Previous >>1030378Large dog edition>News: DLSS denoiser is finally in 5.3 Alpha
What's the best AI to ask how to use Blender?
>>1032633it's called urbrain
>>1032650Where do I subscribe for Urbrain AI?
P2D's got a fresh new course, an advanced rigify onehttps://www.youtube.com/watch?v=VfjWP-2LXkQ
>>1032633I don't know if it's the best, but I've found Claude Sonnet 5 to be perfectly adequate for everything I have wanted to learn so far.
>>1032633Claude, apparently. I don't use AI to model so I can't recommend anything.
Whoever is making the Cycle benchmark files for blender is a fucking retard, most of them are broken or badly optimized
Is this site any good for free assets?https://www.rawcatalog.com
>>1032718it's fine for non-commerical
>>1032758Sorry, wrong thread.
I've been using blender to export srt files to make subtitles, but right now the option is greyed out for some reason. I've been looking around and in the manuals, but does anyone know how to make it available? It's never been greyed out before all the other times I used it. I am using 4.1 if that helps.
>>1032789It solved itself somehow.
>>1032789>>1032790Such a cool way to bump a dead thread.
Thanks to addon compatibility memes I had to do business in an ancient version of Blender and apparently you cannot Shift+click to select a list of items in the outliner. You just can't. It has the same behavior as Ctrl+click where individual items are added to the selection. Wait, what does Ctrl+click itself do, you ask? It is the rename function. I'm glad they've wisened up and hired a UI designer after 3 versions but also every bit of hate this program got in the past is justified
guys i fuckingi fuckingi stopped a render halfway so i could finish the other half, and when i came back i forgot to set it to the last frame of the completed render and i only remembered when it got to the point i left it at
>>1032654Midway through this, it has been super interesting. AOER was all about making full tailored rigs from scratch, this onr is about understanding rogify and using every trick to bring the generated output to the same level as a custom rig while keeping everything easily and quickly reusable. Really good stuff in there
I want to make a shape like pic related, but with good topology (i.e. without the fan of triangles on the side). The sides of the 'trench' need to be parallel. How do I go about modelling it so the sides are nice quads rather than tapering segments? I thought about using a spherised cube but the lines pinch where I need them to be straight.
>>1032654kek just buy auto rig pro
>>1032822>spherised cube but the lines pinch where I need them to be straight.Stupid solution, but maybe just subsurf+apply put a cast modifier set to sphere and scale each edge loop to zero on the appropriate axes. The places where the corners meet up you won't be able to scale to zero, but I'm sure you could finesse them to be straight enough, or just leave them. Such is the price to be paid with all quads.
>>1032840Naturally all the refinements explained in the course can be similarly used to enhance ARP rigs.
>>1032844I used looptools flatten rather than scaling, which worked out well.
>*record scratch* *freeze frame* Yep, that's me. You're probably wondering how I ended up in this situation…and you know what, I am too…
>>1032855Still pissed that they dropped the Ipad build without releasing anything.
how does someone who quit blender for 10 years gets back to it and learn all the new shit?
>>1032862 Claude
>>1032864The only thing it's really good for is writing py scripts and extensions. I have one that lets me render and save the output with a single click so I can get test renders out faster. It gives each file incremental names, and keep track of the scene's progress. so I can compare the changes I've made and see if I like them or not kinda like how you see timelapses of scene builds >>1032862Personally I don't really care whether I know it all or not... but make your goal more clear and achievable. There's tons of free and paid tutorials available, but I recommend following a full course on the workflow you'd like to learn whether it be modelling or animating or whatever. At the end of the day it will require studying for whatever niche you'd like to specialize in. Also, if why you wanted to get back into Blender was that you wanted to have fun learning 3d then you wouldn't be worried about the how because you'd be too busy asking why not
>>1032862Depends on how far along you were in the first place. If you were decent, it's just like riding a bike. Some new shit here and there but mostly the same.Personally, I'd just learn the new shit the same way I learned everything else in the first place. Just do projects, and when you come up against something that gives you a little resistance you look it up, or you go out of your way to try something new that you haven't before. A lot of the new shit is QoL or workflow changing shit, so most of the time any solutions you come across online will end up using those new features. Otherwise you'll just naturally work them into your project because they're self explanatory, like the new Array Modifier including different array types like radial (where before you had to use object offsets).If you weren't really far into it 10 years ago, then it really doesn't make much difference.
>>1032862You make something in it
Installing Blender on CachyOS. AMD GPU/CPU.Should I checkbox all of these?
>>1033165Wow. Is this all physics? Does that body have any bones or is it just soft-body? Can you do a tutorial or guide or something?
>>1033173Probably done with thishttps://github.com/st-tech/ppf-contact-solverThe problem is while the underlying graphics paper it's based on is good the addon itself is vibecoded slop.So it's full of half finished features and unexpected bug that pop up across different versions.
>>1032654Does anyone know where I could pirate this course? I love Pierrick and his educational content but $89 is a bit steep for me...
She U on my Tah till I Tea in her Pot. Utah Teapot render I slapped together a few weeks back because a friend kept bugging me about wanting to see my renders, (Which are 98.5% nsfw, so it's not happening.) Just posting this guy here so he can see the light of day instead of rotting in a folder waiting to be deleted.
>>1033178Looks very retro 'Y2K' somehow.Feels like it could be improved a lot with better composition and some colour theory.
>>1033173As you can see on the right, it's using simplicage and soft body
>>1033178Having it right in the middle of the composition, and being the only object in focus, and being in the middle of a spotlight, and the source of the steam effect, and being an extremely bright colour is probably more than you need to draw attention to the teapot. You can dial back all of those things a lot and still have it stand out as the most important thing in the image.
>>1033173>>1033174>>1033180Its an unreleased FEM solver being developed by "morecode". He's the guy who developed Simplicage and other blender add ons. More is posted on the smutbase discord. You should go there and show him some support if you are interested. >https://files.catbox.moe/xp1u9u.webm
>>1033165Amazing.
>>1033193>Simplicageqrd?
>>1033220google it or ask your mom
I want to be a cool guy who makes powerful blender addons. I'm experienced with coding (NOT just AI slop) but I'm a novice at blender. How should I find things to work on?
>>1033303Find something you want to code, that doesn't have an add-on yet.Likely it's something you frequently need to do and what to automate. But for that you'll have to learn and practice Blender first, so do that.
>>1032629https://www.youtube.com/shorts/4pzM6QR6h4A
If Im just baking textures from a high poly mesh, is there any reason not to use lightmap pack?
>>1033321explain better
>>1033304okay I came up with an idea
>>1033323anon wants to bake textures from a high poly mesh to his target mesh and he's asking if he should just use a "lightmap pack" uv unwrap on the target meshI don't really know the answer desu, i don't think lightmap pack is the best solution but i guess it depends on what you're doing
I want to fina lay start to learn how to 3D model and animate 3D models after years of saying I would. Are there any must-watch YouTube guides you anons would recommend?Is Blender the best modeling program to start with? Or are there other programs better suited if I also want to 3D print and animate 3D stuff?
>>1033329>>1011039
>>1033328>i don't think lightmap pack is the best solutionWhy
>>1033323It seems as if that just maximizes usage of the texture. Don't see any seams or stretching when I animated the low poly mesh. Won't be able to edit the texture in photoshop or whatever, but its already done. Just never heard of anybody doing it like this instead of a proper unwrap so Im wondering if they know something I dont.
>>1033337I suppose unwrapping 'properly' allows you to use procedural textures better and fix minor issues with raster editing, etc. so it just becomes habit to do it like that all the time. If you're doing nothing except baking, use the method which packs faces most efficiently, which is lightmap.
>>1033303Probably gotta get good at Blender first to identify real problems legitimately skilled people have, or be a math PHD and make some crazy physics sim shit, because I think the market for neat little addons is going to be obliterated by AI soon. I got this one for like $15 years ago that automatically handles body roll, tire movement, etc for a car going along a spline, decided to see if the bot could do something like that for a jet fighter thingy I was making. Assumed I'd have enough time to make a coffee and play chess for an hour before it finished but it was done before the mug cooled. I spent more time sperging out about plane dynamics and all the sliders I needed than I did waiting.
>>1033337lightmap pack creates much more distortion, so it's useful for baking stuff but kinda useless for stuff you're gonna draw on. Also it doesn't care about seams, it'll consider faces individually, because baking will take care of discontinuities.
5.3 is in beta, any feature piques your interest?https://developer.blender.org/docs/release_notes/5.3/
>>1033349I think the only thing I care about is the geometry nodes curve to mesh and curve to tube getting the mitre option so I don't have to fuck around with fixing all the corners.
guys, i wanna get into 3d modeling (i literally don't know anything about it other than what ive read in the pinned thread), am i gonna need a tablet for this?
>>1033352I think so too, there are a couple other improvements, but otherwise nothing major for me
>>1033356no
>>1033358will i need it eventually? should i avoid buying one for now until i figure out exactly what im gonna be doing?
>>1033359What are you modelling for ?videogames ? renders ? films ?Only real use for a wacom is sculpting but that's advanced. First learn the basics with a mouse.
>>1033360okay nice well im kind of embarrassed but my original idea was to make erotic animations and stuff like that to open a patreon, but the more i learn about this stuff the more i like it, I'd love to do a vtuber model (and the rigging) at one point
How would I go about making a flexible hat brim? Like someone pulling down on the brim and folding the brim downwards?
>>1033366Seems like a job for bendy bones.
>>1032629I built my gaming Linux rig to use AMD CPU and GPU.Is it gonna suck for Blender though?GPU is a AMD Radeon RX 7800 XT.CPU is AMD Ryzen 9 7900X
>>1033370Blender can use AMD GPUs via HIP, so you should be fine.Obviously it's easy to overwhelm any computer if you are sloppy enough with your polygon count, samples, etc. while careful optimisation can get good performance out of even low-end systems, but generally speaking any 'gaming' PC should be able to run Blender well.
>>1033369nothing that wouldn't require weight painting?
>>1033378You can use a lattice but you may have to weight paint the lattice
>>1033349Personally, interested in the new shader nodes for facilitating cel shading, also nice that we're finally getting panoramic rendering in Eevee
Any AMD Chad's here ? How is blender treating you these days?>>1033370Nvidia is faster in cycles rendering. That doesn't mean you can't use AMD its just that it will be slower. You can also render in EEVEE and it would be faster , Im in a similar predicament. I would love to replace my 3060ti with a 9070 gre, although the 9070gre is a newer card and would be better for gaming. It would actually be worse in cycles rendering kek.>>1033356Look up grant abbitt on YouTube. He makes good tutorials for beginners.
>>1033381I love NPR, but I'm not clear exactly what the new nodes add to the toolbox. I guess we will see a lot more people experimenting with them in the near future and learn what they can do.
>>1033372>>1033385Thanks guys!By weird chance does using a Linux system because they tend to be less bloated than Windows actually make Blender's functions go faster by a significant percentage? Just a guess. Probably not true but I am curious.I remember installing Blender on my CachyOS build and it had a lot of extra things to download on the "shelly function."Let's say I installed something I should not have. Is that going to cause problems or is it okay?I somewhat remember some of the functions being support for Intel and AMD and Nvidia hardware. I selected the ones for AMD if I recall correctly.I've recovered from a computer problem where I thought my hardware was failing but it turned out it was a failing surge protector. So I am a tad bit paranoid of messing up my PC.
any idea how I can get an effect similar to the one on the right? closest I got is using a color ramp messed with the compositor to apply dithering but it wasn't too helpful since there's still too many colors, and when I limit the colors it doesn't follow the ones in the ramp https://kureca8.github.io/Pommidore64/
>>1033425To get that look you need a very limited palette and careful dithering control.First generate a black-to-white gradient using a diffuse shader fed into shader to RGB or whatever.Then you need to split the values of that shader into bands. If using 5.3 you can use math and an index switch to handle this, otherwise you need a bunch of stacked masks.Then you need a pattern of dots for each band. These are basically just unrandomised voronoi textures layered and offset. Make the dots smaller or larger using greater than or ramps or map range or whatever.If that is too much work, make one pattern of voronoi dots which have a gradient from dark to white, then use the gradient of the actual surface lighting to do a greater / less than and make the dots shrink / grow in lighter / darker areas.Replace black and white with two other colours.Do the whole process again to add a third colour for the deep shadows.
>>1033428it's never simple huh? thanks broheim
my all bone for deformations retardation is getting somewhere
>>1033434That looks really clean. What's the armature like?
>>1033443a mess of bones but it works somehow, just need to finish up the spine, i tried vibe scripting and the plan is to have a script that places these bones where they are, luckily most are just placed at the base of 1 bone and heading to an easily specified location on another bone. otherwise i think i can specify the location and direction as a ratio between 2 bones
>>1033447That's incredibly nice deformation by any standards, especially impressive without resorting to any 'trickery' with shape keys and suchlike.Are these bendy bones? Are they following the lines of the muscles?
since MPC is all the rage, should I learn Blender or Houdini?I can just tell AI, do this, do that.
>>1033454it's mcp and just use blenderi say this as a houdini userthe labs are training on blenderthe models can do shit in houdini, but they work like aliens and you need to know what you're doing already to keep them from turning things into a messalso geo nodes are good enough for most people's use cases and within 12 months there'll be enough vibeslopped sim stuff in blender that houdini won't be needed outside of edge cases
>>1033453its just normal bones and they are overlapped, they use a let of references so here for example the green are the standard basic deformation bones, the yellows are the extra ones, and the others are just references so that the yellows can get a little extra help to reference a rotation or scale. the tiny red/purples here are just to measure which direction the leg moves in relation to the hips and then that is copied to the yellows a small amount, X Y or Z, theres a lot of double references so Z on the back and Z when moving forward from the 2 purple bones facing each other, its almost like a bendy bone but its just a lot of constraints instead. no drivers or shapekeys just constraints
How hardware intensive is blender?I try to avoid stressing my laptop and anything that makes my fans blow too hard has no use for me.
>>1033504It's free so just try it
>>1033504as long as you don't do physics or cycles rendering its alright for most things, currently i am using less memory rigging a 70k vert object than Brave watching a YouTube video
guys, i wanna build a new pc but the ddr5 prices are fucked so i have to build an am4 one. how much will that hold me back since the best cpu I'll have access to is a 5800xt? btw im a beginner, im mostly interested in doing animations and modeling my own characters
>>1032629this https://www.youtube.com/shorts/xJZ-nxZvyo0
>>1033518wont be a problem, runs perfectly fine on my 3700x
>>1033518Yall bitch about RAM but there have been several works of art made on less powerful computers.The N64 had 4MB but Ocarina of Time is still considered the GOAT.Instead of making over rendered slop, focus on the basics first. Then you may buy more ram.
>>1033523thanks!>>1033524i wanna make high quality porn animations, not assets for a n64 graphics inspired indie game
>>1033525Then you're putting the cart before the horse. Almost none of the NSFW animations you see on the internet require renderfarms or top of the line machines.And the ones who do go above and beyond with their animations always had strong foundational art skills from the start.
>>1033526that's actually really nice to know
>>1033527I'm just using basic logics. How is having a gazillion RAM meant to improve your life if the anatomy and composition still look weird?Learn art fundamentals first, show people your work, then demonstrate why a more powerful rig is needed.
>>1033507I don't want to waste my time.>>1033517>cycles rendering??>i am using less memory rigging a 70k vert object than Brave watching a YouTube videooutstanding.
>>1033569>??Blender has multiple render engines. Cycles is the most realistic and by far the most demanding. It is usually only used when you want to do fancy stuff with volumetrics (clouds of visible vapour, dust, etc.), complex shadows, or light passing through objects because it is slow even on powerful computers.The most commonly used render engine (for final renders; modelling is usually done in workbench) is Eevee, which can handle most things and allows non-realistic effects like toon shading (but you can generally use the compositor to add those to cycles renders anyway). Eevee uses far less memory and processor time, usually running in real-time on modest hardware unless you have a lot of very high poly models in the scene.
>>1033569>>1033572You also probably want to set your GPU to render cycles anyways. Assuming you are on a desktop cause of the CPU model which doesn't do integrated graphics.
>>1033572Latesr p2design video is super interesting, he shows how to use different render engines for different parts of your scene, and he uses eevee for volumetrics as it's much faster for almost the same visual result
Is there any way to fix this issue with the super thin cape's texture interfering on both sides?
hey guys, i'd like some advice on rigging and weight painting my first ever 3d model. i've been getting really frustrated trying to figure all of this out. i got lazy, so i used rigify and automatic weight painting, but i.d.k. if this was the right approach considering my model is pretty low poly. for the past few hours i've been tweaking and adjusting the weights because they came out pretty janky in some areas, specifically the arms, but i have no idea what i'm doing. they just deform weirdly no matter what i do. i can't tell if the problem is crappy arm topology or me not fully understanding how weight painting works.i know her shoulders need more edge loops. i was wondering if i should try to remodel her arms, maybe even make them separate from the body mesh, but the idea of doing all of that gives me a headache. i've been working on this model for so long i just want to get it over with.another thing i've been having trouble with is the clothes clipping through each other + the body mesh. since her outfit is quite complicated, it's made up of a bunch of separate meshes. would tweaking the clothing weights fix this, or is there something else i need to do?if it matters, this model isn't meant for animation or a game, so the rig doesn't need to be perfect. i just need it to be functional enough for posing.
testing mountains and clouds n shiet
>>1033589How thin is it? Could you get away with making it a single surface (possibly with different texture on the backfacing side) or make it a little thicker?Are you sure your normals are OK?
>>1033594That's pretty ambitious for your first model, so don't get frustrated if it is hard.Low poly is seldom the problem with rigging in my limited experience. Not having topology which can deform properly, not having enough bones to manage joint volume, or not doing weight painting right are more likely. Keep it low poly and you will get a better understanding of what is happening.The major issues with rigging flesh-over-skeleton characters is that the mesh doesn't squash together like flesh, and that real skeletal joints don't hinge on infinitely small rotation points.One possible approach is to just use shape keys to avoid the mesh clipping into itself as the joint goes past where flesh would start compressing.Another is to add more bones around joints. The simplest option is just a single short bone between two long ones, which gives the joint a bit of volume and makes clipping happen only at more extreme angles.Unfortunately, I have very little knowledge of rigging characters like this, so that's about all I can offer.
>>1033595Looks good, anon. Can you share your process?
>>1033589Yeah either turn on backface culling or get rid of the duplicate faces
>press E by accident>try to undo>it doesn't undoty blender4 hours of work lost on a single mistake
>>1033572I'll have to read about this in depth and what fits the stuff I want to make better>>1033574I'm on a laptop that does have a dedicated gpu but by default most programs run through the igpu.
>>1033605File > Recover > Auto Save...
>>1033589Honestly just make it thicker or use double sided material. Does your target engine (assuming this isnt for blender) support double sided?
>>1033620looks perfectly serviceable not go make a game and stop wasting my time
>>1033620>>1033626This looks incredibly coomer-ish for a non-coomer game, but the anatomy is good. I personally find it a bit uncanny that the face is less realistic than the body, especially on the male. I'd reduce muscle definition and make the body smoother, using exaggerated shapes to suggest musculature if you want that.Of course, whether your model gives the right look is highly dependent on what your game is about. These aren't cartoonish enough for a cute game, far too cartoonish for a gritty one.
>>1033605>click on timeline's reverse play button by mistake>my scene's physics break>scripts stop working>the sound of my computer fans ramp up as it kicks on the afterburners>begins processing the origins of the universe >upon opening eyes see a gale of fire crash over my desk>car alarms are going off >windows shatter as the engine propels the earth's rotation hurling faster. >ask myself if God sees our suffering >I see nothing but pain in this world
>>1032629I was thinking about adding CC5 to my model making process. Daz > CC5 > Blender, and I had been watching tutorials, seeing what the software had to offer. Then this dropped, literally right when I was about to sub to CC5. Call me crazy, but I feel like it is too good to be true, I am very fucking skeptical to say the least. What do you guys think?>https://www.youtube.com/watch?v=3d8u3fJJrMg
>>1033650
>>1033680There seems to be little downside in delaying your decision for a few weeks to see if this thing is better or cheaper than the alternatives. I have my doubts; a lot of recent software is very buggy and inefficient due to AI-assisted coding, but it's just about possible that this will be the exception.
>>1033681 when multiplying or dividing vectors it's more like by % of itself. so 0 vector of infinity is just 0 and everything else is part of the infinity vector whether it's 1 of itself or higher. It's a profound thing that only 1 thing is no thing
For a gmod model, how would I attach this hair to my playermodel? (it's just the default male09)
>>1033716What's preventing you from just attaching it the usual way
>>1033737I dont know what the "normal" way is. I dont understand blender at all im just trying to attach it and export to gmod
>>1033716drag the mesh to the head. select the hair mesh then the armature, press ctrl+p and click "with automatic groups". voila
You can easily add an outline around an object using the 'inverted hull' method; make a slightly larger copy of the mesh (solidify, displace geometry, etc.) and create a material which shows transparent on the outside and black (or whatever) on the inside.Is it possible to turn this into a soft outline, which is dark at the edge of the original mesh and then fades to transparent as it gets 'further away' (in screen space, not world space)? If it isn't possible with a variant of the inverted hull, how can you get a similar effect?
>>1033808>Another nonsense Blender trickIn normal professional software, it’s one button. MMD software has already created it with automatic line art in characters. Blender needs to catch up.
I'm not 100% sure what you have in mind, but if you're looking to make an outline that feathers at the outer edges, you can do it with Index Passes. I've used them to make simple subject masks plenty of times in photoshop, they are pretty rough out of the box, but you can kinda still do it all within Blender if you really had to. You might even be able to assign an index pass to the inverted hull object outline and then blur that in the compositor to feather it, but I think that would end up blurring both sides. View Layer Properties tab > Data tab > Object Index checked > Select your object > Object Properties tab > Relations > Pass Index, assign a unique number to each object you select or select multiple at once and assign a single number.From there just render your scene and then go into compositing. Render Layers > Object Index to ID Mask > Assign an Index # > ID Mask to Dilate/Erode > Dilate to Add Math> Add to Blur > Blur to Color Ramp > Color Ramp to Mix Color set to Add if you want to combine multiple masks > Mix/Add Color 1 to Fac on a Mix Color 2, A black, B whatever color you want the outline to be > Mix Color 2 to Alpha Over Background > Adjusted/Color Corrected Image to Alpha Over Foreground > Alpha Over to your output. Dilate is outline thickness, Add is to finetune thickness, and Blur is how feathered you want it to be.I'm not sure if this is what you're really looking for and there probably is a better way to do this with cryptomattes, but this is how I would do it if I was stuck in Blender or doing an animation. Hope this helps at all.
>>1033817Yeah, that's basically what I wanted. Not as simple as I hoped, but at least there is a way.
>>1033827Or you could abandon Blender and use real software that does all that in one button.
>>1033808an alternative trick for more controlled outlines is if you draw on the cryptomatte outline mask you can add lines wherever you need them and while it takes way more time it gives you a hand-crafted result. You can also duplicate materials and assign the copy to specific vertices and then erase what you don't need. For example make the hand of a character skin.001 and build a mask for it. You could also do it externally like >>1033817 said by applying values to the Pass Index which is far more robust but a bit more complicated than a cryptomatte mask setup, which is why I suggest this easier trick
I'm making sprites for Rollercoaster Tycoon, to make multi tile sprites you can just render a big sprite BUT i think the modern way is to render each tile individually and then composite them ingame so the sprite has better sorting. So if i was going to render a 2x2 i'd need tile 1a, 1b, 2a, 2b individually but for the purposes of the render the invisible parts of the sprite would need to exist for shadows, ao and the like. I hope this makes sense. Is there a tricky way to do this? I don't even know the terminology to look this up so i can't just google it myself
>>1033927Render the big one, cut it up in PS or your image program of choice, which you can easily automate
>>1033927I'm not sure I understand you, but can't you just place the camera so that it covers the area of each sprite in turn, then render in cycles so that the stuff outside the camera still casts shadows, reflections, etc?
>>1032629https://www.youtube.com/shorts/-QgjWNo-aNA
what do you guys do while something is rendering? go outside? do something not intensive on your pc?
>>1033952Usually I scratch my balls for a second, since I'm using Eevee.That being said for longer stuff like animations I'll just run it in the command line when I go prepare a meal or something.Galaxy brain option is to put your render commands in a batch file (or python script or whatever) ending with the command to put your system to sleep, so you can run it when you go to sleep yourself.
>>1033952Look at my phone, think about what I want to do next, work on shit in photoshop, work on shit in premiere, play a shitty zombie game that was made like 20 years ago, watch a movie, beat my dick, take a shower, make something to eat, the options are limitless
I love blender
>>1033965and blender loves you, anon, just not in that way
>>1033193got an invitation for smutbase ?
>>1033459current set-up allows for extreme stretching but the set-up is convoluted and can be simplified i think
>>1033994Probably could be, but being able to raise knees to chest is very nice.
I'm working on making a 3d printed posable samus action figure using dummy 13 and the metroid prime model in blender
might unironically spend a decent amount of cash on a macbook since I'm living abroad soon and want something beefy for blender/3D. windows laptops are absolutely garbage for anything decent and requires an enormous powerbrick plugged in at all times to work
>>1034006Looks good brother, how well does it articulate so far?
>>1034028the articulation of the limbs is pretty good although the large shoulders do limit the arm movement somewhat. She's currently about half a head too tall because I'm still figuring out the clearances for the pelvis-abdomen-chest-head pieces. Those don't articulate well yet. My goal is to create a general workflow that can be used to turn any 3d model (within reason) into a 3d printed posable model and maybe even a character creator tool.
Will you try vibe slop blender https://github.com/Potassiums/phantom
surely there's an addon that makes cloth simulations not dogshit to deal with right? the more i learn about this app, the more i learn that having actual fundamentals is a meme and there's a plugin that does whatever you would have wasted 200 hours learning to do by hand instead
Does anybody have that tutorial image about box modelling ASS? It went into a step by step process about modelling ASS? A japanese box modelling tutorial technique, can someone please post it?
>Claude doing all the tedious bullshit when turning a vidya rip into a printable cosplay piece for me.I love this shit so much. What would take me a week of playing around now gets done in an evening
>>1034089cant find a good guide on how to curve this out, help pls
>>1034090I'm not 100% sure what you're trying to do, but you can probably use the LoopTools addon.https://youtu.be/BMf5oetpT4A
>>1033595that's really nice, damn
>>1034090There are add-ons which can help, like looptools, zuda77's curve fitting, and mio3 flex, but I think the core issue is that your topology is a total mess.You can either start from scratch, or try and fix what you've got. Here's how I would approach the latter:Dissolve all the edges that are just dividing flat faces.Make new edges to turn the big n-gons on the side into quads. You can subdivide the edges below and hit 'j' to connect them to the corresponding verts on the top curve, or use the knife tool.Then you can add an edge crease or support loops to the edges you want to keep sharp and use a subdivision surface or just subdivide certain edges manually with smoothing turned up.Alternatively, rebuild the top edges using an actual curve object, convert that to a mesh once you've got it looking nice, then delete the top of the existing mesh and graft it on.Or make a curved surface then project or shrinkwrap the top of your mesh to it.
>>1033601combo of using KTT (houdini-based terrain generation toolset) which I imported into blender and an 8k HDRI + volumetric fog. that's really it.>>1034096thanks bro
Currently doing the french guy animation course and I'm kind of losing motivation animating a squirrel for over 20 hours I don't think I'm going to make it
Why is it broken? That must be software problem at this point.
>>1034149looks like poor seam placement, but it's hard to tell what I'm looking at or understand what you mean
>>1034154The normals look alright when as textures and textures are okay as well. But when I add normals the model looks shaded flat and has this weird pattern of equally spaced dots that cast shadows on every face. It's not a part of a material and doesn't make any sense.
>>1034165show me your material setup
>>1034167There's no point. It's just principled BSDF with a texture and a normal map. Normal map as non-color.
>>1034168https://docs.blender.org/manual/en/latest/render/shader_nodes/displacement/normal_map.htmlYou did remember right?
>>1034169I honestly have no idea how I made it work on 2.78 before but I was not aware of this