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File: Blender_5.2_splash.jpg (171 KB, 1000x500)
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Previous >>1025688
Big Cat edition
>NEWS: 5.2 is out
>>
>>1030378
Gotta say I'm looking forward to playing with that thin paper shader thing.
>>
why is this general so god damn dead
>>
>>1030399
>>1030399
I got depressed about 3D because the Blender animation/rigging improvements I wanted got postponed again.
>>
>>1030399
New version's out but we testing only this weekend
>>
File: hair.png (162 KB, 602x538)
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Why does this hair curve flatten out 2/3's of the way to the tip? Only mods are interpolate and clump. I wanted it to maintain a consistent taper across the curve, not collapse in on itself.
>>
>>1030406
That's a lot of vertex for such a curve, wouldn't it work with a Bezier and 3 points? Otherwise, try Ctrl+T with proportional edition on the flat area
>>
>>1030378
>Still no texture paint layers, no sculpt layers, no animation layers, no add custom meshes, no rigging Nodes, no retopo, no android port ....
The only interesting shits this release are the new physics thing and the loop tools port.
https://www.youtube.com/watch?v=g4OXlrxqIx0
>>
is it just me or is the camera turning differently in the viewport? feels so weird
>>
>>1030419
the lack of layers is insane. it was insane 10 years ago, it's maddening now. none of what they're doing with texture painting even feels serious if they don't get that sorted first
>>
File: hairr.png (17 KB, 1100x660)
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>>1030410
Sure it could be done with a lot less vertices, it could be done with 4; but it doesn't look as good even with subdivisions on in render settings. I don't know about bezier, i'm trying to create hair strands as opposed to a solid object. Also tilt just tilts it to the side, it doesn't actually fix the flattening issue. The image i posted is a side view of the hair.
>>
>>1030423
>>1030406
I added a bunch more hair curves and instead trying combing them into the shape I want. Turned out much better, I don't think it's possible to make the shape I want with just 1 curve.
>>
>"Look at our new animation tools!!"
>NLA editor is still dysfunctional
>>
File: leg topology.jpg (429 KB, 1680x1648)
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How do I make expanding topology without just using 3:1 squares? I wanted to just practice topology flow and not make a whole model, and legs are particularly troublesome. (If I were to make the whole model, my goal would be to simply make a sculpt then project the mesh onto it)

Is there a better way to do this? I colored the edge loops to show how they create extra vertices and likewise close to match how much space the body part takes up, but am not sure about the flow of the torso to the sides of the legs on the very outer edge
>>
File: breast topology.jpg (258 KB, 1208x1648)
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>>1030437
also need help if this is good chest topology flow.
>>
>>1030437
>>1030441
I don't mean this to be disrespectful but the topo is fairly poor in both examples. Best advice I can give is to go to smutbase and download a model that is well rated, such as an Overwatch one. Then study their topology. At most you should only need 1 pole in the area where the torso meets the hips/legs. If anything you will be decreasing the amount of edge loops as you go down the leg, not increasing.
>>
File: blockout.jpg (803 KB, 1775x2081)
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>>1030449
No disrespect taken, I'm trying to figure out how good people use topology flow to expand volume. I've just always struggled with thighs twisting but I think I got it somewhat
>>
File: Hair Curve Profile.png (229 KB, 1351x729)
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>>1030423
>>1030406
I know how to do it with a custom made node. Not using the premade nodes. It involves quite a bit of math. Here, I whipped it up: https://files.catbox.moe/csk5lz.blend

It's probably not *exactly* what you're looking for. But it should at least put you on the path to figuring it out. If you have any questions, just ask, and I'll answer to the best of my ability.
>>
I have a fortnite model and a seperate detailed foot model I want to join together how the hell do I do this
>>
>>1030478
Click the foot, then shift-click the fortnite model. CTRL-J to join. This usually screws with the shape keys, so be aware
>>
>>1030479
Don't think I get it, but both models have their own rig (The feet model is just the ass to the feet)so when I remove the legs from the fortnite model and place the new ones it doesnt connect just stays in place while it turns completely pink
>>
>>1030480
There is no quick method that can be taught in a 4chan post. It requires a lot of steps. You seem to lack the fundamentals. So you have to go find some youtube tutorial where they break this kind of thing down for you.
>>
>>1030481
Fair enough, my only problem is just finding the right tutorials
>>
>>1030478
>>1030482
look for some headhack tutorials as that's basically what you're doing but with feet
>>
>>1030476
The problem with having so many poles is you're going to see a lot of pinching and generally unwanted deformation if you're animating or posing this model. Additionally there are way more verts than there need to be on the legs, arms, etc.
>>
>>1030477
Wow anon thank you, that's really impressive stuff. I'll have to spent some time checking this out as I am a beg when it comes to geonodes. What nodes can be used for adjusting the clumps?
>>
File: blender_3Nd7HTrDZO.jpg (817 KB, 2560x1400)
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Where can I find someone who can help finish my music video, I think I need another eye and someone with some more experience
>>
>>1030480
What you're asking to do can be done, it's just that you have to frankenstein both the armatures and the meshes together, in the proper order.

How to actually do it (we're blind and can't see your models, armatures, so save a backup)

>delete leg bones of the fortnite model ARMATURE in edit mode
>delete the upper torso bones of the leg ARMATURE in edit mode (if it has any)
>Select the leg armature
>shift-click select the fortnite armature
>ctrl J
>In the new frankenstein armature, parent the leg bones to the hips/torso of the fortnite model
>click the leg MESH
>shift-click the fortnite MESH
>ctrl J

Then you edit the new frankenstein mesh and sew the vertices together. This may be difficult and time consuming.

I'm inferring you don't know yet how the armature moves the mesh around by what you said about joining the meshes together. When a bone moves, it has a vertex group of its name, and tells those vertices to move. Those vertices only respond to that command if it has the armature modifier applied to it, with the specific armature in the modifier, with bones named exactly the same as the vertex groups.

The legs mesh has vertex groups associated with the bones of the old armature. When you move the legs of the fortnite armature, it is probably moving legs that have no command over the vertices. By frankensteining also the armatures, the bones of the leg armature are named the vertex group they command. Keep in mind this is not the ideal way to do this, and would be better to remodel the legs from scratch

Keep in mind this is not the best way to do it
>>
>>1030523
This did work but still had the same issue where it seems both models turn into one big texture. Thank you though I'll see if I can figure this out, this is mostly for personal projects so I have time to learn.
>>
>>1030537
Oh forgot about the pink thing. That's very likely just missing textures (videogame characters have a variety of texture images)
>>
>>1030512
>What nodes can be used for adjusting the clumps?
This simple question led me down a rabbit hole. I have a solution to that. But I also want it to be a good and tight solution. Not a rush job. So I'll get back to you on that.
>>
>>1030399
All the shitposters and government bots are finally abandoning 4chan cuz there's no point anymore.
>>
File: scout skelly.png (892 KB, 1920x1681)
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You guys have any tips for me? I'm a huge scrub and I'm struggling to figure out how to get these pants rigged to the model right. It seems like the pelvis and feet are locked in but the legs do whatever they want. I'm sure I'm missing something obvious so any extra eyes or video suggestions would be appreciated.
>>
>>1030594
You could abandon Film Maker Studio and rig with current ways instead.
>>
>>1030595
If I want to make stuff for 20 year old game, I have to use the 20 year old method.
>>
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>>1030597
Learn to let go, they will never update it, they don’t care about old games and fans are gone.
>>
File: homersphobia.png (512 KB, 960x720)
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>>1030600
Ok, thanks. No need to keep replying.

Any other anons actually know 3d and how to help with the thing I asked?



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