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SFM Assets: http://sfmlab.com
Blender Assets: https://smutba.se

Learning the basics of SFM:
https://www.youtube.com/watch?v=eDiifbVoGDw

https://www.youtube.com/watch?v=Kd0csa3s1A8&list=PL7PU1FnAioM4Upy5O49La5FwkzeGT0UUT

https://www.youtube.com/watch?v=pR6edMIBXgo&list=PL7PU1FnAioM4Upy5O49La5FwkzeGT0UUT&index=2

https://www.youtube.com/watch?v=tjNf9b0PNv8&index=3&list=PL7PU1FnAioM4Upy5O49La5FwkzeGT0UUT

https://www.youtube.com/watch?v=t_1YZIvTMfU&list=PL7PU1FnAioM4Upy5O49La5FwkzeGT0UUT&index=4

https://www.youtube.com/watch?v=P_JG4hztAZ0&index=5&list=PL7PU1FnAioM4Upy5O49La5FwkzeGT0UUT

Making basic sex animations: http://kawaiidetectiveenthusiast.tumblr.com/post/135640746785/sfm-porn-tutorial-a-basic-animation

Remember to share your creations

What software should you choose?
Beginner to Advanced: SFM
Intermediate to Advanced: Cinema4D
Advanced: Blender
>>
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Bump from /3dag/ folks! Also, I'm thinking about experimenting with Blender, so I'm curious to know if the claims about Blender's UI being terrible true or exaggerated.
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Also, I'll just add a couple of webm and pics so the mods wouldn't nuke the thread.
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>>3186098
i started off with sfm and then eased my way slowly into blender by watching some basic fundamental videos on youtube. the ui does take some time to get used to but apparently blender v2.8 improves the ui alot
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>>3186103
mouth is too big
>>
>>3186444
All the better to choke on huge dongs
>>
>>3186444
>>3186446
You can either have big mouths and big dongs, or neither.
>>
Using SFM, how is face posing possible without sliders/flexes? Can they easily be added if the model has face bones? And a eye/viewtarget setting?
Or maybe someone has a link for a twilight princess zelda model with all that included? The one I've found looks nice, but doesn't have very many options
>>
>>3187915
If there's no flexes then you've gotta use the bones.

You can kinda simulate flexes if you make presets to capture the bone's position. Otherwise you can decompile the model and attempt to add flexes, but decompiling has a tendency to break things.

You can make a cheap viewtarget by spawning the empty.mdl model and constraining the eyes to follow it but ymmv.

And the only zelda model I know of with options like that is from lordaardvark
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>No Blender tutorials specifically for smut like the SFM ones
>Don't know Blender to even start

>Learn Blender
>Learn to make smut

>Make tutorials for Blender smut for OTHERS!
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>>3186105
dude... how the fuck do i get this
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>>3186105
like for real
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>>3186105
>>
If you have questions, post them. Im not that active as an animator but I think Ive used sfm long enough to answer most questions.
>>3187915
You must position individual bones if thew model has them, but it is possible to create your own slider presets within sfm
https://steamcommunity.com/sharedfiles/filedetails/?id=160143865
It would take a lot of work but if you are using a model a lot its worth it
>>
noob here, anyone know a good place to get Fortnite models for sfm?
>>
>>3188417
https://steamcommunity.com/workshop/browse/?appid=1840&searchtext=fortnite&childpublishedfileid=0&browsesort=mostrecent&section=readytouseitems
>>
>>3188420
Yep, I'm a retard. Thanks though.
>>
>>3186098
It was absolutely terrible many years ago. It got better in the last 5 or so years. Now it's quite good in v2.8 beta.
>>
>>3186444
it's a problem for most women
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What model can I download that looks closest to pic related?
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>>3189006
It's good because of the real time render. Before that most were on the verge of staying on SFM forever.
Also if the render was released earlier, fov would have switched to it instead of ue4.
>>
I know this is probably not the place to ask, but does anybody happen to have Bangfri's paid private models? Let alone some patreon-only models?
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>>3190938
I think you can find some in the /3dag/'s paste.
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Poster to do some posing and lighting practice.
Suggestions/critiques please.

Still haven't tried animation. Seems pretty daunting still.
>>
>>3193370
pose more a-symmetrically. Use real world references and just try and copy them 1:1.
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>>3186105
This looks like something you achieve in Unity, it´s curious if you can use SFM to simulate this.
I´m still trying to figure out how to export my own models from 3dsMax to Source format - maybe even ditch the entire movie thing and go straight to realtime game interaction already, like those illusion games.
>>
>>3186103
> Mwaaah, bwagh, muahh... muaaaah. Mmmgh?..
>>
Did anything happen to Exga's discord? It randomnly disappeared from my server lists.
>>
I'm not familiar with sfm as I've been working in blender after quitting WoW in stride to pursue making smut of it. 3 months in and really only been following a couple of udemy courses over rigging, and it's a steep learning curve but I'm near the end of a few courses. I don't have any blender resources that would be helpful, no discord I am a part of for such things, but I did notice OP's last link to tumblr is barren, use this instead:

http://www.kawaiidetective.com/tutorials/
>>
>>3185596
https://github.com/REDxEYE/SourceIO/releases
FYI this blender add-on can directly import source models and materials/textures into Blender 2.8 without any other tools. Lots of people don't know about this and still use the other tools.
What you can do is import all the vmts in the material folder then import all your mdls and they will load with the materials/textures applied.
>>
>>3195688
nice.
>>
>>3195688
What about porting nonSFM models to SFM with that?
The only thing if seen is this https://steamcommunity.com/sharedfiles/filedetails/?id=245723825
I've never actually tried it but it seems convoluted as hell.
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>>3197724
>I've never actually tried it but it seems convoluted as hell
Because SFM is a toy for creating quick videos. Therefore, it that has its own way of doing things and doesn't care about any sort of compatibility with other software. You either accept the limitations and live with it for the purpose you're pursuing, or you roll up your sleeve and try to learn an actual 3D program while lamenting that rendering takes forever.
>>
>>3197944
that's kind of where I'm at. I'm not trying to be some kind of fulltime artist or anything. I just wanted to make pics with characters/poses I like. Still it might be good/fun to learn the more advanced programs
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>>3197944
Nice job reposting yourself.
Also,
>Memorizing QC
Lmao.
>>
>>3185596
Can we request and deliver here?
>>
>>3200063
I don't see why not based off of wording of the thread.
>>
I created my first 3D-Animation with a TF 2 Scout per the first tutorial link in OP.
Today TF2 Scouts. Tomorrow Bouncy Tiddies. Im coming for you!
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>>3200660
Keep it up and you might be able to shitpost on Krunkidile's level.
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>>3200063
sure but don t be disappointed if it gets ignored
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>>3200660
Make him do the funny dab.
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>>3186103
Lip reading:
>...Maahh? Fwaayhhv... Waaaww! W'laaaaws! Waaoohm!! Aaaahhfff!! Wooah! Mmm!... Oowoof! Ahh fuck! Waaalaaas...
>>
>>3200660
judging by that animation test you have a while till bouncing Tiddies or anything at the very least fappable.
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>>3200660
your last post was over 2 days ago anon, we are waiting for bouncy tidds!
>>
Where are the bouncy tiddies that were promised!?
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>>3188205
This.
Blender Tutorial is extremely needed. Especially the animator only tutorial.
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>>3193977
mostly matches a reference, lighting's still a bit of a crapshoot
>>
Okay give me a tip how to animate braided twintail hair in sfm.
Jigglebone isnt an option.
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>>3185596
Is there a larger version of that pic op?
>>
I like these threads for posting but not enough stuff gets posted to keep the thread alive
>>
>>3188262
game called wild life
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I'm currently fucking around in blender with the end goal of making some porn using models that I have edited myself somewhat. I've decided to do some Fortnite stuff because there are a lot of hot character models in that game and not much porn of them considering how popular the game is.

I started on a different character but after doing nearly everything wrong and ending up with a model that had a lot of problems, I started again with this one. Body texture is placeholder while I finalise the model.

Essentially I am going to try and make a rigged base nude body that I can use for basically all fortnite character models and then make small adjustments and custom textures for each one I want to use.
>>
>>3213428
Ayy I'm doing this with WoW models. Can just reskin the models after you have the rig so that's pretty nice. But I dont know if it's better to do the animating in blender or in sfm. Sfm is easy to use and not super slow. When I animate in blender it is sloww
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>>3213486
Depends what you care about really. Animating in SFM is far quicker because you have no render times. If you want your shit to look really good or you want to try and make it look as close to the original game as possible, blender is far superior though. Ultimately I find that the animation quality and content is what makes for a good fap rather than the "graphics".

As for your source material of choise, I imagine WoW will be a little difficult due to the different races all having very different body shapes. All Fortnite multiplayer models use the same base male or female mesh pretty much, the singleplayer models differ by class but most of those models kinda suck anyway so I don't think I'll find that to be an issue. Funnily enough there is a "nude" base model in the fortnite files that is basically a barbie doll which is what I have used here, just modelled some proper breasts and hacked the other parts on to it from other models.
>>
Anyone know of any good midna blender models?
I know akkoarcade has one I have the link to but the stomach for it is kind of weird
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>>3185596
why is blender advanced?
>>
>>3214052
because its an insane pain in the ass to learn.
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>>3186105
wait...

is that Lita, from Brutal Legend?
>>
>>3214052
It's not. Certainly no more difficult than Cinema 4D. Especially 2.8 which is more noob friendly. Nobody should be using SFM anymore.
>>
If I start making stuff, what sites should I use to post my content to get maximum amount of exposure?
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>>3214919
Everywhere where it's allowed.
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>>3213428
>>3213513
Cool stuff! Feel free to share your progress friend.
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>>3215388
Will do, most of what I am doing is incredibly boring though, like weight painting. Here's a test animation render I did a while ago with the base model. As you can see, my hair physics attempt was a resounding success.
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>>3214144
No, thats Tanya and Maya from Wild Life
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tfw I have lots of ideas for porn but don't have the motivation to start learning the daunting animation pocess
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>>3213513
I definitely feel ok with there being a bunch of different model types, I think I've come to like animation more than I like the actual modeling. Like the number times I want to make a set of hands is way less than the poses and stories I'd prefer to tell. I feel like I'll be able to get plenty of practice if I have the different races. I bought a udemy course, Riven Pheonix is a really good teacher I think.

I'll share some if my work when I get back to my computer. Like you, my renders are pretty rudimentary at the moment. Animating hair is going to be a challenge, not sure if I should use bones for it
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>>3186105
>>3188262
Here you go, my good sirs. Wild Life latest build:
https://mega.nz/#!cmBw2arQ!pDoMAnBxTUVZrLwEOSx-eAZW4iBxo68U5UemZ8iDPio
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>>3215628
What are you using to compile the render? I tried using PS last night, just crashed a bunch. I have sony Vegas and premier, but rn I just have a whole bunch of frames sitting uncompiled
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>>3217045
Blender can render straight to video or from a series of images to video. If you want to do more than just compile a series of images into video you would probably be better off using a proper video editor, but if that's all you want to do then just use blender.
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>>3213428
what did you have to learn in order to get to the point where you are?

like sculpting? rigging? texturing? what kinds of things
>>
>>3216372
Hey, that's how most people feel about making porn!
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>>3216372
tell others so they can make it then >:D
>>
Are Daz and MakeHuman suitable for beginners too? Are there equivalents of SFMLab for these softwares?
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>>3217923
What you need to learn depends on what you want to do. You can just use existing models that other people have made and shared and you won't have to learn anything other than how to actually use blender and how to animate. If you want to make modifications to models from games or create your own, you'll have to learn to do pretty much everything.
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>>3223799
hmm, yeah, but I was asking what you'd learnt.
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>>3223809
I don't know if I could really say I have learned anything outright. I have had to do some mesh editing and sculpting, UV editing, texture painting, rigging, weight painting, shaders and just learning how to use blender in general. Also just playing around with methods of adding physics to various parts of a model, setting up shape keys and learning how not to do things through fucking up.

I didn't really start learning, I just jumped in and started pushing buttons and google searching tutorials for each thing I tried to do. It's a shit way to learn, because everything I have done until now is terrible and i'm sure what I am doing now is still terrible, but it's a fun way to learn.
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>>3223906
thanks a lot mate. as a last thing, mind saying where you got nude fortnite models from?
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>>3223920
You can rip every model from Fornite using a tool called umodel, the "nude" model is in the game files as "basenude". It's not actually nude though, that's the part where I had to make adjustments. You'll also need a blender addon that lets you import unreal engine assets.
>>
>>3216372
you don't have to jump into animations straight away- if you haven't already done stills before, it'd probably be best to rework your ideas to work as an image to figure out your workflow.

>>3209240
What do you mean by that? Do you mean that you can't bake them in the animset editor because they already have (non-procedural) bones? If you're in a hurry, right click your gizmo in the viewport and change your rotation to "local". Selecting a bunch of bones and rotating them will make them curl and bend, pretty useful for fingers and such.

>>3214919
>Newgrounds seemed promising for a while but they banned SFM content (excluding animations) at the start of the new year because people complained. Said people weren't even artists and used NG solely to play madness arena. If you are an animator though, the uploading process is meant to be a lot better than it used to be. The implemented critique system is also nice.
>Your experience with pixiv will range from "awful" to "okay" depending on your ability to read Japanese. The tagging system is nightmarish, the government-mandated censorship is annoying, and even if you do manage to tag it right expect to be fighting for relevance against a small handful of people churning out poorly made loli, since its the only site that allows it.
>Twitter has the advantage of a super wide reach and allowing you to communicate and share with other artists, but you're at the mercy of whatever dumb shit Jack adds or removes next. Expect to hand over your phone number at some point if you make a new account, though you can revoke the number as soon as "verification" is complete.
You'll have to pick your poison since all the current options suck in significantly different ways.

>word limit more on next post
>>
continued from >>3226291

>>3208215
The lighting on this is weird. You have the backgrounds light direction at right>left, where left is the darkest part, but laras is left>right. Judging by the patches of shade on the underside of her right arm, the right ankle, and the left panties, I'm guessing you've lit her either without any shadowed lights, or with lights that have a high radius.

Maybe this is an issue with the port and not you, but also her hair has a very high $phongboost, it makes it look more like she hasn't showered in days.

At the very least, a shadowless light from underneath the floor, with a very dim intensity and high radius, should fix the shading issues. I would really suggest adding some depth with shadows on her though.
>>
>>3197944
>complaining about shader commands
nigga u use them once on your materials
after that you don't have to mess with it.
you have to be braindead to think thats hard.
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>>3213513
>you want to try and make it look as close to the original game as possible, blender is far superior though.
You mean the opposite? Blender uses a different lighting system opposed to SFM/UE4.
Look at Blender Fortnite porn and compare to SFM.
It's a waste of time if you are trying to emulate in-game graphics with Blender.
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Been busy all weekend but I'm back to this bullshit today. Pretty much finished with the nude model now and I have adjusted it to match this character model better so that the clothes fit around it properly. Still need to improve the body texture and re-do the hair and clothing physics to be less shit. Also need to add her tail and wing accessories.

I converted this models shorts into a miniskirt and I quite like it. I also made the inside of her ass and vagina glow because why not?
>>
Alright, here we go guys. I'm downloading blender. I have no experience with 3D animations. I hope I can use my autism for good and help people fap.
>>
>>3227206
godspeed anon
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>>3226897
Looking good, though I'd make the emissive for her innards the same color as the horns and frayed parts of her clothes.
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Spent a good year having this Ribbon Girl model commissioned. It's finally done. I whipped up this quick pose in an hour after watching a couple tutorials on YouTube. I don't have really any experience doing anything in SFM, but I'll give it a shot now that I have this, I think. Planning to make a few more images like this with the model's variants, then I'll upload it to a few places.
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>>3229832
>commissioning a model before you know jack shit about sfm
>making a shit pose with it
you put the cart before the fucking horse dumbass.
>>
>>3229924
Rest assured the intention was to have other animators utilize it. And all my friends know SFM inside and out so I had help along the way.
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>>3223135
Uh, somebody answer me, please?
>>
>>3223135
>>3230676
DAZ is a trap. If you just want accessibility, use Blender or SFM.
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>>3230699
But hasn't SFM not updated for years?
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>>3229832
Can you share the model? Since you said that your intention was to have other animators utilize it?
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>>3230712
No updates just means no new bugs :^)

>>3230718
I think it's on Magmallow's twitter
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I've added the tail and wings now. Decided to do another pose and render, this one shows the fucked up seams where the textures/normals don't like up properly along the neck, been attempting to fix that with moderate success, but I don't really understand how the normal maps work so I need to look into it more.

As a side note, the fun part about doing this for Fortnite is the huge library of objects and environments in the game files. All sorts of fun props to use.
>>
>>3230786
Assuming you're using Blender:

If your meshes are joined, it looks like you've got sharp edges. Edges marked sharp tell the renderer not to smooth normals across the edge. N-mesh display to see sharps, T-shading to smooth selected sharps.
If it's a normal map problem, you can manually paint it so that the colors either side of the join match. You should always make uv maps with 6 or more pixels separation between islands to stop color leaking in from other parts of the map.
If the meshes aren't joined, you have to use a data transfer modifier to get the normals from a mesh that is joined. This modifier has to be kept on because Blender recalculates normals as soon as you take it off.

A normal map is pretty simple. The color of the map at a point modifies the lighting as if that point were tilted with respect to the face it is on. When you look at the normal map with the uv map overlayed, blue means that area is flat with respect to the face; more red means it is tilted to the right relative to the map, less red to the left; more green means it is tilted towards the top, less green to the bottom. This allows fine detail to be added, as if the surface is bumpy.
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>>3202358
There's no disappointment with experience.
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>>3230786
>>3226897
This doesn't look any different than this.
You should learn to use bounce lights and rim lights.
And include fog otherwise it looks like you are rendering figurines.
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>>3231035
It's almost certainly the case that the edges are marked sharp. I spent a while manually painting the neck seams but in some parts I just couldn't get rid of them even if both sides matched. I'll look into that later, thanks for the help.

>>3231611
Thanks for the tips, I'll try some of the things you mentioned later and maybe do a comparison.
>>
>>3231689
You should also limit light bounces. Right now you have at 12 which creates an overexposure for no reason. You aren't doing architecture photography.
Use one light for the scene to set shadows and then use a 3 point light setup on the actual character.
>>
>>3230721
>>3230718
Please wait until I put it on SFM Lab. The version on MM's twitter is constantly being updated. Once all the bugs are ironed out I'll put it up.
>>
Any tutorials for blender?
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>>3231611
>>3231695
Better?

>>3231035
Turns out my edges were not sharps, I've managed to somewhat mitigate the seams but there are a few spots where they are still pretty visible and making both sides of the seam the same colour only seems to make it look worse for some reason.
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>>3232752
100% Better. Now compare it to this
>>3230786

The difference is night and day.
Your character now looks physically real compared to the uncanny valley realism you had previously.

Now let me show you another trick.
When you do a 3 point setup you will have issues with dark shadows ruining the mood.
For instance, say you put a orange bounce light under her.
The left side will still be darker and create a 3 color system:
Left side: Black
Underside: Orange
Right side: White

In photography you only want TWO colors because it's much easier on the eyes. In architecture you often see blue+white or green+white.
So what you need to do is create colored shadows.
To do this you create a light with low values and put it next to the shadow. Not enough to disturb it of course.
If you do it correctly, the skin color should start getting a bit brighter which should make the shadow a bit more red instead of dark.

Reply to me with the new improved render and I will tell you how to add the final touches.
>>
>>3232657
You should spend most of your time looking at how to decrease your render time tutorials.
https://www.youtube.com/watch?v=8gSyEpt4-60
This is a good one because he explains how the light works and easy shortcuts that will make your image look even better.
If you do this then you can add several lights instead of being stuck with 1 light per scene due to render time.
>>
>>3233002
I was talking about just starting and learning modeling and animation(mainly this one) but will keep this in mind. Thank you
>>
>>3233008
Blender animation is really a chore and will test your limits.
Gnomfist takes 3 months to create a high quality 20 second clip.
There is also another good blender artist that makes 1 min clips but again it takes him 3 months too.
If you plan on making money from this you are better off focusing on renders. Arhoangel does 1 second clips and that takes him also a long time.

You should also take into consideration that blender has never been good for animating because of render time. So if you are choosing blender because it looks good then you have to live with the fact that you'll be using baked textures which will negate that.
Baked textures: 14 seconds per frame
Non baked textures: A long fucking time per frame.
This is also why Blender shorts look very weird with bloom etc, because the baked textures are mismatching with the node settings.

I'd recommend that you look in animation friendly software instead.
>>
>>3233023
Only thing I can of is Maya/3dsMax.




>>
>>3233038
If you don't want to stick with the real animation software then I can suggest that you try out Blender eevee to bypass the render limit but the other issue is that you might get frustrated by the quality of output which obviously is a problem if you are only using Blender for its quality.
>>
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>>3232989
Not sure if I really got the shadow tinting light down but here it is. Please teach me the final lesson Sensei, I am ready.
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>>3233085
https://www.youtube.com/watch?v=F8exfeFDLt0
Light textures work for any render software. It's basically the secret ingredient to making your texture pop.
Instead of spending your time working tirelessly to emulate a certain setting's light scheme you can just pop a custom made light texture and call it a day.
This will change the mood and look of your render, making it look completely unique.
Use this custom made texture I just made for you.
>>
>>3216614
>Latest build
Have the decryption Key? or is the link ded?
>>
>>3188205
Links?
>>
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>>3232752
>edges were not sharps

If the mesh itself is messy, it will cause problems. If you've got seam vertices that are close but haven't merged, it's the same as a sharp edge. Also, select the mesh and recalculate normals just in case.
If you did a head hack with uv seams on both sides, and the mesh is simple and flows nicely on both sides, you shouldn't have problems.
>>
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https://sfmlab.com/item/3538/

My Ribbon Girl model is now available. Please take a look!
>>
>>3232752
>>3233690

Well, fuck me. I only use Blender to make sfm models, so I don't bother with rendering. I had a close look at one of my models in the render viewport of Blender 2.79, and I got similar edge shadow effects with good mesh and no sharps. My machine's too low spec to bother with a full render, but if your images are from the viewport render and not full render, that might be a problem.

I'm confused and out of my range of expertise.
If you find out what's happening, please post what you found.

Thanks.
>>
what qualifies as a high spec maachine to use blender?
I have a ryzen 2700X eight core with a RTX 2080
>>
>>3234259
is this humblebrag?
>>
>>3186103
me when stranger asks me about directions
>>
>>3186099
What is that from?
>>
my theory behind why sfm porn is so boring is that the people who make it imagine things so vanilla, it's not exciting enough to make them masturbate compulsively to it. the creative people who have interesting fantasies are too busy jerking off to those fantasies to make anything
>>
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>>3233174
I'm not really sure about this part at all, feels like it just altered the colour of my lights. I applied the texture to my primary light and the face light and played around with the mapping but I don't think I achieved the desired effect.

>>3234524
An old game demo by a guy called Meakrob, it was abandoned but he is currently making a new version of it. He's slow as fuck though and posts updates very infrequently.
>>
>>3234524
I guess
Leira's Sex Stuff
Meakrob47
>>
>>3234373
no I mean render times. I bought this computer used for 1000 bucks so I want to know if it can be used for something useful.
>>
>>3234817
A 2080 is about as good as it gets for consumer grade hardware. Multiple graphics cards allow you to render more quickly as each card will work on separate tiles simultaneously so it would probably be more cost effective to have 2 cheaper cards than one 2080 if you were only concerned about using it to render.
>>
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>>3234772
The light texture's purpose is to breathe life into the scene. Your attempt is still passable because her skin is now properly red, and there are red reflections instead of white on black which in no case would make sense based on her setting aka the background.

Another tip I can give you is fake raytracing.
Light in blender behaves like "real lighting" with bouncing but raytracing technology is often overexaggerated but still looks fun and nice to use.
In the future when you are dealing with bright clothing near objects I suggest you add colored lights near the path to make it look like the light is bouncing instead of overexposure ruining everything.
Look at the seal's underside which is now red. That's something you can create with a bounce light.
>>
>>3234817
You need multiple cards. Buying a gaming rig isn't going to do anything.
>>
>>3234817
yeah yeah, sure. post the ebay page or something kid, you smell like a goddamn liar
>>
>>3235424
it was a local eBay listing. Original price was 1300. I haggled him down to 1000 because I could do instant payment and pick it up same day. I urge you all to use ebay to snag good deals. There is a lot of good shit people undersell online. I can post the listing if you really want to see it.

>>3235419
>>3234835
dam I see. I figured SLI stuff would be better.
>>
>>3235437
You do understand that you can just pay for a render farm right?
>>
How long does it take to animate a 10m long looped scene on SFM?
I asked cuz I spent some time learning it years ago and I basically dropped it cuz animating just took way too long. Kinda wanna get back into it but if its too time consuming even for experienced users I might not.
>>
>>3235461
Animate 1 second and loop it?
>>
>>3235461
>if its too time consuming even for experienced users I might not
That's not the attitude you should be taking if you want to animate, learning takes time and quality takes effort. Just start with a simple cycle with no lighting or scenebuild. If that takes too long for you, don't even bother afterwards.
>>
>>3235437
SLI isn't what you want. SLI makes the cards work together which will increase performance but it doesn't scale well, it's also a gaming technology so it's not really for stuff like this. What you want is just multiple individual cards, each card will work on it's own set of tiles, so each tile takes the same amount of time to render, but twice as many tiles are rendered in the same amount of time.
>>
>>3186105
so it got an update ?
>>
In sfm I downloaded this skybox where it's just a huge sphere with a texture on it meaning to simulate the sky. However, I want to use it during night so I need to make it glow somehow, as it isn't possible to light it with lights manually. Anyone know how to make a model glow?
>>
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Eventually I'll be making a Queen, neomorph, and some other sexy versions of movie monsters.
>>
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>>3237017
It's still in development. There will also be a futanari version.
>>
>>3236855
If it's just a simple dome, no layers, add a line to the .vmt, "$selfillum" "1".
>>
>>3229832
>>3230721
>>3234034
How easy is he to work with, by the way? I thought about commissioning him before, but I didn't have a stable income at the time.
>>
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>>3216614
Hot. Thanks anon.

>>3233250

The link works fine. You must have copied it wrong.
>>
>>3216614
>mega
i refuse to download their fucking spyware so i guess i dont get this one
rip
>>
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Another pose render. Hopefully I will get around to trying something animated soon.

>>3237017
>>3237020
Not my thing at all my dude, but it looks pretty cool.
>>
>>3237551
why do you retards keep believing you need to get some sort of app to download from mega
>>
>>3237308
Alright thanks man
>>
>>3238040
Looks good but her tits should be larger and hanging instead of being fixed.
>>
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>>3239099
I've actually been messing with breast physics and shape keys today, so here you go.
>>
>>3238040
>>3239522
Hi anon, keep making stuff.

But I'll just say that between the two #1 >>3238040 is objectively miles ahead of #2 >>3239522

You have to fix your models if you want to use more shadows and different more contrasty lighting because #2 really brings out the imperfections in the model's topology and mesh. For example the unnatural looking shit above her right breast near her shoulder. In #1 we can see something's up, but it still looks fine, however in #2 it looks AWFUL.

If you fix your model topology and only use quads and some mesh smoothing/subdiv you can do any lighting you want and it'll look good.
>>
>>3239099
>her tits should be larger and hanging instead of being fixed.
Says who?
Smaller perky tits are the best. Many fit young women in their early 20s have natural tits just like this.
>>
>>3188205
Because if you learn the basics of Blender, you can make porn. No need of tutorial.
>>
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>>3239860
how much do you need to know how to draw to make models and shit
>>
>>3239906
Actually making your own models will require some artistic skill of course. Just using existing shit only really requires you to learn how to use blender to animate and render. Honestly, just start fucking about and see what happens, download blender, download some models you like from smutbase, make some terrible animations and learn. You can find tutorials for virtually every aspect of blender so just do a google search every time you get stuck and you will find the answer.

People in this thread have been incredibly helpful for me so far in critiquing my shit and helping me improve it, so there is also that.
>>
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Would love to see someone use models similar to Cyber Sleuth, to make some digimon SFM content. ~
>>
holy shit animating a full nelson head lock shot is hell on earth.
I honestly think nelsons are the hardest to animate.
>>
>>3239576
That's not how breasts work.
>>
>>3240623
>That's not how breasts work.
Yes, it is.
http://i.imgur.com/IPb5qzE.jpg
http://i.imgur.com/Kh0rmjJ.jpg

You fell for the big tit porn meme. Not all tits are saggy and not all behave the same.

Tits sag with age and no chubby girl in the world will ever have perky tits due to physics, but there's literally no reason why young petite women cannot have perky small/normal sized tits. Gravity simply isn't that hard on them.

There's nothing wrong at all with the demon girl's tits. These >>3234772 >>3230786 >>3213428 >>3213513 are all 100% believable, realistic, and fine. The model/rigging and rendering simply needs polishing work.
>>
>>3240869
fake news toastie
>>
>>3240561
post WIP
>>
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>>3239565
The model is indeed a little fucked because I converted it from tris to quads and then started hacking parts on to it. I also made manual adjustments to the normal map which aren't great and the weight painting is a little dodgy, which is part of why the shoulders look kinda fucked. I'll keep messing with it.
>>
>>3241873
Do you have a website or anywhere besides 4chan where you upload your WIPs and stuff?
>>
>>3241888
Nope, I just started uploading stuff here and because I got actually useful feedback I kept going. Once I make some better stuff I might start uploading it somewhere.
>>
How do you speed up the pounding of the dick into the girl? Do you place the poses closer together?
>>
>>3242112
yes
>>
>>3237444
It was an extraordinarily long wait but he is very good to work with. Was willing to make a lot of revisions to fix any bugs and add things I wanted.
>>
>>3239966
There really just needs to be a tutorial to teach people how to do things when transitioning from SFM to Blender, as they're completely different beasts and almost no skills in SFM transfers over to Blender.
>>
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>>3241873
>>
>>3237017
>>3237020
Couldn't you just make the alien from Species?
>>
>>3244152
>Missing kicklight
>Missing face light to brighten dark nose and mouth
>yellow bounce light
Does she look like she's in a studio with studio lighting?

Also
>Hands/Palms should never blend with arm due to being more soft and having higher bloodflow.
I'm white and my hands blend pretty well with my wrists. If your hands are noticeably red compared to your arms you might have a circulation issue or something.
https://en.wikipedia.org/wiki/Hand
https://upload.wikimedia.org/wikipedia/commons/3/32/Human-Hands-Front-Back.jpg

The guy who made this didn't really do anything wrong and the shit you're pointing out is just silly and makes no sense.
>>
>>3245558
so youre an amateur whining?
>>
>>3245574
>so youre an amateur whining?
What?
>>
Any Overwatch lore-fags here? The model that pharah-best-girl uses has the christ-scar on her abdomen
Any canon for that?
>>
>>3245578
t. armchair critic
>>
>>3186098
How did you make this? :O
>>
>>3245935
seconded, OP give us pointers on what that deforming technique is
>>
>>3245682
I don't know about any scars you could assume since she is a solider.
>>
>>3245682
As much as I want to say
>Overwatch lore
...no there really isn't anything that supports that.
That's purely an aesthetic choice.
>>
how the fuck do u add a premade model to a premadel map. I can either open one or the other.
>>
>>3244152
I had a kicklight but I think the glow effect I added in the compositor made the eye glow drown it out. Also, the hand thing is a good point, I haven't really done much in terms of improving her body texture, it's still pretty much just a single tone on her arms and legs, the original texture does have the palms and wrists/lower arms the same tone though.
>>
Is it worth attempting to learn sfm at this point? What are the chances that it becomes obsolete in the next few years
>>
>>3250044
I don't think you can really obsolete it in regards to using it to make porn. Support for it might dwindle and you would see less new models ported to it, but all the existing stuff would still be around. Also, the most important thing really is learning how to make animations that look good, which is a transferable skill.
>>
>>3250058
Thanks! I appreciate the genuine response. I guess I was just operating under the false assumption that sfm was already kinda obsolete compared to stuff like Blender
>>
>>3245935
>>3246186
That's not mine, I just snagged it from some anon on /3dag/.
>>
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Animating is hard.
>>
>>3252127
Nice.

Your animation seems pretty good but the camera/perspective is cancer and kills the scene during playback. Individual frames are all good but it's no fun to watch. Nobody fucking somebody would see this IRL unless they were focusing their attention on something else.

Want a tip? Look at some chickens.
https://www.youtube.com/watch?v=f_xscP0k2YE

Humans do a little of this kind of thing to some extent. Mostly with our eyes tracking motion, and some extra in some cases with head/neck movements. This is why shaky camera footage is so annoying - it's not natural. If you're looking at the woman, your eyes follow the target and your neck and head will move a bit to counter the movements.

This is quite a challenge to master in animation, but there's an easy shortcut.
Simply cut the man's head off (hide the mesh during render) and approximate the camera positions during the scene and smooth out camera's movements. I don't know what you did here but maybe you put the camera right in front of the face or something, either way, the camera movement needs smoothing. If you're just looking to render scenes like this you don't have to worry so much about perfecting anything and can use this kind of shortcut but if you're trying to do more advanced long animations from this perspective changing sexual positions on screen (not using video editing) and that sort of thing, it'd be worth using a proper setup and working on the male's head animations.
>>
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>>3252236
I parented the camera to the dudes head bone and placed it inside his head with a small amount of clipping distance so his face doesn't block the shot. I've redone it with IK enabled on the head/neck to stabilise it a bit.
>>
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Hey guys, beginner here. I've started with blender as blender clips always look much better to me than SFM. I've mostly just been doing poses with some models from smutb.se.

I was wondering if anybody has any sources that might help with sex animations. I noticed in the OP there was a link but the tumblr isn't available.
>>
>>3254315
>I've started with blender as blender clips always look much better to me than SFM
Why would you do that? Blender takes ages to render.
You should look up Eevee lighting tutorials first because Blender shading does not translate over.
Unless you want to render something for 2 weeks.
>>
>>3253877
Just a bit of advice.
When you record from the character itself, first person, you should never add shakes.
When you record in third person you should add shakes.
So the two shots of the man should be shaking and in first person you should remove those shaking settings.

Your animation is also too fast despite having barely anything animated. Just drag the animation out instead and it will look more natural.
>>
This is probably a stupid question but I can't figure this out at all. Does anyone know how to get rigs to work for LordAardvark models? I keep getting unable to create rig 'X' for every one I try. I was trying to get some Lulu x Yuna action.
>>
>>3256281
They should work fine with rig_biped_simple. Alternatively, use Mets rig.
>>
Did they remove Dongers models from sfmlab?

I remember there being the shaotek penis but with some Flexes and another one called Meipe.

But I can't find em anymore.
>>
>>3254315

where did you learn how to start posing in blender tho?
>>
>>3258596

actually found shaotek one, but meipe's is still mia.

Does anyone have it please?
>>
>>3258717

I just youtubed some tutorials. I downloaded models from smutba.se that already have good rigging so it's easy to pose them.
>>
>>3259122

could you link some of those you found most useful for posing?

I already have a decent grasp on 3d posing with other software. I just have no fucking idea what the blender ui does.
>>
I was wondering, can you share your male model?
>>
(Didn't pin the guy I was refering to)
>>
>>3195688

I'm trying to port this samus model:

chrome-extension://bigefpfhnfcobdlfbedofhhaibnlghod/mega/secure.html#F!5gBAiSIR!4r63umLBQMZvdhrMMGJVWw!EkwQQQRA

I can get the models in just fine but the materials don't seem to work. I'm probably just dumb but dunno if you have any tips.
>>
>>3259345
I think the latest version of Blender 2.8 doesn't work with the material import script.
Try this version:
https://mega.nz/#!Q2QDQAha!zElQ-ffWyJQndwBm5_Y1PYbJPWMofXQU8b28qAdxBBk
>>
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My first animation. Exported with eevee and shitty lighting, didn't wanna wait for cycles.
>>
>>3213428
Will you ever release the nude Malice model? Like on sfmlab or something? Thank you
>>
>>3214052
It's tough if you are like I was, completely new and unfamiliar with how to use a complete 3d suite. Admittedly I dropped off once I bought zbrush core...then I got in a fucking car accident 3 years ago and haven't been able to afford jack shit since.

Point being the learning curve can be a total pain for a newbie. It isn't impossible though. Just like this anon said >>3214914

Since it's free, and has a community choc full of free tutorials, couldn't hurt to try, right? Besides, cycles got a guy whose a former nvidia coder, so he updates it to be compatible with the latest GPUs. To be honest, the only really memory intensive processes are rendering.
SPOILER: Poser 11, their "superfly" render? That's just cycles repackaged.

C4d seemed like a nice deal, 'cept I couldn't afford it. However that is what the Daz/poser Victoria4/Michael 4 generation figures are made from mostly. They continue to be the most popular in the consumer market. Well, that one anyways.

Poser's good for animation, SFM is better...so I guess a full on 3D suite is best. Sure the overwhelming majority of us will never be able to afford a proper mocap setup. So creating convincing animations will be challenging but a good study from observing actual movement and anatomy should get you in the right direction.

Hope that helps
>>
>>3260670
That shudder is fucking golden.
>>
>>3262108
this, not enough of that type of stuff
>>
>>3260670
I like all of this, except the fact that her hips/waist are staying in the same position the entire time. Maybe have her wiggle a little bit? Otherwise, good job.
>>
>>3262877
Thanks for the feedback! Glad some people like it. Yeah I agree that's a good idea. I'll probably touch it up and do a cycles render and see how it looks.
>>
really stupid, probably obvious question..

all those "top tier" patreon dudes who make the really well animated overwatch porn, do they all produce their models themselves? because sfmlab and smutbase doesnt even get close.
>>
>>3216614
BASED Anon.
>>
>>3264537
Some do, most use already existing or mutual's models, from what I understand.
>>
>>3264537
They just swap the head of an existing model.
Arhoa uses a nude widowmaker model for all of them and just adds the head to the body.
>>
>>3264537
Pretty much echoing what the others said above, some do, however most are mods of already existing bodies usually headswaps or something like that and then a re-morphing and re-shaping.

I liked the samus vids I've seen of what looks like an independently produced Samus.

Artist Darkhole, I'm not sure if he makes his Samus from scratch or not...Yes another one.
>>
>>3186155
Going from 2.7 to 2.8 was mostly fine in terms of UI changes - it was a little annoying to learn where a few things were moved to, but overall I think most of the changes were positive or at least neutral. The one thing that was really annoying though (and I think they got a lot of complaints) was their decision to remove color from most of the icons. Suddenly it became annoyingly difficult to differentiate between them all at a glance. It has been a little while since I've been in 2.8 so I'm not sure if they've reversed the changes or added in a toggle for it like they did with the left/right-click selection.
>>
>>3267749
>was their decision to remove color from most of the icons

Ouch. Talk about removing a user's own ability to recognize...unless they're colorblind. Like trying to play Dr. Mario on a B&W tv. Can't recall the statistic of % brain functionality. Needless to say it slows things down and increases errors.

>I'm not sure if they've reversed the changes or added in a toggle for it like they did with the left/right-click selection.

They're pushing 2.79b right now. 2.8 is still apparently in beta. So I guess that's one thing newbies can ask the devs.
>>
>>3268012
I just opened up a newer version of 2.8 and I see that the icons have been given some color again. Glad it's back, though it looks like they're doing it in an attempt to group the tab types (eg. all the tabs relating to rendering options are still monochromatic; the texture/materials/world settings are all red, the modifiers/constraints/particles/physics tabs are all blue, etc) rather than making them all individually recognizable. This is probably a fair compromise between aesthetics and usability.

I just wish they'd add some color back to the file browser window now. Made it easier to visually distinguish file types, and to select the sort-by options.

>Talk about removing a user's own ability to recognize
Exactly. The colored icons make it so you can more easily identify them at a glance. I wouldn't have minded their going to a monochromatic scheme if the icons were still immediately recognizable, but what they landed on with that first attempt was way too understated. Not sure if they were doing it just for the sake of some minimalist aesthetic, or if they were trying to meet some random standards guideline ... but I'm glad they backtracked a little.

>They're pushing 2.79b right now. 2.8 is still apparently in beta.
The official release for 2.8 is right around the corner (before the end of July, IIRC), and some of the devs have been posting on Twitter that they're currently in "updating the manuals" mode. So I doubt there will be too many changes between now and then.

The interface probably isn't going to change (beyond minor tweaks/adjustments) until the next major overhaul update. For sake of comparison, the last major UI overhaul was with version 2.49/2.5 back in 2009 ... and 2.79b still looks nearly identical. So there's a good chance that we will be living with 2.8 as it currently looks for a while.
>>
>>3256066
>When you record from the character itself, first person, you should never add shakes.
>When you record in third person you should add shakes.

Not the anon animating.

I think you're saying it inverted. I see the first person shaking fitting. Why should it shake from a 3rd person view?
>>
>>3193261
sorry if this is noob question here but i can't find this "/3dag/ post 2 people have referred to, can someone please point me to it




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