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https://www.youtube.com/watch?v=fhPJEmE_2jo

>Blender now has a scatter modifier, circular arrays and pixel art texturing
Blender won chuds.
>>
>>1020293
Never getting animation tools upgrade
>>
>>1020293
>Finally fixed the OVER HALF A DECADE OLD bug that Pablo introduced into texture painting.
I can finally move on...
>>
>>1020293
Now fix multires
>>
>>1020293
Geo-node based modifiers is nice. I don't have time to learn or dip into that every time. Scatter, array, randomization, and bounding box lattice are going to be great. Metallic thin film shader to play with, video editor looks like it got a lot including improved scope looks

Big UV change
>Sync selection is now capable of selecting individual UV coordinates without having to select all UV's connected to a vertex.
>>
>>1020293
where's the damstandard implementation (that Pablo DID finish) you faggots?
>>1020303
AHAHAHAHAHHAHAHAHAHHA
>>1020296
at this point call it animation 20XX and say it's a megaman reference
>>
>>1020293
>Release the sdf modeling after 2 years in experimental
>Add a bunch of nodes
>Write a blogpost in code.blender
>Nobody gives a fuck
Yes, I know that, for some reason, they didn't add control for the blending in the boolean operations but still ....
>>
>>1020293
> scatter modifier, circular arrays and pixel art texturing
10/10 amazing release
> closures in geonodes
Holy shit, this is basically being able to have arbitrary functions as geonode parameters, which means we're going to see full-featured procedural systems made as geonodes, with great flexilibility and control over results.
>>
>>1020306
>Pablo
The next thing from Pablo is the Scene Project Brush >5.1 .
>what about multires
The Chinese guy is working on that too, he has a prototype and all that, nobody knows when it will come out
>Animation
for the 5.0 they are touching the shape keys, adding operators and stuff, after that for the 5.1-3 layered animation and after that strips and the rework of the action editor
https://www.youtube.com/watch?v=ypWk6ZgQ-iM
>>
>>1020309
>The next thing from Pablo is the Scene Project Brush >5.1 .
that's something he was working on at the time or he came back? Ive been out of the loop
>The Chinese guy is working on that too
It seems like USSR tech isnt cutting it anymore. wish him the best of luck
>Animation
so no mention of the Cloud rig they were working on? what a shame
>>
>>1020306
>damstandard implementation
You're still convinced that brush does something different than a crease brush?
>>
>>1020321
it IS a crease brush. the problem is that blender's current implementation wont let you change the fallow and/or strength of the pinch/creasing while this one does
in fact the "draw sharp" brush is the damstandard replacement Pablo was working on but without the pinching iirc, but he used to use the finished version in his streams regularly
plus I remember he did share the code with them so it beats me why they arent using it
>>
>>1020296
>the best blender update ever?
>still no animation overhaul
no
>>
>>1020311
>he came back
It is volunteer work, the module owner is that asian guy living in the US, Sean Kim, he said he'll finish this and somebody brought back the repeat last and the rolling mapping too, Pablo finished in bad terms with the blender guys so I don't think he'll ever came back.
>USSR
One of the main developers is that Russian guy Sergey.
>Cloud rig
The addon is from 2021 made for Sprite Fright, I suppose it is an update, it is on the extensions platform.
>>
>>1020293
Is this guy's whole channel just saying "WOW THIS IS AMAZING CHANGES EVERYTHING!" and then showing a hamster running on a wheel?
>>
>>1020349
Yup just looked at his videos and they're all bullshit clickbait.
>>
AI will replace every 3D artist. It's already doing so good. Why do they bother updating Blender?
>>
>>1020293
>pixel art brush
>great for game developers!
Retarded devs who go nowhere, maybe.
Actual devs use baked maps to make textures
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>>1020353
Spoken like someone who's not a 3D artist
>>
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>>1020353
It can’t do CP, i can create anything without limitations. I am better than a machine.
>>
>>1020365
If you want a good example of quality indie game that uses actual pixelart textures: Dread Delusion.
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>>1020353
Why is it taking so long?
>>
>>1020329
>One of the main developers is that Russian guy Sergey.
yes I was talking about him, the guy that has been in an abusive relationship with the multires modifier for over a decade or two

well atleast they have someone working on the sculpt module now
>>
>>1020374
Might have just used a pixelate filter or some shit
>>
>>1020293
is it good and useful now or still shit?
>>
>>1020403
skill issue
>>
>>1020376
>Roadmap
> Multires
> Close to finishing prototype, hoping to have something usable by the end of the week.
https://devtalk.blender.org/t/2025-10-14-sculpt-paint-texture-module-meeting/42943
>>
>>1020309
>>1020412
>Close to finishing prototype, hoping to have something usable by the end of the week.
I can't wait, right now I can't use multires effectively in my sculpting and I end up sticking to remesh when I shouldn't
Thank you Korean guy, you're a good patriot
>>
>>1020398
To be fair, I think they're mixing some kind of PBR or procedural-to-pixelart pipeline, but they also do a ton of paint-over, and some textures are just straight-up hand-drawn pixelart. Either way, it looks damn good. A few 3D games where it’s obvious everything’s manually drawn pixelart are Lycanthorn and Shrine (both free on Steam). Personally, I’ve never been much of a pixelart-in-3D enthusiast - mostly because, in its raw form, it doesn’t play nice with lighting. What I do like, though, is the more NPR (non-photorealistic) kind of pixelart - where the pixelization or dithering patterns are born from the geometry and lighting, or where clever masks blend pixel textures based on illumination in meaningful ways. I’ve never actually seen the latter done in games - and for a good reason. Pixelart was already one of the most masochistically time-consuming ways to make textures and this kind of workflow would basically be the absolute apex of self-inflicted suffering.
>>
>>1020415
The enemy textures look cool as fuck, but they seriously couldn't figure out how to make the world not look like it's in "fullbright"?
>>
>>1020426
Well, that's what I'm talking about, using traditional lighting doesn't play well with pixelart textures for a variety of reasons. One of the most obvious ones is: shadows immediately break texel density, and I don't think there are any easy ways to universally snap/quantize shadows to texels.
>>
>>1020430
They could have just drawn them. It's not like those trees are gonna fucking move
>>
>>1020433
Do you really suggest drawing pixelart shadows on landscape, trees, buildings, etc, for every single object on the map? That's just impossible amount of work. I think it would be more realistic to try to bake regular shadowmaps and try to quantize them to texels of textures, but that's quite complicated setup. Having to deal with shadowsmaps manually at all is way beyond capabilities of most gamedevs, engines do heavy lifting and automate everything and keep it behind the scenes, but when you need to do it differently (like quantizing to texture texels), you're out of luck and have to do it all yourself.
>>
>>1020453
lmao just vertex-paint that shit, takes zero effort you damn nodev
>>
>>1020414
>>1020412
>hoping to have something usable by the end of the week.
Ive heard that one before, when comrade sir-gay rewrote it FROM SCRATCH and it STILL didnt work. I wouldnt get my hopes up if i were you
>>1020456
this. I have node fatigue. why cant this hacks just make a tool for the job instead of trying to make a framework for everything?
>>
>>1020461
>wouldnt get my hopes up if i were you
I am hoping for end of 2026, things will get better
>>
>>1020461
>why cant this hacks just make a tool for the job instead of trying to make a framework for everything?
wat
you vertex paint in blender you fucking NO DEV
>>
>>1020463
>things will get better
same thing I thought a decade. if current blender suits your needs then fine but NEVER expect them to add X or Y feature. use a dcc suit that already has them
>>1020464
>IESLB
>>
>>1020466
You perform the needful action of vertex-painting in Blender you benchod bich basterd, have a very bad morning sar
>>
>>1020456
You dumb retard, saying this after I explained what's wrong with lighting in context of pixelart textures.
Guess what? Vertex painting the shadows also breaks texel density and in a much worse way.
Now not only shadow contours are breaking edges of pixels inside the textures, now you also have full ass gradients there.
>>
>>1020467
which part of "I have node fatigue" did you fail to grasp you absolute mongoloid, i was agreeing with you
>>
Is the user interface still complete fucking dogshit? Do they expect everyone to read the documentation for every single possible thing you want to do before being able to do it? Do the docs still follow the utterly useless process of telling you go "Go to This Menu and click on That Thing" without showing you where This Menu or That Thing are? Do the docs and community still do everything they can to avoid describing a normal visually available workflow and ram their garbage keyboard shortcut cult trash down your throat? Do you want to rotate an object? PRESS N TO BRING UP A HIDDEN PANE, THEN PRESS R THEN PRESS AN AXIS THEN TYPE IN A NUMBER
What do you mean you want to use your mouse and your fucking eyeballs?
>>
>>1020475
Why can't you make good bait?
>>
>>1020470
i fack you in the ass you bloody
>>
>>1020353
yeah I'm patiently waiting for that day. you seem to think I don't want that to happen but you're wrong, I would so much rather prompt something I want instead of painfully trying to make it. the problem is that AI currently and for the foreseeable future cannot create what is in my head



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