when stacking multiple meshes like this, is it possible to get them to shade as though they arent separate?i cant find any resources online for this, everything ive seen either doesnt work or isnt applicable to me
>>1024647For this specific case either shade flat or add a split normal modifier.For the general case use a data transfer modifier to share normals from one object to the next, or from a proxy object to all relevant objects
>>1024648i swear i spent like a million years trying to use data transfer and couldnt ever get it to work, but for some reason when i tried again it just magically did what i wanted it to do.i feel like this is somehow your doing, so thanks i suppose
>>1024647Turn on merge and separate the top and bottom faces of the box from the main mesh. Separate the separated faces from one another and use them as start and end caps for the array modifier. You may have to flip the normals of the caps and change their positions (in edit mode).
Set all normals to face
So if the industry is dead and I've been learning 3D for the past year and a half, which career should I pick then? I love 3D and I don't really want to let it go for nothing
>>1024690might as well learn how to drive to deliver shitdream job for an introvert like meor probably just be an indie dev in the end like one of anons pointed out - all I need is a dedication and passion
Can't any of you motherfuckers make a thread that's actually about 3D?
>>1024693I doubt anyone here is interested in that, everyone is here to shit on each other for their software of choice
>>1024681Wait a few months until people overthrow the government in the country you live in. First it was Nepal, then Bulgaria, now Iran. The economy will improve once the elites get sent to the gallows, so you should be able to find a job then.
>>1024681Cultivate an audience that's into the thing you do and crowdfund.
I have a question about my weight painting and rigging workflow.Do anyone weight paint rigs by separating each limb into a diferent mesh (hand, fingers, arms, torso + limbs, feet, face, haircut) similar to how psx games did a similar technique.But then selecting all the bones in edit mode, and then turning on and off their deform tab option, and then just selecting the bones I want to be active with the mesh I want them to affect, and only have those bones with the deform active button pressed.And then pressing automatic weight paint in blender.
>>1024178>similar to how psx games did a similar technique.You should have made that your thread about psx rigging techniques instead of generic rigging.>>1024179You can save the old weights if you lock the vertex group.
>>1024178In the AOER course they do use stuff like separating meshes and selectively disabling the deform attribute so that is a thing indeed, but they only ever generate empty groups because they prefer the control offered by manual weighting.Another trick they do use is weighting a simpler proxy mesh and using data transfer to the final mesh (very handy for gradients), and also weighting entire chains (like say a whole forearm or mouth loop) to a single bone in the early phases then selectively locking/unlocking vertex groups to distribute the chain's weights through all relevant bones.I do know of uses of autoweighting, but that's for curvenet-style rigs, where you basically have a mesh of bendy bones covering the whole surface like that one: https://x.com/EdwardUrena_h/status/1913074465535037559But it's more common to use that approach for just the face since it makes it so easy to weight an area that's gonna have tons of deform bones.
No automatic tool works. You must still vertex crawl your whole mech checking it for spikes and holes and general fuck ups. You still have to expend the same a lunt of energy checking over the auto weights as painting them from scratch. I treat the automated weights as a guide for my manual painting
>>1024306Horrible. You blender guys are putting yourselves through so much shit that maya doesn't have to deal with but I wonder if it’s a limitation of the software or if there’s just no know how in the community and pro techniques are treated as some sort of tribal knowledge that only a few lucky people have access to
>>1024688Sorry, but i use maya. You cannot trust any automatic tool. In your mesh of thousands to millions of vertices, some of them are fucked up by the tool. Only one way to find them and fix them.Its like the paint bucket tool. Its a nice idea till you try to use it seriously. The amount of work it takes to lake sure it doesnt fill areas you dont like and always runs uo against lines and colors wothout leving a seam. Its about the same as just filling in something by hand. The step the tool saves you from is insignificant in the grand scheme of the project.
In his latest series for Blender 5.0, he teaches you how to make this mug.But at some point in the video, he attempts to make the bottom of the mug, but fails to first apply the solidify modifier before using the extrude tool, which causes an indent to form on the inside at the bottom of the mug (pic related)When he notices it, he quickly pans away the camera, and doesn't even address the problem, even though everyone who follows the video will end up with the same result.This dude has been using blender for 22 years, but can't even model a mug.
>>1024204>BlenderGuru is a hack.99.99% of youtube tutorials are made by hacks, people who aren't hacks are busy selling their service, not making retarded faces on youtube thumbnails.
Are you new to Youtube? obviously the most popular channel in any field is going to be an intermediate at best
>>1024652Tutorials don't even teach you anything. You can't make anything without understand the why not just the how.
>>1024224>including the time it takes to launch blenderlt literally takes less than 5 seconds to launchamongst all the 3d software I tried (3ds max and Maya) Blender is the fastest
>>1024679takes about 15 seconds from desktop until I can start modeling, when opening blender for the first time. second time takes <1s
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?
>>1024429this is the kind of bug report you can only get from someone who has a deep understanding of a vast problem set
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?
https://microsoft.github.io/TRELLIS.2/
>>1024247You absolute mongoloid.
>>1024247>You can generate a 7 second clip now!2027: >You can generate an *8* second clip!>Why did the background change when he went back?2028:>15 seconds now! >Why is the door hinge on the edge that opens and closes?2030:>A full minute shot!>Is there usually a bed in a kitchen?
>>1024582Sora can generate 10 seconds. In theory these models could generate infinite length videos, there isnt a technical hard limit to the video length, however there is soft limit because as the length increases the energy consumption also increases exponentially. So they will either have to compress the model to the point of probably being able to run on a phone, or they would have to figure out some way of models having actual short term memory instead of just context windows.
I want to use one of these 3d generated models to commission a figure. There are a lot of listings for fixing up shitty 3d models for printing on fiverr, should I just pick one or anything I should keep in mind?
>>1024660>anything I should keep in mind?Remind your mother that it's never too late for an abortion when you go upstairs.
Where do people find references for male face sculpting? do they only use celebs? i want them attractive but not those ridiculous models with huge jawlines or very hollow cheeks
You people still can't recognize a bait/troll thread?
>>1024561Take a look in the mirror <3
>>1024601faggot
>>1024576>aaagh i cant get a reference. Theres all these MODELS in the way.
>>1024601Awww how sweet of you anon!>>1024602Wooowww ruuuuuude he was just being nice complimentin' OP's handsome looks
Jita - She doesn’t wear a shirt because wearing shirts is weird where she lives. Only her head is "finished".
>>1023786hell yeah, merry christmas!hopefully we'll have that swinging animation soon>>1023787>it’s not like making a change to that is out of Lady Lordosis’ power.curious tidbit to share
>>1023788>1984Brave New World is much better and more accurately describes reality.
>>10229203D action platformers are just not a very popular genre. People nowadays generally prefer FPS's, RPGs, Horror, Roguelikes etc
>>1023460You chose right, I'm about to finish my first game on Godot and found it extremely easy to use. A lot of Unity developers are now moving to recommend Godot aswell because it's so very light and lacking in the bloat of other engines.
My man you capture the essence of what I once had a passion for, world building. It's funny I think I understand the feelings you have for your work, not explicitly erotic but aesthetically arousing. Keep up the great work and who knows you might have inspired me to start building my world with 3dcg once again.
>Zbrush desktop is getting a new UIBlendlets and poorfags in actual shambles, yet again.
>>1023178Alright, but what about the names?
on one hand - about fucking timeon the other - i dont want the main gatekeep to be gone. I feel like this will have a big retard flood coming and polluting the learning resources because ZBrush UI isnt even that hard to learn, just unintuitive as shit.
>>1021759about ten years too late, but a welcome change. >inb4 it gets even more retarded and alien
it will be interesting to see how the new UI feelsI recently spent all night making a comfy one for myself
Great that it's getting a new UI, but also I've tried the ipad zbrush (that the desktop version will be copying) and it's slow as fuck to get to anything. We'll have to wait and see I suppose.
Previous thread: >>997798
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>>1024619
>>1024620
>>1024617I hate pattern recognition
The idea is to make simple games with them : )
>>1021241Um... I’m not sure which software you’re referring to, but in my app 3D models are created in a rather 'spartan way', that is, triangle by triangle [or rather, quad by quad]. The interface is inspired by Worldcraft/Hammer Editor. I know this approach isn’t the most suitable for ultra complex models, but it’s more than enough for low-poly ones.
>>1017543Reminds me of Emily Hartwood
>>1021247Yep, since these models don’t have complex UV data, they kind of resemble the designs from alone in the dark :oIn a way, I like it. It’s different. But in the future I’d like to get closer to the PS1/N64 style.
get back to us once you've made some big fat juicy tiddies
A ghost.
AAAAAAAAAAAAAAAA>please wait a while b4 making a thread
>>1016792Where can I learn to model appealing characters?
>>1016916>>1016928pretty unrelated but caravaggio's The Calling of Saint Matthew remains my favorite depiction of the halo in any media. its very understated but filled with gravitas
>>1024219by appealing characters you mean strong and mature women right anon?
>>1023766this is why i really don't like 3d, but i like 2d even less, so i'm forced to git gud at 3d *sigh*
ill be posting progress again soon. More blender stuff.
*teaches you nothing*
>>1024373I would like to learn how to make environments like pic related. The problem is that when you look up environmental modeling and sculpting, it's 99% of the time some garbage like house walls and mostly about texturing, or it's aimed at people who just want to shit out renders, not for game assets. Idk how people even become environmental artists cause i can't find decent resources.
I learned everything from indians doing 15 second shorts where they get straight to the point
>>1024373just prompt shit on grok is way easier
>>1024383Learn to paint. Any monkey can push vertices.
>>1023938Sauron never looked so good
Houdini is fun and easy!Pick up a free apprentice version today:https://www.sidefx.com/download/
>>1024430Thanks. I made that post a day before I learned about tetrahedrals, so that solved some concerns with cloth I had. I'm trying to apply soft body dynamics to an animated character. I did the Vellum chapter of Christian Bohms course, and I looked at a couple tutorials, https://www.youtube.com/watch?v=XW_1rCr9gmo and https://www.youtube.com/watch?v=g99mt0xWCQs, to get a better idea of how it works with animated characters. Unfortunately there's basically no resources for working with USDs outside of the Solaris part of Houdini. Thankfully, the workflow was fairly similar to the second tutorial. The character follows the animation I made for him in Blender (I added 20 or so frames of nothing at the start so the tet sim could settle), but his head basically didn't deform at all when he pushes his hands against it. It deforms as expected when collision geometry is added to the mix, but it doesn't seem to deform when he tries to squish himself.I assume this is because the strength of the tets in his hand are the same as in his head, so of course there would be no reaction because they both have the same mass or something. Should I convert the points on his hands to Vellum rigids or something? Or is there a way to make the tets in his hand "stronger" so they deform his head?
In today's episode of a faggot learns Houdini, I ran into issues trying to use a point deform on a Vellum Solver with 2 different cloth objects in it. The setup is very simple: each sphere is assigned to its own group and fed into the vellum sim. The cloth constraints then only act on 1 specific sphere, so they can each have their own properties. This works completely fine. However, I can't for the life of me figure out how I can apply a point deform to a specific sphere. I wired a Blast node to the geo output of the Vellum Solver and deleted sphere1 as you can see in the picture. The "output" of this blast is now just sphere2. The point deform takes the original sphere as a first input, the first frame of the remeshed sphere as the second input (using a timeshift node that only looks at frame 1), and the output of the Blast node (which is the deformed geometry). Yet nothing fucking moves.I haven't had issues with point deforms when only 1 object is being affected by the Vellum Solver, the little test sim in the upper left worked exactly as I expected. But I have no idea why the bottom sim isn't working. I'm clearly able to isolate specific geometry with the blast node, but the point deform node just refuses to acknowledge it.
>>1024541that should work. maybe share a hip.
>>1024559I actually managed to solve it with a new strategy, AND fix the old one. The issue with the old one in >>1024541, was the pointdeform2 node was set to only work on the group: sphere2. Problem was, the first input wasn't part of that group when it was fed into the point deform node. Simply erasing the entry into the group field of the pointdeform2 node got it working as expected. Before I solved this, I made a second, more hacky way of doing it by giving each mesh a custom attribute, and then sorting for that out of the Vellum Solver. Though, now that I know what the issue was, the custom attributes aren't needed (the groups still are).This stuff is neat. I can see why people go into it as a job. Shame the industry is in shambles.
little depressing seeing a bunch of vfx people being like>ai is going to fuck vfx so i will pivot to... making an indie game. ahcktually i was getting bored of vfx anyway...grim state of affairs
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
>>1019394>So far I only found Alive! by Pierrick Picaut. The rest suck fucking assAnd why do you need more than that one? It teaches you everything you need to know. Animating in a different style then just becomes a matter of applying your own tastes.
I'm still a beginner in animation and I was watching some videos from Alessandro Camporota who seems like he among the best in terms of youtube content. one thing that stuck out to me was webm related, a rig he manipulates in maya. the controls and rig look so welcoming and smooth to work with. I haven't really encountered this in blender even with pre made rigs. I know its probably 90% the user but does blender also have controls and gizmos that help you affect the pose like shown here? it just seems so natural what he's doing whereas when I'm moving a rig around, it feels extremely clunky and things don't seem to stick the same way. I'm sure it's a massive user error on my part but I just want someone to tell me that if so
>>1024564Auto Rig Pro or Rigify rigs look better than that.Also that's just posing, not animation. Don't think you can just start posing off of a reference video and place keyframes at random, you need a workflow like pose-to-pose with its breakdowns and settles and other rules
>>1024564>does blender also have controls and gizmosPress T, the transform gizmos are a tool on the left panel, there's a combined transform tool that I often use
>>1024566it's the anti-blender third worlder, dont bother