Previous thread : >>1019271Discuss and post anime styles in 3d. From figures to celshaded models, etc.Recommend Youtube Channel :https://www.youtube.com/@user-sy9do4tr4hhttps://www.youtube.com/@yuucg5187https://www.youtube.com/@mmcganimetichttps://www.youtube.com/@fusako3dhttps://www.youtube.com/@sulbi03https://www.youtube.com/@Neogools_3D_Trainninghttps://www.youtube.com/@Uzuki_Rihahttps://www.youtube.com/@chichaarthttps://www.youtube.com/@MrZingyGuyhttps://www.youtube.com/@pachiko_blenderhttps://www.youtube.com/@ShionMgrComment too long. Click here to view the full text.
https://coloso.global/en/products/signature-minust3-usis there a based anon who can reupload this course?
>>1026375oh i actually own that yansculpts guy's headsculpting tutorial. has he improved at all since that because he doesnt seem like hes very good at teaching. been watching turkish dudes sculpt skeletons/skulls instead and its been pretty useful>>1026376search the course on yandex, a few sites got it. you might have to pay for a premium filesharing account though
>>1026376Word of warning--the hair section of that course is a migraine. The rest is a solid overall introduction to NPR character modeling in blender, but you're better off finding a different tutorial for hair.It's not subpar material, exactly, but minusT lets his autism run away with him and he gets extremely nit-picky about every curl.https://coloso.global/en/products/3dcgmodeler-fusako-usTry the hair in this course if you can find a copy. YouTube is also rife with tutorials, though you'll have to cobble together ideas from a couple videos since there's no standout tutorial.
>>1026333She's looking very cute anon>>1026196>>1026145Wow perfect
>>1025312box modelling is very meticulous and exact. It's easy to just "oopsie" in sculpting and create mistakes that are very difficult to fix without hundreds of undos. In box modelling you can always go slower and be more precise.
100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
>>1026191>literlaly everything is just remeshed in Requiem.wtf are these japs thinking.
>>1024137Hair is a lot but hair be like that. All the fleshy parts having higher density suggests that (Face, Breast and Hands) it may be about SSS. SSS tends to render bad when polygon count is low.
>>1026389>hair be like thatyou mean "hair is like that"?
200k or below is fine for a player character in an action game.
>>1026391I mean good hair would take a lot of polygons that's pretty much unavoidable. "60k just for the hair"
Vintage and OC is welcomePrevious thread: >>1021812
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>>1026289
CUBEhttps://www.youtube.com/watch?v=4aGDCE6Nrz0&list=WL&index=45
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Im doing an animation course, and when i load this ball.blend they sent, it loads normally, but when i append the collection in a new file, it creates this WGT-ROOT, WGT-ROOT.001 and circle objects, why does this happen?
>>1026388Depends. There's usually two versions of those objects: The ones actually used on the rig itself, and the ones that are just there to serve as reference for the rig's controls.Click and see if you can get in pose mode from there. If there's no option for it, then it's the object. Hide or delete that as it doesn't affect the final rig.As for why it happens, I don't know, I personally haven't found a workaround for it, so I assume it's just a "feature" of Blender's that they don't plan on fixing anytime soon.
>>1026388Since this is deffo the p2design ball rig, make sure to watch chapter 02_15 to know the difference between linking and appending, as it'll explain exactly why you can see copies of all the used widgets.Basically because you appended, it copied every mesh widget it'd need to *edit* that rig in the scene. Thoses extra meshes are the meshes referenced by the custom bone widgets, hidden in the original file.Instead, you should link, not append, the BALL collection from that ball file, and it'll link it to the scene in a configuration where all those auxiliary meshes are in a hidden collection. Then right click the collection in the outliner and choose library override->make->selected and content. Then you'll be free to animate in pose mode.
>>1026390>>1026393thanks, that clarifies a lotand yes its the p2design Alive! Animation course
>>1026393Yeah, that's another key difference. to look out for.I normally append, which is why I get those extra widgets, and why they showed up in your example here >>1026388..
How to make daz models less plastic and more fleshy like pic related? is it a sculpt or texture problem? can they be fixed in blender?
I'm new to DAZ and 3d stuff as well, I've found that to get a good result you need a good high definition skin, tweak SSS settings and obviously good lighting
>>1024572that skin that looks like its made out of concrete indicates zero SSS
>>1024603Most skin doesn’t have that much translucency. DAZ is not that great but Iray isn’t nearly as bad as people on this thread are making it out to be. Take tachy’s model rip to maya and render her with Arnold using random walk SSS and it will look much closer to the daz render than to the picture on the OP. >>1024074First of all, daz models often look harsh because most characters have harsh features. They’re really masculine even the women. Other than that stellar blade is using UE4 I believe, or 5 but in any case it’s using their real time SSS shader that makes skin look really soft and mushy. You might want to just render in UE5 to get that exact look.
>>1024673>First of all, daz models often look harsh because most characters have harsh features.Is it because of all the chudlines and bad facial features?
>>1024107You can use thickness map with SSS and and play around with textures in general. Increase normal map intensity, reduce thickness map etc. Mostly texture tweaking
Blender animations are laggy, skinning bugs, shitty skeleton system that's weird. Skinning and animating on older versions of Max was a cake in the walk compared to this.
>>1024943What is weight painting?
>>1024943If you have any thing generative on while running the animation, then it will slow down. What do I mean by generative? That can be things like modifiers that are generating new geometry like for example, the subdivision modifier. It's generating new geometry. And when the animation is active, it has to generate new geometry every frame. This causes slowdown. So you want to disable things like that while you're testing your animation.Personally, I rand into this issue the other week. I couldn't figure out why it was so laggy, until eventually I disabled everything, and only enabled things 1 at a time to test their effects. I discovered the culprit. I used a geometry node to generate eyebrows on the character. I didn't apply the node, because it was still in testing itself. So when I activated the animation, it was generating eyebrows for every frame. As soon as I disabled it, the animation was perfectly smooth.Note: there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated. Hiding will not get rid of lag. You have to disable it by pressing the viewport icon that looks like a monitor.Disabling from viewport will not disable from render. That's another 3rd option, with an icon of a camera.So make sure that any excess generators are disabled from viewport in order to eliminate lag while the timeline is active.
>>1025091>there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated.Not OP, but this explains some performance issues I've experienced while testing. Thanks anon.
>>1024959Hell, not even that, OP needs to unparent the armature and realign that shit. That's embarrassing even for a first-timer.
If it is laggy you are doing something wrong. Check your settings, try to find out what is bugging out.
Hi, noobie here working on modular wall assets for my game.I have a question:So, lets say I want to connect this corridor mesh that I have with another, since the edges are beveled I'd end up having rounded corners and the meshes don't end up "connecting" visibly because of the bevels.However, I solve this problem by deleting the overlapping faces entirely so the bevel doesn't work for that face's edges.The alternative would be to bevel by weights on the edges around the connecting faces but that fucks up the shading and the topology because I end up getting poles with multiple verts connecting to 1.How can I solve this? What's the industry standard way to deal with this topology issue.
omg i solved it thanks to claude i had to mark the connecting edges as SHARP. and then bevel by weight if anybody's interested
>>1026371Try that thread next time>>1025537
What do we think of the new shrek?https://www.youtube.com/watch?v=KbiwL74KyJQ
>>1008463low test vasectomy sherk
>>1017130Damn, that fixes the disgustingly ugly features of the original model, while mantaining it's core design and character. You just gave us the real Shrek remake that we will never have.
>>1010203Modern character designers do suck. The only animated films that do well are copy/paste sequels of franchises established over a decade ago, the rest is a competition to make the new record-setting box office bomb. Why would they recreate characters to be more like the latter camp?
>>1016930Left is the OG. Right's the update.
>>1020355Does it though, we've had nothing but bombs for years
*teaches you nothing*
>>1024373just prompt shit on grok is way easier
>>1024383Learn to paint. Any monkey can push vertices.
>>1023938Sauron never looked so good
>>1017763I think the book is cool but why do you need to make that weird ass viewfinder at the beginning? Only reason I didn't do it yet.
>>1024352Well, something I can recommend is actually using procedural shaders over hand painted textures. There are some time where you may need to paint a texture, but doing it procedurally allows you to keep from making essentially the same asset a dozen times when you start animating more. It’s actually the reason I switched from 2d to 3d, because I’m able to make texture creation much more intuitive. So, my recommendation for doing procedural textures is that there are three main nodes you’ll use: the different noise nodes, mix nodes, and color ramps. Already that has a ton of versatility. You want a cracked glass texture? Use a distance to edge voronoi with a color ramp. You want to make the different spots of that texture show different things? Use the color ramp-voronoi as the factor in a mix node, and put more textures in the color slots. You can really just rinse and repeat for most other uses. You can even turn those noise textures into a bump node for a shader.
Did sfm set back 2010s animators years? (kinda ignore pic)
>>1014636actually i think usually limitations breed creativity and so a more limited toolset will usually have more creative results due to having to solve and workaround the limitations.
>>1014631Couldn't you just get this effect by playing with the lens?
>>1023484Both the lens and the posing are used. You've gotta pose the model *anyway*, might as well make use of it.
>>1014631no, it's still used for simple stuff to this day despite being arguably worse than blender for simple things assuming you have all your preferences and render settings established for the style you're after in blender
>>1022881I think the key here is just using the Workbench renderer setting and playing around with metcaps. EEVEE might be another possibility given it's a realtime renderer.
Just how groundbreaking was this video back then?
I haven't watched enough Ahoy and retro computing retrospective videos, but I'd say pretty damn innovative.Making the characters look like toys was the best move up until the early 2000's when CGI humans started to look well less uncanny AF.
Aw shithttps://archive.org/download/finalPacManhttps://x.com/spongeis6/status/2022153972891742490We need this converted to other formats right away.
>>1019203They did the shields in the original Dune by hand even though they look like proto-CGI.
>>1019195i shoulda learnedto play the guitari shoulda learnedto play them drums
>>1019195Relatively groundbreaking, considering these were the seeds ReBoot came from.I'd argue there's some things that were more groundbreaking like Wrath of Khan's Genesis sequence, but there really wasn't a lot of things like it outside of commercials or broadcast graphics. And certainly not a whole lot of character animation that weren't simply in-house tests.
How do we fix this atrocious software?
>>1025367jews are terrible humans
>>1024820There is not fixing that retarded software you have to scratch it from zero and why blender keeps the retard bewannabes 3d artist from real artist. Think of blender as gatekeeping software. You don't want losers ruining autodesk or cinema 4d.
>>1024979you are a poojeet.
>>1024926>a shitty workman blames his tools.that's because a shitty workman has shit tools and does enough work to know that the tools are shit
>>1025468>You don't want losers ruining autodesk or cinema 4d.Autodesk is perfectly fine fucking over itself, let's be real here.Blender's not a good program, but let's not lie to ourselves and say Autodesk is any better than the BF in terms of incompetency and how they update and run their software. As someone who's used both programs, they've crashed an bugged out on me frequently, even on higher end equipment.
What are GOOD courses for 3D animation in Blender?So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something
>>1024566it's the anti-blender third worlder, dont bother
Sorry if this isn't the right thread to ask, but I'm curious about something. When I watch beginner 3D animations, they often move in this floaty, lingering way, as if there's really long and slow automatic inbetweens making them continually lean. I don't know if that's what it is or if something else causes it, but how do I avoid doing that in my own 3D animations? I feel like avoiding this weird style of movement immediately raises the quality level a ton even if you're still inexperienced. But the fact it's widespread enough to be a pattern makes me self-conscious.
>>1025368Make your key poses closer together, also make sure the character's inbetweens have him/her move in arcs, not in straight lines from one pose to the other
>>1019453>If you’re going to learn about animation, you should at least find someone who knows how rigging works instead of paying people like those rich YouTubers who self claim they created videos themselves.I would also just suggest that learning the 12 basic steps of animation, regardless of medium or program, is also a good start.People here seem to forget that it's not the software that matters, but the actual skill of the person using it. If you have ZERO understanding what things like anticipation, overshoot, timing or spacing is, then you're not an animator, simple as.
>>1019485This is 4chan, Politics are unavoidable.
does anyone have any advice on how to improve this?torsos arent my strong point
>>1026186Legs spread apart for the big BWC in my pants
The move tool with a very large brush size
>>1026186First thing first:What is your desired target Poly count.What you want it for Game engine or for video render?
>>1026312Lower poly count is always better
>>1026312Op here Its for a npr video render id say somewhere in the middle
Anybody has the code that this guy is selling on his website?https://x.com/dangreenheck/status/2016314279117353111
>>1026147Cause no one other than OP needs the code
>>1026152you go ask for the big dick and do us all a favour
>>1025898Imagine paying that cunt for his vibecoded trash.Just vibecode it yourself if you really need it, you can even use his changelog to make sure the features are similar
>>1026211Sorry bud if I want a FFT wave sim I can just fire up Blender
>>1025898Just open Blender play with it for few hours and you will get it for free.And even you will learn something new.Guy selling it most probably stole code from Blender fluid simulation!Have nice day!