well that's something. I know python although I've never done any scripting for blender, I'll start looking into it. Could you give me any pointers for this specific issue?
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Anonymous at Tue, 1 Feb 2022 17:04:59 UTC No. 879394
>>879390
https://blender.stackexchange.com/q
probably a good starting point
however now that i reread your question cant you just use normal edit modifier
Anonymous at Tue, 1 Feb 2022 17:19:22 UTC No. 879395
>>879394
Thanks for the link.
I don't think I can achieve what I need with teh normal edit modifier. In my case the custom normals were previously set using the data transfer modifier, stealing the normals of a target object. I want to keep those stolen normals, but in a sort of flat-shaded way in which vertices of the same face have the same normals
Anonymous at Tue, 1 Feb 2022 17:24:37 UTC No. 879398
>>879386
There's a plugin called Abnormal that lets you edit normals by hand.
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Anonymous at Tue, 1 Feb 2022 17:54:12 UTC No. 879402
Does anyone know why my texture is fucking up at this one specific place? I I need to add a seam there or what?
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Anonymous at Tue, 1 Feb 2022 20:50:38 UTC No. 879427
Reminder to use the compositor
haze, bloom, le epic chromatic aberration or just some color/tone adjustments
shit's free
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Anonymous at Tue, 1 Feb 2022 22:09:48 UTC No. 879436
How should I make my room look more cluttered/fucked up? thanks anon
Anonymous at Tue, 1 Feb 2022 22:11:12 UTC No. 879437
>>879436
anime posters, full ashtrays, dakimakura, piss bottles
Anonymous at Tue, 1 Feb 2022 22:17:12 UTC No. 879441
>>877970
>>878038
>all that text and didn't even mention the awful giraffe neck
Anonymous at Tue, 1 Feb 2022 22:34:45 UTC No. 879446
>>879398
>>879394
I tried Abnormal but unfortunately it couldn't do what I need. I ended up writing a script, I'm not sure if I can use code tags on this board but I basically just loop over the mesh faces (mesh.polygons), get the split normals for the loops, average them and set them as the new normals.
Thanks for the advice
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Anonymous at Tue, 1 Feb 2022 22:41:39 UTC No. 879449
Monogatari anon here, how am I doing so far? Trying to recreate brutalist places
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Anonymous at Tue, 1 Feb 2022 22:53:33 UTC No. 879451
>>879436
add normal maps to that couch, looks like plastic
>gradient / stain texture coming up from the floor
>wall trim
>stains on floor
>gamer cables
Anonymous at Tue, 1 Feb 2022 22:56:27 UTC No. 879452
>>879274
normal textures are not meant to look like that. they are meant to be mainly made up of blue / purple pixels. try messing with the settings on the image node
Anonymous at Wed, 2 Feb 2022 00:18:51 UTC No. 879478
>>879436
>grimier surfaces (the occupant won't have cleaned dust/stains etc since before the cans started accumulating)
>posters or something to take up empty wall space
>a few bits of trash scattered on the floor
>a box of some kind within easy reach of the desk, repurposed as a trashcan and now overflowing with snack packaging etc
>maybe another brand or two of soda just to make it feel less uniform
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Anonymous at Wed, 2 Feb 2022 02:39:19 UTC No. 879507
Does anyone know why there are double vertices in the UV panel when only one set exists on the model? I've checked and there are no overlapping vertices.
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Anonymous at Wed, 2 Feb 2022 16:51:11 UTC No. 879604
I'm almost done this disaster
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Anonymous at Wed, 2 Feb 2022 21:58:08 UTC No. 879639
How can I fix my bottle not showing the liquid inside it? it shows other objects thru it just fine.
using Glass BSDF with Principled Volume for both
Anonymous at Wed, 2 Feb 2022 22:07:13 UTC No. 879643
>>879639
it shows thru when I look at it from below at certain angle, but not above it
Anonymous at Wed, 2 Feb 2022 23:18:34 UTC No. 879653
Guys I'm going crazy. I just started using the asset browser and for some reason when I try to import an asset, it defaults to not showing it in render. Is there a way to turn that off? After placing a dozen things into a scene, it's frustrating to render it and see everything missing.
How do I fix this? Is it a scene setting? Is it the asset's fault?
Anonymous at Thu, 3 Feb 2022 01:50:08 UTC No. 879720
>>879639
some transmission setting i'm guessing
1343x847
thefook.png
Anonymous at Thu, 3 Feb 2022 02:30:08 UTC No. 879722
What am I doing wrong here with this base color/diffuse texture? Looks nowhere near the right color and it's transparent as fuck
1024x1024
HD_CocktailWaitress.png
Anonymous at Thu, 3 Feb 2022 02:32:26 UTC No. 879723
>>879722
this is the base texture for reference, at least I think it is
Anonymous at Thu, 3 Feb 2022 03:05:36 UTC No. 879727
>>879722
>>879723
There is no diffuse texture there. If you convert the png transparency to alpha it looks more like a spec map. Maybe the map was exported wrong and it was supposed to be diffuse + spec in alpha channel.
2048x2048
HD_CocktailWaitress.jpg
Anonymous at Thu, 3 Feb 2022 04:49:51 UTC No. 879747
>>879727
So I read your post and went back into asset studio gui, thinking it didn't export all the textures. But in the preview window I saw it had a bunch of hotkeys to "select" the RGBA channels. So ctrl a produced this. Honestly I don't really know what that did to the alpha channel, I don't really understand this shit to begin with. But it definitely looks right now.
Anonymous at Thu, 3 Feb 2022 23:52:38 UTC No. 879962
>>879639
if your using eevee try turning down the 'alpha' slider very slightly. also turn off 'show backface' if it looks weird
1920x2160
Blueprints.png
Anonymous at Fri, 4 Feb 2022 03:48:27 UTC No. 880001
>>871828
>Blueprints don't align
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
What do I do?
Anonymous at Fri, 4 Feb 2022 17:05:34 UTC No. 880099
>>880001
just pick a half and ignore the other one?
Anonymous at Sun, 6 Feb 2022 01:56:57 UTC No. 880428
>>879436
can i use this for my project?
Anonymous at Thu, 10 Feb 2022 20:30:43 UTC No. 881501
>>877592
Usually perpendicular, at least on Maya.
It doesn't change anything on skinning and you will save yourself from trouble in the future if you're doing advanced rigs.
It's a pain to rig angled bones you're doing IK stretching with locators and nodes on Maya.
(also it's better for the IK solver to have 1 clean straight axis for bending)
Anonymous at Fri, 11 Feb 2022 02:17:53 UTC No. 881567
>>877592
bones should follow real anatomy as close as possible, your deformations will be a lot better