Image not available

2048x872

20240326_220807.jpg

🧵 Untitled Thread

Anonymous No. 986918

Questions that don't deserve their own threads

I wanted to ask a question that didn't deserve its own thread but I didn't see one active, so I'll start one

Image not available

1137x860

1690939993407959.jpg

Anonymous No. 987121

What's the best way to fill an ngon like pic related? I can't just use f because it's a prominent feature and it looks all fucked up like you would expect doing it that way. Grid fill won't work. I've tried just f'ing and using an edge split, that won't work.
It needs to be at least decent because it's prominent and because I need to put some decal shit on it.
Note the corners are beveled and the top left one is also beveled it just isn't in my shitty example.

Image not available

782x637

anon_object.png

Anonymous No. 987126

>>987121
What shading problem do you encounter?
I made a simple version and the shading looks fine with the ngon

Anonymous No. 987127

>>987126
Fuck, I forget to mention it has a subdiv on it and not actual beveled corners. It's the subdiv doing the beveling.
Since you posted what you did I actually managed to solve it easy enough. For now anyway, I'm not sure how much I'll fuck things up when it comes to texturing.
It has a small inset and extrusion which I also never mentioned because I'm retarded. But what I did was
>Deleted the extruded face
>Duplicated the boundary loop
>Separated that to new object
>Applied the subdiv
>Added a face with f
>Werks
Is that the right way to do it? I have no idea, I half ass everything in my life. It has solved the problem I was having though, but now that the two meshes are separate I can't added a much needed little bevel around the edge. Although once I apply the other subdiv I might be able to join them back up into one mesh. If not I'm sure I'll find some solution.

Long story short, thanks, you helped me solve the issue, but probably not in the way you expected.

Image not available

948x563

anon_object_subd.png

🗑️ Anonymous No. 987131

>>987127
Did you try extruding a copy of the top loop and scaling it inward a bit, then filling that? Pic related has decent shading without any object separation or destructive modeling. (the topology is messy but demonstrates the point)
But anyway, glad you found a solution that works well enough

Image not available

500x500

1664133199090403.jpg

Anonymous No. 987570

Is it possible to somehow detect from texture that it was created with pirated copy of substance painter?

Anonymous No. 987578

>>987570
no

Anonymous No. 987584

>>987570
No.
Even if it was it's an image and deleting metadata is not difficult.

Image not available

519x599

dvaRender.png

Anonymous No. 987813

I downloaded the model scrag_boy shared and wanted to try renders with it, but I know nothing about the Blender pipeline, using Cycles. The biggest things I've noticed out of the box are
-Her eyes have more grey shadows than I normally see
-There are some artifacts under the armpit
-The far right boob is much noisier than the rest of the image
Is there a general recipe for good renders that most overwatch smut artists use? How much of this is render settings vs lighting set up and material properties?

Image not available

1267x746

shader.png

Anonymous No. 987934

I need help with this, I am making a custom cel shader, many YTbers just don't seem to care for things like transparency and other aspects, I managed to add transparency with your help in the past but now I am trying to add emission, I just don't know where to connect these, if I used it by mixing near the transparent bsdf I would only get emission if I connected the texture to both color and factor which I am sure is not the optimal way, specially since I am grouping most nodes to use input groups.

Any suggestions?

Anonymous No. 988106

Is there a MMD general or recommended MMD guide here?
I’ve been learning to use it but need some best practices for poses and animations and most of the online guides I find are made by 10 year old idiots.
Also what’s the best way to make a 3D stage and export it to PMX format? I couldn’t get MMD Tools to show up in Blender
Thanks bros

Anonymous No. 988110

>>988106
There's an mmd general on /h/ but it mostly deals with sharing completed videos and shit, so not really what you're looking for.
There's also one on /e/ that deals with model/motion sharing and also mmd tech support. You could ask there, but few there actually animate as the threads are mostly about content sharing and possible problems with the program and/or its effects.
The best way for making pmx models, be it character or stage, IS mmd_tools. You should try another version of blender or something, I think the newest branch mostly focused on supporting 3.6 over 4.0+. There's another really old mmd_tools branch online which was abandoned that was last aimed at something like blender 2.8 or something, check the readme to see if it's that one. Note that converting to pmx takes some research as unless you know hlsl or can use complex-ish premade effects, you're limited to two uv maps and a maximum of two textures per material (the latter is multiplied over the other if used as a subtexture, or mapped to surface normals if used an an addition/multiplication one) so you might run into problems if the model isn't fully custom and ported from somewhere else, in that case you'll be forced to bake textures in some cases and omit textures like normal maps/spec maps in others unless, again, you know hlsl and can explicitly make shaders for the stage.

Anonymous No. 988221

I'm a 2d CAD technician and my company can't be bothered to let me do an engineering course, so I'm stuck in this role with no progression. I've got experience with sketchup (importing tin surfaces and modelling proposed civils structures on that) and manipulating point clouds.
I've always been interested in 3d modelling, so I might want to veer off in that direction. What programme would you get started with? I hate sketchup as it feels like a sort of Mario 64 dev kit, rather than a proper modelling suite. Blender? Maya? 3DS Max?

Anonymous No. 988258

>>987570
>open texture in photo editor / drawing software / whatever
>select all and copy
>paste into new canvas
>save as new
I don't think anyone would be able to tell anyway but if you wanna be safe about it

Anonymous No. 988259

Any recommended character design tutorials?
I already know the basics in blender and want to get good at modelling characters

Anonymous No. 988758

Surely there is a better way to simulate this kind of physics, right?

https://x.com/myuRanRan/status/1808207778210783451

Anonymous No. 989033

>>988259
https://www.youtube.com/watch?v=MhtbkcPEtxs&list=PLYh9MJr5SNKawzYHHTwBq8iJvfjsX3pga
She doesn't seem to be quite as experienced as some other tutorial makers in terms of artistic skill, but the tricks and techniques shown are extremely useful. I think it was the first tutorial that really struck accord with me, and I completed my first character with it's help.
That said, the quality of a tutorial is important, but actively following along with it in blender and knowing when to break away from it to do your own thing is more so. If you're curious about something, save your work as a new file and try it out, that way you can go back if you mess something up too bad. Never watch a tutorial if you aren't actively doing the thing, unless you're eating or are otherwise preoccupied and want to learn while you do something else. You might have already figured all of this out, but I figured I might as well mention it so you don't get bogged down in tutorial hell.

Image not available

1120x653

hurricane.png

Anonymous No. 989034

I know I'm not supposed to do this, but would it really matter if I just... left the propeller blades unattached to the spinner? It's not going to be deforming at all, it's probably going to be spinning really fast, is it really worth the effort to merge everything into one mesh?

Anonymous No. 989035

show me good examples of 32 bit workflow for kick ass lights

Anonymous No. 989044

>>989034
leave it unattached

Anonymous No. 989053

>>989044
cool, thank you

Anonymous No. 989057

>>988221
broadly speaking there's 2 types of 3d software. CAD/Machining work (eg: make digital shit and convert to stl/g-code to make real shit) relies on software that deals with NURBS. Artistic work uses polygons. Knowing your end goal should guide you to more suitable software.
I've only used freeCAD and fusion360 a tiny bit as one-offs for projects so i cant say much about CAD software.
blender, max, maya all primarily use polygons. IIRC Max is industry standard for rendering architectural design work and can use point cloud data too. Maya has more focus on character design/animation, but all of em can do everything the other does, just maybe not as well.

Image not available

592x900

file.png

Anonymous No. 989096

anyone here like biochem? I just think this shit is cool. I want to do literally anything related to it but I don't even know where to start.

Anonymous No. 989110

This is going to sound stupid, but would scenes that have basic RGB materials on models, rather than a principled BSDFs, render faster? My assumption is that they would in the same way that low poly with a basic material renders faster than high poly with more "advanced" material because there's less things that need taken into account computationally.
Does this apply to 2D over 3D too in terms of rendering speed? Would a 3D model with something like a toon shader on it render more quickly than a 3D model that was going for realism? Would that 3D model be treat more like that of a 2D object (not exactly, but closer) due to their being no real light bounces or reflections needing to be taken into account?

My idea is to do an animation using both 2D and 3D, but I've never done any 2D animation before so I don't know what the render times are like in comparison to 3D. It seems like having a 3D model with very basic shaders to give it a 2D effect would be much easier when it comes to things like changing the camera angle than it would drawing and redrawing every different angle that would be needed like you would have to do in something entirely 2D.
I think 2D characters overall would be easier to work with because of how dogshit I am at modeling humans or anything that lives and breathes. I know that you can do that meme thing of just drawing out X many different angles and swapping them in when you need them for characters (that probably doesn't make sense because I don't know how to explain it, but I know what I mean) so that's probably the way to go with that. But for other things, particular cars, or weapons, or certain objects, I'd be much more comfortable using 3D if possible.
I need to know all of the tricks bros.

I understand I'm asking a lot of questions and it probably all comes across like the ramblings of a lunatic.

Image not available

3840x2160

1708781470074811.jpg

Anonymous No. 989113

Looking at clothing that was made in Marvelous and retopo'd in Maya, can someone explain the random lines on the wireframe. Specifically the two on the chest. What purpose do they serve?

Anonymous No. 989121

>>989113
the character was made by a 3rd worlder who has brown skin.

the chair nerd No. 989139

>>989096
Start here
https://github.com/BradyAJohnston/MolecularNodes?tab=readme-ov-file

Anonymous No. 989146

>>989139
AWESOME
this is one of the coolest things I've ever seen

Anonymous No. 989165

>>989096
DONT DO IT NIGGA SAVE YOURSELF

Anonymous No. 989230

Does anybody know of a character modeling tutorial in Blender for intermediates that are not about modeling some wrinkly/ugly as fuck character? I don't mind if it is a paid one, I just want to make pretty things, not make sure the ultrarealistic warts on some manthing have enough hairs.

Anonymous No. 989243

I've been trying to rig a quadruped in Blender that can rear up on its hind legs. However, when I rotate the spine bone, the shin bones disconnect from the foot control IKs instead of following them. Currently, the foot IKs are parented to the root bone, allowing me to move the entire body. I want the rig to rear up without disconnecting and be able to control the entire movement with a single bone. Any advice would be appreciated. Thanks!

Anonymous No. 989276

>>989243
Usually I do this by placing child-of constraints on the ik and pole bones that point to the control bone used to position the shoulder. Same goes for the pelvis joints. They make it possible to turn the limbs radially too. I'm no expert though.

Image not available

640x444

1720471959131198.jpg

Anonymous No. 989281

I have a few questions

1. Whats the best way to learn the theory behind retopology? I can sculpt pretty good but I want to get into making game ready characters. I only understand on a surface level that quads are good but aren't 100% required if you know what you're doing for certain parts of the model.

2. Maya or Blender for Unreal Engine

3. Good course for learning stylized Shaders in UE5? Kinda want to go for an Overwatch/Fortnite Style

4. Good Rigging course for either Maya or Blender depending on answer for 2

5. Why is rigging such a complex subject? Most people are making humans and humanoids are they not? Why does it get so deep like Cult of Rig on youtube having hours long sessions over this topic.

6. Do game devs use blendshapes/morph targets for faces in Character Creators or is there other methods?

Anonymous No. 989288

>>989281
1. all quads model is bad practice. triangles serve as bridges between higher and lower poly density. the face and head area are high poly, then the body is lower so you put triangles inbetween those areas to break up the density and allow yourself to retopologize in a lower density.
>learn

Sculpt a human base model and retopologize him 5-10 times until you get fast enough and it will be a cakewalk

Look up images of important loops for retopology (eyes, mouth, nose, arms, legs)

Anonymous No. 989313

>>987570
What you should be asking is, if it's possible to detect from video output alone if it went through a pirated copy of Nuke, and that's why the foundry keeps 'finding' people.

Anonymous No. 989315

>>988258
how would that defeat steganography ?

Image not available

829x960

6692276-cheshirec....png

Anonymous No. 989561

How do artists usually texture paint straight lines that perfectly curve around a character like this?

Anonymous No. 989574

>>989561
Good UVs + Substance painter.
Most body topo is a series of tubs.
cut the tubes vertically.
Apply UV checker
Align and straiten UVs.
See the UV checker naturally form stripes.
Paint in substance using the quads themselves as guides.

Anonymous No. 989575

I'm animating a rig I made in Maya. When I keyframe the head, it will work and stay at that position for the frame. Further down the timeline, I move the waist which should move the head. It does when the head isn't keyed as the head is constrained by the waist. I twist the waist, the upper torso twists and the head will twist with it, but if I keyed the head, the head will not move.

How do I continue down the timeline making changes in movement when the head stays put after the first key?

Image not available

311x298

Capture.jpg

Anonymous No. 989598

>>989575
I figured it out.
I was making parent constraints with my controllers. Center control constrains waist, etc. I don't have to do that. in the outliners, form a hierarchy by putting the controller into each other. Like so. Center, waist, center clavicle, etc. They're parented without the use of a constraint and wont snap to 0 when something up the chain moves.

Anonymous No. 989634

>>989035
plox

Anonymous No. 989667

>>989561
pinstripe drag strokes is a skill you can learn, you let the tip of the pen trail behind your hand or place your hand on the mouse such that you drag the sensor instead of pushing it.
The physics is similar to the caster wheel of a shopping cart and it automatically straightens out your stroke.

If you don't have a steady enough hand to be accurate when employing the correct technique listed above you can use things like 'lazy nezumi' or a string-drag brush to emulate it.

Anonymous No. 990080

I would like to learn maya and 3ds max equally, does that work or should I choose just one of them?

Image not available

3093x2199

headgear weight p....png

Anonymous No. 990215

>Decide to make FO4 mods
>Clueless
>Look into weight painting
>Blue is stiff and red is stretchy
>Look at game assets to see how the professionals do it
>Headgear in particular because it is simpler
>Hard materials in places that don't bend aren't painted all blue
>In fact a metallic construction helmet is all red
>Each bone has different weights for the same area
I don't understand how these people decided which area should have which weight value. Are they retarded or am I? Because a lot of the company's work in other sections from writing to coding is retarded.

Anonymous No. 990241

>>990215
You are the retard.
Head and head_skin obviously move together, so it doesn't matter which bone has the weight.
If you wan't parts to move softly with a falloff, you need to look at the neck influence.
Also, red is 100% weight, blue is less (but still influencing). Learn some fucking basics.

Image not available

748x647

abdomen weight.png

Anonymous No. 990269

>>990241
I could had sworn it was the other way round just yesterday. Why would anyone make the midsection stiff?

Anonymous No. 990456

>Make scene in blender
>Render scene
>Composite
>Reopen scene to see if I can improve it
>Select object
>Just tells me the object is selected and all I can do is edit the materials
>Can enter edit mode
>Can't actually edit the model
>Lights light the scene
>Can select them
>Can't see their outline
>Can't do anything with them

What have I fucked up here?

Anonymous No. 990486

Is there a way to bind rig bones to a vertex position or something like so the rig will auto adjust to a mesh's shape change?

Image not available

2093x909

painter.jpg

Anonymous No. 990645

What is this shit I'm seeing in Substance Painter?

Image not available

602x402

main-qimg-bd66a71....jpg

Anonymous No. 990708

I'm modeling a side by side break action shotgun in blender. I need to make sure that the ejectors (flat bit + a cylinder) move in one piece RELATIVE to the barrels of the shotgun, so I can animate them popping up when you open the gun.

How do I do this?

Anonymous No. 990746

I want to start doing a bit of CAD, what's a software worth learning and sticking to? Fusion360, Solidworks? There's too many names and I don't know enough to pick one

Anonymous No. 990767

If I want to get into sculpting, will I be able to make do with a pen tablet, or is a pen display strongly recommended?

Anonymous No. 990768

>>990767
you will make do with a pen tablet, a pen display is not necessarily superior, it's a matter of preference and experience with the tool

Anonymous No. 990769

>>990768
I definitely get that with drawing and painting and such but for sculpting it seemed like one would definitely be superior, but maybe not I suppose

Image not available

758x454

barrel.jpg

Anonymous No. 990783

>>990708
OK now that I've gotten further into things I think I made the barrels too low poly to look good. How do I fix this without redoing the whole thing?

Image not available

895x573

smooth.jpg

Anonymous No. 990812

>>990783
Well I figured out how to shade smooth and it looks a bit better. If there's a better way to do this please let me know

Image not available

1169x1525

question.png

Anonymous No. 990835

>>986918
How thick in inches would you say this should be? I want to get it perfect.

Anonymous No. 990856

>>990835
16 gauge steel is .0598 inches thick. 14 gauge steel is 0.0747 inches thick.

Anonymous No. 990889

>>989033
>watch this video as a novice
>makes sense
>re-watch as I'm following along in blender
>impossible to mimic the thousands of micro-adjustments she makes perfectly
>starts out looking pretty good, but halfway through the video after her millions of micro-adjustments and my millions of amateur micro-adjustments, there is a clear different in quality between models
I understand how to use blender and what the different tools and functions do, but these tutorials all gloss finer nuances, especially when dealing with design fundamentals. Looking at my model, as a novice, I have no fucking idea which specific vertices to adjust and in what way to get it to look better. When following a reference (which I am) I understand how to grab/scale/rotate (rotation still kinda confuses me, hard to know at a glance how to rotate, or if its needed) but outside of following the basic body shape I wouldn't be able to look at it and know "ah yes, these 3 vertices along the thigh need to be adjusted". Why do they need to be adjusted?? Similarly, she mentions how adding extra loops to areas like the hip is "good topology" FUCKING WHY, is it just esoteric rules? I've spent an hour pausing/rewinding as I try and follow along and I'm only 30 minutes through the video. Self teaching this shit is so goddamn aggravating it makes me want to scream and I lose motivation so quickly, all because it always feels like important concepts are glossed over or never explained so once I run into an issue I'm clueless on what caused the issue and how to fix it, all I know is there's something wrong with what I'm doing but no way of figuring it out because it didn't happen in the video. I'd love to go to school to learn this stuff but don't have $100k and 40 hours a week of time during the day to actually take classes. Everything I read about formal education for this makes it sound like a joke as well which is discouraging.

Anonymous No. 990890

>>990889
You're not meant to mimic tutorials vert by vert, you learn nothing that way but to copy, you're meant to be shown an example of how something is done.
You're being introduced to new terminology and concepts, you grow aware of the lingo that goes into these things and over time you
will start de-mystify what it means and gain increased clarity as all that stuff that currently makes no sense to you.

Something that is confusing to you like what constitutes good topology or why additional edgeloops around joints are good to have
it's now days as easy as to ask chat GPT and it will be happy to clue you in.

Leverage the power of your ape brain; Use your frontlimbs to type at the internet and the eyeballs in your skull to read what it tells you.

There's absolutely no shortage of resources out there.

Anonymous No. 991048

anybody got a pdf of the book "A Complete Guide to Character Rigging for Games Using Blender"?

Anonymous No. 991049

>>991048
Pray for Cris.
Cris is a Venezuelan artist and now this country is in caos. Stay safe my good friend! And keep making art!

Anonymous No. 991923

I don't really know where else to ask this and when I research it I'm getting wildly different numbers.
Do any of you do product renders for cash money? If so could you break down how much you charge per render?
A bit of backstory

>Get drunk last night
>Act retarded
>Look through some of my renders
>Decide I need money and I have much Dutch courage
>Start sending out a bunch of emails to companies with some renders offering work
>Don't really concentrate on who the companies are, if they're big or small
>Check my inbox today
>Actually got some replies from companies who may be interested
>One of them seems really quite keen
>Asks me for pricing
>Have no idea
>Check company out because maybe it will give me an idea of how much to say
>Turns out they're a decent size company (turning over mid seven figures)
>Shit my pants because I still don't know what would be considered ridiculously over the top and what would be ridiculously undervalued
>Definitely don't want to scare them off because this could be a good long term opportunity with a company who aren't standing with their pockets turned out and holes in their shoes

Bros any advice? I'm panicking.

Anonymous No. 991924

>>991923
Post examples of your work, also google the average pay for the position you applied for

Image not available

2160x2160

1700072476616769.jpg

Anonymous No. 991929

>>991924
This wasn't one I sent out and my lighting and texturing and compositing and all of that shit has improved since then, but it should give you a rough idea. I was more fucking around than anything with this.
>also google the average pay for the position you applied for
That's more difficult than it seems because all of the same positions I've seen are yearly salaries and this is obviously more of a freelance type deal. I'm too retarded to work out things like converting it to hourly and putting a % on for tax and a % on for delays and all of that.

the chair nerd No. 991930

>>991929
OH MY FUCKING GOD THAT TEXTURE FRINGING

Anonymous No. 991932

>>991930
I didn't notice that myself until just before I posted it. On the sign thing it isn't actually fringing I don't think. It's that I used a bump and left it too high so the light is making it look worse than it actually is. Most obvious on the E and C in 'Collection'.
If you mean all of it though it's meant to be like that. It's sort of a white outline kind of deal around the black letters.
Also I didn't come here to be bullied ;_;

Image not available

2516x1113

file.png

Anonymous No. 991953

My pokeball's UV is completely fucked, specifically this band around the outside. I have no idea how to fix this or what I'm doing wrong.
>// Error: Mesh has non-manifold UVs. Clean up the mesh before using unfold.

Anonymous No. 991958

Never done 3D before but I want to make custom models to reference for my trad drawings

Which program lets me build a model like sculpting clay or carving wood? I don't want to enter numbers into a million variable box spreadsheets to change a shape, I want to click, hold and drag, or cut and shave with the mouse.

Anonymous No. 991961

>>991958
>enter numbers into a million variable box spreadsheets to change a shape
Nobody does this unless you're making something fully procedural in like houdini or blender geonodes, or partially procedural like a big max modifier stack where you add stuff to a manually-modeled mesh to modify it automatically. You either poly model by working with points and edges that you create, select and move around freely (any modeling program, like max, maya, blender etc) or sculpt by using a brush (any program with/for sculpting, like zbrush, blender, mudbox etc) going from sparse geometry to generating more geometry to modify as you work more. If you want to sculpt very high poly models, zbrush has the best performance compared to any other program by a wide margin due to its "pixol" technology, but you either pirate it or pay a hefty price tag if you're paranoid about malware. If you just want to get your feet wet with a free program, you can try sculptris or blender sculpting. Note that not everything should be approached by sculpting alone. In the end you want to use all the tools at your disposal because they exist to make your life easier, which includes parametric/procedural modeling.

Image not available

759x647

why..png

Anonymous No. 991964

don't usually come to this board, but why is the sticky for this board often on the front page of the site? It hasn't been updated since 2017

Anonymous No. 991965

>>991961
I appreciate the detailed response, I'll jump into one of those and see where it takes me. I normally make real models for this, but getting materials is tough lately

Anonymous No. 991966

>>991964
Well, it says "popular threads", so it prolly picks a random board to show first, and then picks a thread with large amounts of replies + images + views-to-age ratio or something second. Most board stickies have no replies and contain only one or two posts that fit on the front page, so people don't open them. The /3/ one does have a bunch of shit in it, so I imagine newcomers open /3/'s sticky semi-often.

Anonymous No. 992025

I hope there's a way to make a lip-sync that can do something like this. I miss this bear/dog creature
https://youtu.be/FL7yD-0pqZg?si=qw6JSBrllGsb1Cnj

Anonymous No. 992048

>>991961
I actually do this... I'm very autistic about my Maya models so I use the component editor and manually type in the coordinate position of the vertexes.

Anonymous No. 992057

>>989034
>I know I'm not supposed to do this
Says who? Nobody will ever know, not everything has to be one continuous mesh, in fact you'll often make your life much easier by just joining stuff together without having to actually merge them into a single continuous mesh.
Anyway I like your plane bro keep up the good work

Image not available

1146x634

HowToMakeThisShape.png

Anonymous No. 992066

I am trying to make a ship's superstructure, like is shown in my reference picture. What is the best way of projecting the bezier? Is knife project the only way?

Anonymous No. 992067

>>992066
Newer mind, I have found out how do it myself

Image not available

1280x720

file.png

Anonymous No. 992068

So I get that making feathers like this can be a bit straightforward
Make some feather models>add as hair strands>groom>presto.
But how do game ready assets do it without being too heavy for the game? Pic related is the closest example of what I think of.
I figure that it's basically the simplest plane possible and transparent pngs?

Image not available

668x581

1719705983191664.png

Anonymous No. 992073

>>992068
guess
https://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2/

Anonymous No. 992079

I know X chips are recommended for rendering performance, but if Blender's viewport is single threaded and reliant on the CPU, wouldn't X3D chips be better for dealing with heavy character rigs?

Image not available

1130x1132

pole.jpg

Anonymous No. 992087

I'm very new to all this, what's the correct way to un-fuck this topology and fix the shading around this vertex? I'm assuming the normal at this corner is very confused. Adding some loops to squish the problem seems like a half-assed answer, I'm hoping there's something a little more principled I can do here.

Image not available

2450x1048

Untitled.png

Anonymous No. 992093

can someone explain to me how you uv's work when you scale up the verticies to be higher texture? i get the result i want but the uv map ends up looking like this, am i doing this correctly? i have no idea.

Image not available

760x290

file.png

Anonymous No. 992095

>>992073
Thanks anon, I think I'm getting it a bit. But I have some questions
So the tufts in SotC are made just like how I thought
>they are just simple planes (a single quad grouped) to give the feeling of a tufts. While the tufts are cool to see, they are in a very limited number, they are mostly used the give a better transitions between the parts with and without fur.

But then there's this part that I don't really understand
>The Fur applied for the big parts of the Colossi are a set of polygon layers.
>The layers are spaced with the equivalent of the height of the player’s hand
How can you give different layer heights? I'm trying to wrap my head around this concept, I always thought SotC looked amazingly gritty and that artstyle still holds up.
Thanks again.

Anonymous No. 992103

>>992095
its been a while since i watched it but maybe acerola´s video on fur could help

Anonymous No. 992112

https://blendermarket.com/products/dripspsxefx---lofi-playstation-1-effects
Someone have this to share?

Anonymous No. 992120

>>992087
I had some stray internal faces causing the shading artifact, resolved once they were deleted.

Image not available

1709x741

MASH Help.png

Anonymous No. 992122

Is any of you familiar with Mash in Maya 3d? Was trying to add grass to a ground mesh using this tutorial https://www.youtube.com/watch?v=nkwdsldE1C0 however when getting to the last part instead of the duplication only the grass it does the whole scene. Anyone know a way to fix this?

Anonymous No. 992128

I feel like this definitely is a "stupid question", but is there anything similar to DLSS upscaling for 3d rendering? Blender, specifically.
Like a temporally-aware method that takes advantage of render passes to upscale a render to a target resolution. Different than just sizing it up, or using an AI upscaler on the final image.
Seems like something that should definitely be a thing, but I'm not really sure if there is.

Anonymous No. 992129

>>992128
Don't think so

Anonymous No. 992170

>>992129
Damn. Seems like with all the render passes you can easily feed it, some kind of upscaler that takes advantage of it would be a no brainer.

Image not available

1638x2048

20240224_132550.jpg

Anonymous No. 992179

How much would it cost to get a 3D model (modeled, rigged, textured, etc.) based on a character sheet I made?
Like, I'll provide close-ups, turn arounds, whatever and the 3D guy produces it...

Like, I know this varies from artist to artist but I'm just looking for a ballpark figure to budget around

Anonymous No. 992185

>>992179
it depends on the style and purpose (animation, game, vtuber, vrchat, 3d printing)
I'd say $200 to 500 depending on what features you want, ARKit blendshapes are a pain, but I know some guys who'd do it for $50 because they don't value themselves enough
but those are just numbers, I don't know what your character sheet is like, if it's a generic anime girl then it's easier

Image not available

1515x901

bsdf.jpg

Anonymous No. 992220

every blender install past 4.0 that I've tried renders principled BSDF as this black shit.
I get the impression it's due to my hardware being outdated and left behind but is there anything I can do?

Image not available

993x995

05771754c375f2848....png

Anonymous No. 992225

I want to manually space some of my UV islands by 16 pixels to prevent texture bleed but blender's UV editor doesn't let you measure distance, so how do I do this?

Anonymous No. 992231

Asked this over in the Blender thread, but that's been dead for a while, and hasn't gotten an answer, so I'll post it here too since it's a more general question anyway.

Is there a 3d format that acts like a container of sorts for 3d models with animation? Like say I want to make a tiny 3d animation that repeats, and put that as it's own self-contained thing in another file (lets say as a hologram), is there a format I could use? Opposed to bringing in a rigged model, and animating it in the final destination, just bring in a file that has all of that baked into the model already.
That's what allembic (.abc) does, right? Takes an animated mesh with bones and stuff, turns it into vertex animation, and then can just be exported and played back where you need?
Like the equivalent of an image sequence/movie texture for textures, but for 3d. The model and animation all neatly packed into one file that can be re-used without fucking around with bones and stuff, and without bringing in keyframes or actions for the NLA editor. It's just all in the file.

That's a thing, right? I know the use case is probably extremely small, I'd be using it for holograms in my project. So I could just animate what I need in one project, export it to this file format, and bring it in to my other project as a self-contained unit that I can plop around the scene. Ideally materials and textures would come along for the ride, but I don't know if that's feasible.

Someone should really make a new Blender General thread too.

Anonymous No. 992242

Is there any good tutorials on modeling breasts or butts in blender?

Image not available

1769x857

Screenshot_202408....png

Anonymous No. 992265

I'm trying to replicate the effect on the right but it doesn't rotate the planes according to the normals

Anonymous No. 992270

PIRATING ZBRUSH. anyone have any information about this? where do people even find torrents nowadays?

Image not available

1216x775

Goblin_Shopkeep63.png

Anonymous No. 992271

Need some reference material for NSFW character topology, I finished my sculpt (may still tweak later, but its broadly finished, pussy is a little rough because I can't get anymore vertex density without issues).
Specifically, I need refs for the pussy, and asshole topology.
Should I be creating a circular edge loop around the stomach, for better deformations?
-If so, will it negatively affect "regular" deformations, like walking etc? The model is for a game project, and I don't want to make 2 versions if I can avoid it.
How does one handle cavities, like with the mouth, while baking normals from a high poly that doesn't have cavities?

Anonymous No. 992275

>>992270
>Torrent
CGPeers

>Can't get into CGPeers
CG persia

Anonymous No. 992303

Is this a 3D render or real footage?
https://www.youtube.com/watch?v=A2VGeJwzfpU

Anonymous No. 992306

>>992271
go on smutba.se

Anonymous No. 992339

any recommendations for blender sculpting courses? bonus if it's for a cartoony / non-realistic style
I'm familiar with Grant Abbitt and channels like Farrukh 3D but I'd prefer something more direct, rather than scattered free stuff
although saying that, this free course seems alright

https://www.cgboost.com/courses/blender-sculpting-for-beginners

Anonymous No. 992395

>>992231
Yes. Alembic is the industry standard file format for what you're describing. Doesn't necessarily need bones to work either. To give you some perspective, you could simulate a wall getting destroyed in Houdini, export it as an Alembic file and bring it into Unreal or Blender for use in an animation.
>>992339
Character Crafting with Blender for Absolute Newbies by Niko/SpeedChar on YT. God tier instructor with decades of experience in the industry. Handles the entire process from sculpting to rigging to rendering in about 10 hours. You go through that and you should be able to handle most anything in a cartoon style.
https://www.udemy.com/course/character-crafting-with-blender-for-absolute-newbies/

Anonymous No. 992396

>>992395
>Yes. Alembic is the industry standard file format for what you're describing. Doesn't necessarily need bones to work either.
Awesome, thanks. I had a feeling that's what it was for, but I've only used the format for volumetrics, so I wasn't sure how it worked with other things. How well does it handle materials (if at all)? I'm going to stay within Blender, so ideally I'd want to access the material or change things about it, just using the format as a container like I said.
Also, any important things that I should know about the format, or is it largely just handled automatically? I know with FBX and the like you sometimes have some quirks.

Anonymous No. 992527

I have a thinkpad T460
I can't own anything better rn.

plugged in with nearly 0 bloat besides windows(browser closed), default scene.
trying to rotate the view has a clear 100+ms input delay.
Move,rotate, on the cube, in edit mode on a single vertex/edge, same thing.
I have a logi master 2s, tried both wireless and plugged.

with blender idling the cpu is at 7% and ram at50%. This doesn't make sense. advice?

Anonymous No. 992531

I think my cat ruined my screened tablet's USB C connection by constantly rubbing her face against the end of cord that was plugged into it. Now, unless I jostle the cable in just the right way the screen won't turn on and the computer thinks nothing is connected. Sometimes I'll get it to connect, but the screen will be covered in red pixels. I even bought a new cable in hopes it was the cable that was fucked, but nope, seems like the issue is on the drawing tablet.

Is there something I can do to hopefully fix it, or did my retarded cat just cost me $300?

Anonymous No. 992536

>>992531
You can replace the USB port on the tablet if you or a friend knows how to solder, or a PC repair shop will do it for you
I'd say, USB C ports are so much smaller than regular USB ports, I wouldn't feel confident doing it myself

Image not available

3124x2776

1710892912409592.png

Anonymous No. 992538

How big is the leap from sculpting to making a usable animation model?
I'm actually pretty good at sculpting, costumes, and likeness but I've never made a proper animation-ready model.

Also, how expensive would it be to hire someone to do the hair effects for me? I just hate doing that shit.

Anonymous No. 992543

>>992536
I know fuck all about soldering, and I'm quite sure the chinamen that made this don't want you to get into it at all.
Not to mention there's a separate power lead that also connects to the USB via a splitter, so I think there's something more than just regular USB C shenanigans going on.
I can almost guarantee if I took it to a shop it'd cost more than what I paid for it. I realize the irony in saying this after saying I don't know how to solder, but repair shops overcharge.

Anonymous No. 992547

Are any of the Kiel Figgins rigs available for free anywhere? I'd like to get hold of Blackthorn but I guess I'll need to be a good person and pay for it since I can't find it anywhere.

Anonymous No. 992647

I have a zip file with three files: .obj, .mtl, and .DAE; all of the same model. Can one of those be converted to a PLA file to print it out?