good morning sirs sirs please can you rate please made from sir blender guru turoiral please rate mistakes or what can I improve thank you sirs
>>984344We are in /donut/ now old man, the future is now
>>984256why do you sneedthe in every thread on /3/?
>>986886Its fun.
>>984245
>>989874?
>*breaks nonphotorealstic rendering* >uhhhhh hey can you guys fix this, we're stuck on Blender 3.0 >it's just one guy>he broke it on purpose and refuses to fix it because of his "vision" for Eevee, a realtime engine that runs at 2 fps I'm starting to understand the criticism against Blender.
>>988869Don’t, it’s a scam. If you can’t understand it without tools then you’re not going to understand it with tools. Yes you have a brush, everyone can buy one but real artists knows that brushes aren’t the answer to the problem.
>>988684Low fidelity slop I bet
>>983872>>988759No he's not wrong, for those in the know it was preferable for instance to create your own sort of volumetric rendering engine within cycles for certain task because the stock shader nodes were just terribly inefficient. >>983051I mean if you have an in-depth understanding of programming and arithmetic then I don't see why not if it helps you.
>>990211>Low fidelity slop I betwhat does this buzzword mean
>>990357Sorry to break it to you but... ngmi
I want to design a 3d model of an office chair, down to scaled dimensions and moveable parts to demonstrate how it would operate. I have zero /3d/ experience so what's an friendly entry-level way to go about this? I don't mind it being low poly picunrel just a steelcase chair
>>990040>>990078Because product rendering is not a video game. Optimization doesn't matter that much.>>990072Le yes.
>>990120this one makes sense to me because it's all bendy. The last one I saw some straight areas covered in loops and I didn't see why that would be, even with subdivisions. Nice chairs, anyway.
>>990134Those 'straight areas' fall into the subd solver and yes they generate unnecessary geometry but actually cleaning up those areas takes more work that its worth so yeah. >Nice chairs, anyway.Just tell me if you want to toalk about chairs more. Chairs are life I have chairs in my blood. AHHHH.
>>990187whats your platonic ideal chair?
>>990040>>990078wireframes of subdivided models are smoke and mirrors that always look more impressive than if the same divided model was overlaid with its base wireframe
>>987749Do you actually know how to use photo textures dude?
>>978713
>>978713Just make your own.
>>987814Do you?
Might be barking up the wrong tree, but I lost a shit ton of textures and stuff recently. I've for the most part gotten a hold of most of what I need, save for this one.https://www.textures.com/download/PBR0151/133186One of you guys don't happen to have it, do you? Or a link to an archive of shit from the site? CGPeers doesn't seem to have anything.I can offer up a torrent link to something on CGP as payment if you're not on there.I know it's a simple as fuck texture to just make, but I'd rather just get it and have the shit that use it already in projects to just work without figuring out what shit is missing it.
What are /3/'s thoughts on this new GLITCH animation?Personally, this is some of the most creative modeling and animation I've seen in years https://www.youtube.com/watch?v=HwAPLk_sQ3w
>>961913
How do you animate characters like Jax?He has an inner and outer layer that is round, and the outer layer just bends arounds to reveal his eyes and mouth.If they move the topology manually the depth would get distorted. If they use Difference Modifier the angles of the cutout would be all wrong.
>>990058Not hard to do, the 2 methods are sculpting with blendshapes or an illusion and his entire face is not real but digitally rendered. I have to pick the blendshape method because it’s way easier.
>>990066That doesn't really answer the question of how the blendershape is so perfectly distorted
>>990119I think you missed understand how things like Ncloth and how things are connected. There’s nothing stopping the artist from doing both Ncloth and blendshapes. Make professionals use such methods to convey body language that a normal human skin could not do. This is completely different from the tricky thing with the camera and scale sized body. I would like to explain more into detail but that would be writing an essay on it. Just find it on the internet, it should exist within professional circles.
If I'm serious about animation and modeling should I get a Wacom Cintiq or other similar tablet?Right now I do everything with just my mouse. Is a tablet something mandatory or optional? Does it provide a significant improvement to workflow? And do I need a tablet like a Wacom if I want to work professionally or would something like an artist 15.6 pro work? I have the money, I just want to know if I need this or if it will help substantially in my career.
>>988331First draw on paper to make sure you won't get tired of it after you put in some effort.Cintiq could be a waste of money
>>984838I feel like screen tablets are useless unless you can afford one big enough to make the UI not teeny tiny. And even then you have to adjust to your cursor floating around like a bubble level which would drive me crazy. Just get a cheap regular Wacom tablet.
>>984838Been using an 18cm screenless tab for 5 years that I bought a decade ago, it's all you need going off of how far my skills have come, but I can't make the comparison
I want to model but also want to handpaint textures... What do?Pen displays have the advantage of drawing directly on the screen, but your hand might get in the way a lot. Pen tablets on the other hand seemingly need to be a size as close to your screen as possible, so probably L in a lot of cases, but idk if they're well suited for texture painting as opposed to a display. So I think the choice is probably between Cintiq Pro 16 and Intuos Pro L
>>984838>animation and modelingtablet is useless for those. tablet is only useful whenever you need pressure, so texturing and sculpting. you don't need a fucking tablet for moving around keys on a timeline
Ideally quite simple in terms of design, I'm looking for inspiration.
>>989842These robots are simple and can easily be custom designed.https://zenless.hoyoverse.com/m/en-us/news/124780
>>989842Tales games have a set of skeletons that are reused between dozens of monsters. Some skeletons have feature parts that aren't used in some monsters, for example the rabtor here doesn't use the head bones of the generic raptor/hawk skeleton. With this setup the games have "unique" enemies for every location with only a handful of skeletons and animations.
>>990084And then you got the Monster Hunter games taking this to the extreme.
Desktop PC Core i7, 16GB RAM, 1TB HDD + 240GB SSD, 24" monitor.
>>981542You need more system RAM and you need the fastest Nvidia GPU with the most VRAM you can afford for Daz. VRAM is your main bottleneck for rendering. If you run out of VRAM using Iray it will default to CPU rendering which you don't want.
The anon who created this thread either already had his answer, or doesn't care anymore, but I'm going to comment anyway.DAZ Studio is an extremely unpleasant program to use. It's terrible, it's slow, it crashes, everything you do in it is more annoying than it should be. With all this in mind, I strongly recommend that anyone who is going to use DAZ Studio seriously consider having the most retardedly powerful computer possible. Buy the best CPU you can find, buy a GPU with at least 24GB, buy a 2TB SSD to install the resources you're going to use, etc. Don't skimp, otherwise you'll get stressed and irritated.But of course, I'm talking from the point of view of someone who will need to work with the program for hours a day, and not just use it for recreation.Note: I think it's best to use DAZ just to transfer assets to other programs. I've talked to DAZ users who have switched to Blender and they have no regrets. The time you spend learning Blender will be largely recovered later when you're working with a more versatile and powerful program. In DAZ, sometimes something as simple as a stubborn geometry in the model's hair that refuses to behave properly requires hours of fine tuning and the use of extra tools like the mesh grab, when in Blender this wouldn't even be an issue.
>>981542
>>981542You need 1TB of RAM, a 4090ti or Ada A6000, and a Threadripper Pro 7995WX so you can bloat bloat bloat your scenes and rendering resolutions like a drooling retard then proceed to complain about how 5 min renders are too slow, all while you drain the wallets of coomers. Don't forget to do test renders at max rez & light bounces too
>>989954>>981542I'd say get the most Vram you can buy and get twice that in Ram.Then get a Nvme drive as your assets/morph main drive.Your GPU will outperform you CPU: So only render with your GPU, you cpu will be free while you render and you will be able to do something else in the meantime. GPU + CPU RENDER IS SLOWER. DON'T DO IT.
Is learning blender a waste of time if I'm serious about learning animation? I just want to animate anime girls with bouncy boobies fighting with weapons and magic like RWBY. I've seen people say that Maya is better for animation than blender but I've not seen people actually explain what makes it better specifically. Is it the UI or something? I only have experience in Blender and cinema 4d. I prefer animating in blender over C4D. Right now I'm not doing shit professionally but I don't want to waste time learning Blender if I'm just going to have to learn Maya later. I'm not getting any younger over here. I've taken a 3d animation and modeling course at college just for an art minor. I plan on taking animation again but learning Maya instead of cinema 4d. Would it be better to just fuck around in blender making meme shit until this fall or should I just dive into Maya?
the problem with maya i found is that there's surprisingly lack of tutorials for newer versions. blender has a lot of tutorials on youtube but most for maya are a few years old. and if some menus change then as a beginner it's really frustrating.
>>985363More productions are starting to use Blender. Large chunks of Godzilla Minus One's VFX were done in Blender, for instance.That said, you'll still need to know Maya to get hired in the first place.
>>982263
Animation isn't software dependant, is this thread retarded?>>982263Use whatever you want, just practice
>>982263want serious?https://x.com/someidesign/status/1813060460461334537learn blender
/wip/ - Works In Progress - High Level EditionPost your work-in-progress projects, recently finished projects, or things you'd like critiqued here.Previous thread: >>982476
>>990994
>>991304neato
>>991304your goat is really cute!!!! I love her floppy ears and funny antlersI hope i add hair to my model soon!
AKM WIP in progress>>991031fucking beautiful
new thread>>991621>>991621>>991621
recommend me a good UV mapping software freewarei tried headus but i cant use the save even on hobby mode
>>987061
>>987061Maya
>>989916This
>>987063Maya suck at UV mapping ,something being industry standards doesn't necessarily mean it's the best ,it's just that the fossils that use it have a good workflow
>>987061Literally anything that's stable you lazy bum
Blender General - Aren't all /3/ threads *really* about Blender tho editionPrevious: >>984313
Please /3/, I need your help. This annoying-ass grey boxed appeared when I fat fingered some keys, and I have no idea how to make it go away. I also have no idea what the fuck to search on google, because every search I make assumes I'm talking about the default cube or something.EDIT *before posting: Okay nevermind. Apparently, you can just scroll to one far side of the grey box, and click and drag it up and down (and dragging it down far enough makes it go away).
I wanted to be smart by using geo nodes to create walls, but the uneven thickness of the curve approach looks bad. Separating the edges helps with that but leaves gaps.Should i just discard the idea of "smart" walls or is there a way of making this work?
>>992410Would a curve line (polyline) with a solidify modifier on even thickness mode work for your purposes? If you want to stay completely within geo nodes, the Higgsas geo node pack has a solidify group node in it which works the same.
>>992413Sadly not, even the regular modifier breaks if i tick "even thickness"
Fresh thread>>992490>>992490>>992490
Always keep track of your topology, lads.
>>986899How do you even end up in a situation like this?
>>986935>sculpt the head with Dyntopo on instead off>delete half of the mesh to fix the topo by hand>topo is still fucked, smoothing is what happening the webmThat would be my guess
This is the only part freaking me out. I feel much better now
>>986899
>>986899why does this have any topology at all? you could literally just draw a texture on a circle and it would look better than this bullshit
>spend dozens of hours making a sculpt of Michaelangelo's David in zbrush>show to friends and family>"huh that's cool. So your computer made it?">a woman makes an ugly fairy with sculpy>"that's incredible.. it looks so real"
>>984488my tip is to show them the process real-time, my mother didn't really understand what I was doing so I did a demo the last time I invited her over
>>984488>>984488first - dont be a sexist douche bag you dirty ball stank cuntsecond- pretty impressive to pull of a good copy . howd you do it? sculpty strchy 3d shit is weird
>>984488yeah but this particular one is clearly ai
>>984519>>984556troonoid detectedkys
>>984488
Can someone who has worked with blender geometry nodes, give me a QRD on what the limitations and possibilities are.I've literally never even had to touch 3d modeling software up until recently for game dev stuff.How schizophrenic can you get with parametric designs? How crazy/precise can you make the logic chains? Can it be used for 3d printing/engineering projects as well?I have yet to hear someone say it's shit because _____, other than for a seeming lack of problem solving skills. It kinda reminds me of when FM was first starting to get really popular in the sound design space and I know you can go off the deep end with sound design pretty fucking fast. I'm hoping parametric modelling is the same.
>>987279>what the limitations I've barely scratched the surface, but you can't do recursive geo nodes.Like if you had an object created with geometry nodes, and you wanted to use that object on another GN setup, you can't do it.Here's a real-world example>You make a procedural tree with GN that randomly makes a new tree with every instance/duplicate>You make a plane, with the intent of scattering that procedural tree all over it, with the hope that every tree scattered will be random>Blender kicks you in the balls, fucks your mom, and tells you to go fuck yourself, because you can't nest GN setups like that, and even if you could, the trees won't be randomThe only solution is to do it ALL in one single GN nodetree (i.e. create the tree, and scatter that tree in a single GN modifier), defeating the point of creating modular assets as tiny, self-contained, units.Other than that, GN has been pretty handy. And this is coming from a fucking retard that hasn't had to teach himself something in like 10 years.
>>987286Like I said, I don't know shit about 3d modelling apart from all the blender 101s I've binged over the past week.I've looked through what Houdini has, and idk man, I don't like that I have to sign up/pay for it. Even if I could probably get it off the bay.Plus, correct me if I'm wrong, but blender seems to be the swiss army knife of anything 3d related, and I want to avoid having to switch between different software/workflow where possible. The only reason why I would swap between the two is if geo nodes would take a long while to/never catch up to those of houdini, because from what I understand they're still a relatively new feature in blender. Thanks though, I'll keep my options open.And yeah, I forgot about the modular schizos, I had a brain lag on that one. But honestly, you can have a whole 1950's computer building type modular chain going and it still not come close to some of the Phase Plant patches I've seen.>>987292yeah, that sounds like a pain in the ass. Although I don't really plan on making complex parametric animations like that in blender yet. But I can see it coming back to bite me in the ass later, for sure.Do you think it's something that will be implemented at some point either by blender/ by a community mod?
>>987296>The only reason why I would swap between the two is if geo nodes would take a long while to/never catch up to those of houdiniit's very unlikely geo nodes will catch up to houdini. it's just a consequence of how the two pieces of software were architected, the user-base for each, and the pace of development on both.if you primarily want to manually model/sculpt/animate and dabble with nodes then blender is a better optionif you primarily want to build procedural systems and do simulations then houdini is the way to go - you'll still need blender for modelling/sculptingknowing both is ideal, they compliment each other very wellhoudini apprentice is free with minor liminations and yes, piracy is possible
>>987279possibilities are endless and the limit is you. duh.is there something you actually want to do that isn't already well within the use cases?>How schizophrenic can you get with parametric designs?you can get very pedantic, aka very autistic, I don't know how being a schizo is going to help but you can very easily make geonodes seem schitzo.>How crazy/precise can you make the logic chains?functionally limitless although it certainly seems like one would experience a decreasing roi after a certain number of nodes.>Can it be used for 3d printing/engineering projects as well?yes. is there some reason you suspect it wouldn't?>I have yet to hear someone say it's shit because _____,Comment too long. Click here to view the full text.
>>987279