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File: cube.png (89 KB, 763x593)
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I see /ic/ has a /beg/ thread often and figured this might be a good place to have one as well.

If you're already proficient in 3D, use this thread as a way to help new people grow with either tutorials you know of or general advice. I'll grab any that are good and try to stick them at the top of each new thread if this takes off

If your a /beg/ use this thread to ask questions or to post some of your works you've done.

Also, try to avoid the donut tutorial. We get enough of that on this board as is.
>>
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literal first sculpt that isn't the half-finished doughnut. I'm trying to do something slightly more engaging than blindly copying the guru for 12 hours. what am I fucking up so far?

Also, what are the basic commands for snapping to cursor/a point/world? I can't seem to figure it out and I think the tutorial I've got kind of going in the background has different maps than me.

He seems to be saying hit right click, s, then some other shit but once I do the first two it switches me from extrude to scale
>>
https://youtu.be/KfTrr6BMULM?si=jErXuFecJQDaeLID

Found this tutorial today. It’s nice for game dev types because it gives a full character model tutorial and then also adding into an engine (godot)
>>
>>995474
I’m not a pro or anything but for a first sculpt that looks nice! If anything, I think the only real thing to consider is maybe blocking out the idea first and then sculpting so you have the full basic shape first and then add the details

But you seem to be doing just fine without it lol. Keep up the good work!
>>
>>995474
What part of this is sculpted?
>>
>>995474
shift-s
>>
>>995474
That's not a sculpt, that's called poly modeling. Anyway just model and get it as good as possible, don't think too much about what you might be doing wrong, because at the end of the day you'll only imporve by doing, you will get better with each and every gun you'll make
>>
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>>995492
Thanks!

>>995515
Ah, thank you

>>995502
>>995528
You're right, new enough to not know the terminology I guess. But yeah second anon is right I just need to keep going.

Having said that, haven't made any progress since then because I'm not sure how I want to model the chamber/bolt
>>
>>995560
Personally, I'd model the charging handle and barrel first and then do the chamber. That way, if you want to animate this at all later down the line, you'll be able to match it up better since the barrel will directly connect to the chamber and then you don't have to worry about moving things as much around to make it just right
>>
second day using blender, just been making ocs for now. any advice is appreciated. im a turbo beg and only started 3d modelling at all yesterday.
>>
>>995292
so, I have an issue, and usually I'm pretty fast to figure them out but...

>donut tutorial
>solidify modifier
>part of the base mesh layer (not part of the solidify layer) had upscaled wrong, leaving a littler triangle
>saw it after adding the icing solidify modifier
>deleted the 3 faces and reconnected them
>turn solidify modifier back on
>2 vertices are all the way back inside of the model, and attached to the wrong vertices nearby their original spot
>can't get the specific vertices to move

????
>>
>>995652
nvm, just deleted the modifier, found out I had missing faces, just empty vertices, added them, and then redid the modifier
>>
add subdivisions freeze subdivisions dynamesh z remesh reconstruct subdivisions go to lower subdivision this shit still confuses me
>>
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>>995292
How do you guys go about retaining the info you learned after doing tutorials? So far I've done the donut, a sorcerers desk, and a low poly restaurant scene. I'm at the point where I'm able to follow a tutorial that doesn't have any voice over but actually trying to make something on my own I'm finding to be very tricky. Seems like my brain is having a hard time retaining when and how to use certain tools for the job.

Maybe I should go back to basics and make something extremely basic on my own? I tried to make pic related on my own and failed pretty hard. I think the tutorials gave me a false sense of progress in what I am capable of creating
>>
>>995733
1. take notes when you do a tutorial, even one a short one if it's got a cool tip in it. you'll thank yourself later. do this especially for things you're not going to do often. you're just starting so just keep notes on everything, but later on it's for stuff you touch like once every couple of months etc.

2. do your own projects and learn to look up solutions/tutorials for specific things you'll get stuck on. that info sticks the most. if you can get direct feedback from someone better than you, that helps even more.
since you're early on and you just want to know you can look something up in case you get stuck, you can kind of do the project backwards - find a tutorial you like the end result of. don't watch the tutorial and try and make the end result yourself; if you get stuck you can just look up what you need to do.
>>
I'm too scared to start learning. Is it really that complicated?
>>
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>>995868
some dude who made an incredible short film on his own said something that stuck with me. some guy commented on the video how he will never get to his level. the creator responded by saying it's really not hard and it just takes a lot of doing. I think that resonates with me because as I keep going myself, I kind of see how you can make complicated and impressive looking things by simply going through basic steps that all add up to the final product

just keep making shit over and over is the bottom line. I also really like Carmack's work philosophy that can be applied to anything
>>
Is the down arrow useful in blender? I spilled some droplets of water on my keyboard and the down arrow doesn't work anymore
>>
>>995895
I don't think I've ever used the down arrow in blender
>>
>>995896
thanks, and what about ">" and "v"? i think v can be used to paste something rgiht?
>>
>>995894
Thanks for writing this. I grew up drawing a lot and am probably at a beg to intermediate level. People at my university said I was good when I took art classes. However when I first started, I could only go ahead with stick figures. This is some much needed hopefuel anon, thanks for sharing it. You're right, even if I suck at 3D, I have to just jump in and start. I'll document my process so I can see how I progress while continuing everyday
>>
I tried making a 256 texture, but it looks like i just used the pencil tool in paint. How do I need to change the model/UV mapping to get better results.
>>
Where do you find reference images?
I'm struggling to find a character with similar enough proportions to what I want in a good enough pose that I can use.
I'm still a turbo beginner, so I need all the help I can get.
>>
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(Maya) I need to put a vertical edge loop here but the edge loop tool is locked into only sliding horizontally, how do I fix this?
>>
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>>996067
Nvm I fixed it, I had a bunch of extra vertices left over from a previously deleted edge loop. Once I got rid of those I can place edge loops on the piece vertically again
>>
it can be kind of slow here, anyone know of active forums where lots of people post?
>>
>>996101
discord of your preferred 3D program
>>
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i am a scultptorrr :DDD
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>>995474
Generally speaking, if it's a different part, model it separately. No need to combine and extrude from one model, make multiple models and piece it all together.
>>
Are there other websites like models resource for downloading videogame models? I just want to animate my favorite game characters doing funny things and totally not stuff like Kasumi from dead or alive getting raped by axel from twisted metal.
>>
Blender noob here, is there a way that I can use one object to "cut out" space from another? I.e. put a cube on top of another cube, and cut the intersection? That's how I did things with Autodesk Inventor like 10 years ago. I've tried insetting/deleting faces but I'm not very good with that
>>
>>996678
enable bool tool (in addons), select both objects and use Ctrl+Keypad Minus
>>
>>996641
I have no idea, i made a seam, unwrapped and tried texture painting
My understanding is so poor I don't know where I could even start to improve
>>
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How can I create a flat mesh made of equilateral triangles? I want to create an irregular geodesic structure

All approaches create a square topology, when I turn their faces into trigs I get square triangles. The closest I've got was taking a large icosphere, cutting it and sculpting that to the shape I want, but the way I'll be making the rest of the structure I would rather start with a flat plane, like a nubs surface and then turing it into a mesh with a triangular topology.
>>
>>996748
If you can into Python, try:
https://github.com/meshpro/pygalmesh
If you can into SDF formulas, it's able to generate equilateral triangle meshes from those.
>>
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How can I fix this? I tried inserting an edge between the two verts to delete the face but I cant seem to get the tool to cooperate
>>
>>996776
I also am unable to delete any edges or verts, it doesn't do anything even with CTRL+Del
>>
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How do i proceed from this?
>>
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Got this model to see how AAA stuff is made.
https://www.deviantart.com/nekopixil/art/FBX-Hailey-The-First-Descecdant-3D-Model-DL-1094931798
Not sure where to place most of the textures though. Color and Normals are easy enough but the rest I'm not sure what it's for and where to connect it.
Namely the pink and multicolor ones that have ID and P in the name. Not sure where the iris textures go either, tried all the meshes surrounding the eyes and none seem to map properly.
Also the armature isn't having any effect in Pose mode, maybe it relies on the ID textures?

>>996776
>>996777
Use the knife (K) and connect the vertexes, I think that's what you want?
>>
>>996807
ID maps are used in texture painting using substance painter for example
>>
>>996776
>>996777
try deleting the large face first, dissolve the floating edge, and then fill the hole?
>>
Oh we learnin up in this bitch
>>
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>>996776
>>
is there a way to make a shadow light in blender eevee? like something that shoots shadows instead of light. using a toon shader if that matters
>>
>>996599
https://www.models-resource.com
>>
Any info out there on creating PS1 type vertex snapping/dithering in Maya? There's a ton of tutorials for Blender but I'm having a hard time finding how to do it in Maya
>>
>>996835
>>996599
im sorry for being a retard i just forgot the first part of your post directly pointing out you were looking for an alternative to models resource
>>
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Can someone explain to me what the fuck is going on?
I've just got a rectangular box, each of the corners with a bevel weight of 1, and the other edges 0.25, and it's giving me some seriously fucked up geo. Scale is applied, normals are facing the correct directions.
Setting the inner miter to arc kinda works, but it still has that weird pulling and bulging (adjusting the shape doesn't change it either).
I've never seen shit like this before on something so simple.
>>
>>996599
open3dlab for sfw
smutbase for nsfw
deviantart has loads of game rips
>>
>>995292
i hope this is the appropriate thread to ask this question
i want to get into creating game-ready assets
what do i need to know about the workflow and tools?
>>
>>997014
stylized, like nintendo
i am also thinking i would focus on characters instead of props, since that seems more advanced
>>
>>997025
first there's lots of cracked programs you will need to install to have everything cover the workflow

first is zbrush for sculpting which you will stay with for your entire life, then topogun 3 for retopology which i personally use, then rizomuv for UV'ing, marmoset toolbag 3 for baking and rendering if needed and lastly substance painter for texturing

blender is shit with those, don't bother with addons
>>
>>997037
blender is good for poly modeling and general things, so you can download it for free off steam or something. i always have blender as my foundation program to build upon
>>
>>997037
yes, i figured i shouldn't bother with blender since everyone keeps saying it's not an industry standard software
i think i get the general idea, from scratch to finish
should i also be learning maya then? i assume it is used when creating game-ready character models? or for rigging and animations?
>>
>>997048
you could do it with blender but i personally had a shitty experience with it looking at excessive lag during playback and so on, i would go to maya for rigging and animation which was very smooth for me. mayas strength is rigging, animation and hair, so its definitely used to further develop an game ready character

you can add me on my dump discord ill send you my 3d tools shit over @616xy
>>
>>997004
>>997048
>industry standard software
>game-ready character models
lol, lmao even
>>
>>997048
a lot of game artists use marmoset to show off their work (and easily send it to unreal since there's a shader template which converts 1:1, not sure about unity though) so i don't think it even matters if you make it in maya or blender
also photogrammetry is an extremely popular way of making game assets at the moment so learn that i guess
>>
>>997048
>shouldn't bother with blender since everyone keeps saying it's not an industry standard software
you spend way too much time on here
>>
Are there any tutorials that focus on dimensions? I just can't wrap my head around how they make things like beds or chairs look normal sized next to characters.

A single model on my project? Easy, I don't have to think much of its dimension/proportions, just get it to look like the reference, but how do I know which size is a bed? A can? A tea cup? A book? How do I decide on a unit of measure?

How do I make things look proportional if I don't have a ruler?
>>
>>997108
dimensions.com
Also get a ruler.
A ruler, a meter stick, a tape measure, and one of those flexible tape measures like tailors have.
It's also handy to have a dude to plop into your scenes to use as reference. Extra handy to know exactly how big he is in whatever units you use.
Extra extremely super big-dick handy but not necessary, a properly configured VR setup (with proper scale) to look at your scene in real scale to see if it feels right.
>>
>>997108
uhh chud, are you lacking that much in life experience? you see these things everyday. i eye it all the time and get normal sizes
>>
>>997108
reality has dimensions, your CGI software has units and thus dimensions, simple as, do the math
>>
>>997171
No my software doesn't, bullshitter
>>
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What would be the best way to redirect these edges in order to get rid of the crease when smoothed?
>>
>>996982
No worries anon
>>996999
Thanks!
>>
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as a /beg/ myself, this is one of the best youtube comments i've ever seen. Please be careful frens. don't follow tutorials blindly or all you're ever gonna be able to make is donuts and shitty toon shaders
>>
>>997361
This is why I like the mario @ elementza videos because his tutorials are more along the lines of what makes good topology rather than a step by step guided build
https://youtu.be/Sj2EiQWbtIQ?t=852
>>
>>997361
>>997363
Using your analogy, it's like teaching a fisherman how to setup/use a fishing pole rather than how to catch fish
>>
>>997364
come on now. You cant start with the donut tutorial. To get anywhere you have to start at a lower level, like writing an open gl or even vulkan program with a basic shader.
>>
are there any sites where i can download cracked software like maya and photoshop?
>>
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I am a novice with blender and i keep running into this issue.
Basically my edges are not curves, they are like /\ . I wanted them to be curved rather than pulled points WITHOUT deform the existing mesh.
See pic here.
The edges could easily go in a curve without change the mesh at all, but it still chooses to go in a /\ way.
I tried subdividing the mesh, in case there is any "pulling" going on that causes that shape, but nothing.
I have seen face meshes where the curve is rounded rather than pulled so it's totally possible.

Could any blender expert explain what am i doing wrong?
>>
>>997361
>>997363
>>997364
>>997365
in that case, can you recommend what to follow to not get lost in tutorial hell?
>>
>>997438
there is no tutorial for escaping tutorial hell. just don't blindly follow along. shaders for example. they are a popular thing to make tutorials on. so rather than just absently grabbing nodes and placing them where people tell you to, learn what the nodes do and how you can apply them to your own stuff.
>>
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Started a routine today to study classical paintings to trying improve my understanding of composition. I'm not totally satisfied with the results of my study today, but hopefully things improve. We shall see.
>>
I'm very new to blender, so I do my cubes in sketchup and then import. I'm learning how to make an asset for cities:skylines, and I see that this window in game has concave specular effect, while the window right next to it is flat. I check the model and I see this. It is a flat surface is sketchup, and there's no increase in poly count. If I delete it and refill then its flat+triangles. I clicked around the menues randomly and somewhere I saw that its some shader, that I turned off, and the surface became flat, like I expected.

What the hell was that, why did it appear, how can it be controlled, what it can be used for and where can I learn more about this specific thing? Seems very powerful for low-poly, since it rendered ingame somehow.
>>
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>>997462
There's a couple ways to do this, and the choice is yours.

See the Teal lines running along most surfaces? These indicate hard edges to a render. For example, the window on the right, which is shaded correctly. Add this to the window on the left by selecting the edges around the glass itself, press Ctrl + E -> Mark Sharp.

Otherwise, in face select mode, click the face for the window, press Ctrl + F -> Shade Flat. The former will be more consistent with the rest of model than the latter, but they both will achieve the same thing in this particular case.
>>
>>997443
You can only get better. Keep going.
>>
>>997391
Looks like standard behavior to me. As far as I can tell. I'm no expert though. Subdivision is causing the point to fall into the average of the neighboring points more or less. That appears to be where it should be. You probably shouldn't fret over that. But if it's really bothering you, you can probably get it to curve the other way by simply pushing the vertices around. Push the point with 5 edges to the right. And the inside of the eye down and to the left. Using the sculpt tool "elastic deform" makes it easy. Should only take a couple of corrective nudges. Don't go crazy.

(Don't look at my shameful deleted posts)
>>
>>997443
I really like the lighting
>>
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>>997490
It is somehow permanently fucked now. All combinations of "make sharp" on edges and "shade flat" just produce this. It was ok after import. I think setting the normals caused this.
>>
>>997519
(autosmooth on normals was on)
>>
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Where did all the "Blenderella" reference material go? Seems like a few years ago she was everywhere. All I can find now a screenshots. Anyone have these references? I remember there were headshots, T Pose, A Pose, etc... Pic rel
>>
>>997527
Ive heard she did porn. maybe try searching for that?
>>
>>997528
I found it. She's on 3d.sk, her name is Anetta Keys. Found out about the porn while looking. Such a shame, especially that she got into it at such a young age.
>>
>>997527
What's the story behind this? Why did they pick someone with such an assymterical face? Why didn't they line up the proportions properly?
>>
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weird grainy things in eevee. what's the deal? they go away when I disable shadows from either the render settings or the sun lamp settings. but I don't want to disable shadows. on 4.2.
>>
>>997533
It's an introductory series on YouTube for modelling a female character. As far as the proportions not being fully aligned, I don't know. This is just a thumbnail, so it's possible that it's better aligned in the video, I don't remember. I think the face as modeled with a mirror modifier, so the asymmetry isn't a huge issue.
>>
>>997530
thanks for reminding me that 3d.sk exists.
a damn shame they pixelated all pics where they show genitals
because that ofcourse was their priority, not making the site actualy browsable (it's straight out of the 2000s)

also how's the porn?
>>997533
she cute
>>
>>996805
What is your end goal?
>>
>>996805
go to the anime thread and watch the videos in the OP >>997198
>>
>>997556
>thanks for reminding me that 3d.sk exists.
No problem. I occasionally use it for reference material, although, as you pointed out, it can be quite cumbersome to use.

>also how's the porn?
I don't watch porn. I only saw a few lewd pictures. As I said in my previous post, I feel badly for that she chose to involve herself with such activities.
>>
I think sculpting is actually going to make me kill myself. It feels so unnatural. I've just box modeled and done vert-by-vert modelling the whole time I've been into 3D, but I want to be able to make people. Even with a tablet, my attempts turn out looking like mashed potatoes and kindergarten scribbles. I don't feel like I have any control, like I'm trying to do calligraphy left handed after soaking my hands ice water for an hour. Thank you for reading my blogpost.
>>
>>997566
try sculpting in VR, its much better than pancake sculpting and closer to irl sculpting. Get a quest 3
>>
>>997566
this is what i fear too
i am okay with 3d modelling, but now that i want to get into characters, suddenly, i have to change the way i make these things
>>
>>997361
I don't know anyone who's nearly as bad as I am at learning through practice, which makes this doubly frustrating for me.
>>
>>997566
Gotta get good, and sculpting alone won't allow you to make bodies, you have to learn anatomy too
Try sculpting an object you're familiar with, it'll be easier than learning two things at once
>>
>>997566
The most enjoyable things to practice sculpting for me are landscapes and trees. In landscapes margin for error is basically infinite, you just do whatever with any sculpting tools and it's all good (and you can get used to different tools this way), if something looks too off, smooth it out and try something else until it's cool, and in landscapes this happens rather sooner. With trees just put a cube, then use snake hook with dyntopo enabled, it's amazing and super fun. Can't imagine doing this on tablet though, I only do this using a mouse. Tablet only for texturing. In general I find it kinda difficult to work with tablet in 3d. Texture painting inside Blender is also hard for me, I prefer to do it in Krita.
>>
Is one 24" monitor good enough for 3d or do I need 2 monitors?
>>
>>997593
it's enough, but two monitors feels better
use pureref to have your references on top of your 3D softwares
>>
>>997568
What do you use to sculpt in 3d with a quest?
>>
>>997752
you used to be able to use comfy adobe products
>>
>>997566
I was lucky enough to have a lot of experience with my drawing tablet before getting into 3D. So by the time I had to sculpt, it was an easy transition. The way I accustomed to my tablet, was to remove the mouse and be entirely dependent on the pen. It will never feel quite the same as drawing with a real paper and pencil, but you can still learn control, regardless of the strange feeling.

When I started 3D, I didn't get into real sculpting immediately. Rather, I encountered a tutorial that showed me how to box model, and then use the sculpt tools to move vertices around. Perhaps you should try that out for now, and then work your way up to full sculpting.
>>
>>997767
i want a display tablet. I just cant get used to a regular tablet
>>
I'm new and I want to learn and improve simple and proper hard-surface modeling. I really do not want to fall into the youtube tutorial trap of amateurs teaching bad habits and it's so hard for me to discern what's good vs what's bad. Can anyone recommend, free or paid, a well known or respected course/individual that I can follow start to finish?
>>
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>been using blender for over a year
>still struggle to make some of the most basic of fucking shapes
>pic related, even with an image as reference it's a challenge, tried it multiple times and can't get it to work
what's maddening is that I can make things more complicated than this, but every so often I just completely fail at the simplest of things, especially when it's low poly modelling
AAAAAAAAAAAAAAA
>>
>>997859
some very good courses on CG Boost, two of them being free, all very modern with great teachers
CG Cookie also has two free courses and then a paid giant course which will teach you absolutely everything there is to know, all recently updated to be relevant for blender 4.2
if you set up a 30 day trial for skillshare you can snag some beginner courses (I'll link two down below), just download the videos using something like Internet Download Manager and then cancel the subscription
if you want more, Polygon Runway have some good stuff, and this course from YanSculpts looks decent too
if I had to pick just one of these though it'd probably be the CG Cookie Core Fundamentals

https://www.cgboost.com/courses
https://cgcookie.com/courses/blender-basics-an-introduction-to-blender-4-x
https://cgcookie.com/courses/press-start-your-simple-first-blender-project
https://cgcookie.com/p/core
https://www.skillshare.com/en/user/johnknowles
https://www.skillshare.com/en/user/southernshotty
https://polygonrunway.com/
https://yansculpts.gumroad.com/l/intro3dblender
check this out too >>994481
>>
>>997870
Maybe it might help to draw some lines that suggest the wireframe of the object on the drawing, that way you've kind of thought it out beforehand. It probably won't be an exact match, but it might give you somewhere to start with.
>>
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>>997889
idk man I think I'm just fucking retarded or something. I drew this which is simple as hell, a front side and top-down view all made with guides to match the proportions
split a cube in half, mirror and line it all up, move some verts to match the image and it just fucks up royally, even if I keep a window open for all 3 views at the same time
I hate this shit
>>
>>995733
>How do you guys go about retaining the info you learned after doing tutorials?
You made me realize something, I'm not a beginner anymore and the truth is you just don't retain much of the tutorials you watch. I maybe remember 5% of the hundreds of tutorial I've watched. What you >will< remember is when you manage to solve a problem when doing a project.
Also when you start having lots of projects, you can go back and check how you did something when you need it again. Finally, no matter what you level is, you always end up searching on Youtube to troubleshoot something, so don't fret too much about learning from tutorials, practice will make you learn.
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>>997870
>but every so often I just completely fail at the simplest of things
Yeah, in 3D often the simpler it is the harder it gets, I noticed that too
>>997949
Your blueprint is wrong on the side too, it should look more like this for the mouth and the eyes
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how would i go about fixing this topology? do i even really have to? its going to be a static object, i just want to be doing it the right way
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>>997971
im retarded here is the picture
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noob: shift + a > add cube
pro: shift + a > add plane > r, x, 90
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>>997491
>>997506
Thanks anons.

>>997566
Suicidal sculpting anon here. I gave sculpting another go. Just sat down for about 1.6 hours and made this. Pic rel is first attempt at a skull. It's not perfect, but it's a start. I really want to git gud at human anatomy. Want to be able to make beautiful depictions of the most beautiful thing in creation: the human body. First step on a long road.

>>997568
Might look into this. That's an interesting idea
>>997583
I agree. It's a completely different beast than hard-surface, etc...
>>997588
Will give this a shot. It makes sense how sculpting familiar items could increase proficiency with the tools.
>>997589
>Trees
Interesting thought. Especially for stylized or low poly trees (like something you see in Morrowind) I could see this having some application. I usually make my trees with the skin modifier if I want something with style, and don't feel like using Blender's sapling plugin.
>>997767
At some point, I would like to get back into to drawing. Did it almost every semester in High School, but I let my skills lapse. Went through a phase in life where I was just bored/disillusioned with art. Juggling too many personal projects to return to 2D currently.
>>997870
I understand where you're coming from. The same is true in drawing. Trying to draw a pristine face with no wrinkles is more challenging that drawing an older face with tons of wrinkles. Much less margin for error. Flaws become easier to spot.
>>997972
Depends, do the four holes need to have the same number of sides, or can they be lower poly? With the right topo, you can get the smoothness back with subdivision. Also, what application are you using this for? If it's real-time and the shading looks good enough, then there's not much reason to correct the topo, especially if isn't the focus of the camera or anything like that.
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>>997976
>Depends, do the four holes need to have the same number of sides, or can they be lower poly? With the right topo, you can get the smoothness back with subdivision. Also, what application are you using this for? If it's real-time and the shading looks good enough, then there's not much reason to correct the topo, especially if isn't the focus of the camera or anything like that.

im trying to make a very realistic model of a thermometer i have irl, its mostly just for practice, i might do a render once im done to showcase it for personal progress i doubt i will export it to any other program i mainly want to really grind my fundamentals including topology and just being able to make things accurately, more so wanting to know how an experienced person would go about something like this, i feel like such a noob connected all verticies one by one on the back and it just looks sloppy to me
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>>997979
I'll take a stab at the topo after work tomorrow and post a screenshot. Keep in mind that I'm not exactly a topo wizard myself, but I've got some ideas. Keep in mind that it's okay to take a couple of stabs at a model. Feel free to just keep working on it and see where it takes you. Once you have that model, messy topo and all, take another stab at it after you evaluate the shape, and how you might make the edges flow.

Further, don't be discouraged. Shapes which are simple in the real world can sometimes very difficult to do with clean topology in the 3D-modelling world. You're doing fine!
>>
wtf did I do to my animation... I imported a .png as a mesh or whatever and just did a simple turn animation but the file was blurry so I went to turn down the Tint to 0 and I must have toggled something else. I was messing around with the viewport render settings too just out of curiosity and I think I broke something...
>>
>>997980
thanks i appreciate that anon, and you are right it gets way more complicated even with stuff like a little thermometer, i think i will take your advice and make a revised version after finishing the first one, thanks for taking the time anon i'll be checking the thread later
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>>997983
Looks like your file is missing, open the Shader editor (in the button just left of "Action Editor" there) and check if your .PNG wasn't removed for some reason
> I went to turn down the Tint to 0
Where and how did you do that?
>>
>Learn how to MASTER Animation in Blender! [FULL COURSE]
>75% of the course is a tutorial on how to delete the default cube and explaining what a viewport is
i hate blender tutorials
>>
>>998039
Accessible software will always bring in a huge amount of grifters so unfortunately you have to weed through them to get the good shit. Or follow maya/3ds tutorials and recreate in blender which is a good exercise in itself
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>>998039
i accumulated shittons of blender tutorials during my planning phase and i think that 90% of them will be useless to me
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>>998048
>Or follow maya/3ds tutorials
i have done that actually, it is a really good suggestion. significantly less content on youtube, but the quality is really fucking good. a lot of explaining why you do certain things rather than just telling you to follow their exact moves.
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>>997984
I didn't model the panel on the lower part, I may come back to it, but you might find this to be helpful.

When you make your revised model, on the bezel, bevel you corners with slightly more geometry (I think I did eight edges here; preferring powers of 2 can be very helpful.), and then add some extra loops running around the bezel. Square quads are your friend, as they'll make the shading look better when you cut holes in it. I made my holes with booleans, using cylinders with a number sides equal to the number verts that will surround them. For example, you can see that my holes have 12 sides, and the quads it occupies in the grid have 12 verts around their perimeter. This lets everything connect nicely (I would be happy to make a step-by-step with screenshots if you want).

As far as the protruding panel on top, the idea here is make your edges follow the form of the shape. You can see how my edges go at 45 degree angles at the corners. Subdividing this as it stands will cause it become an oval, or circle. But with the support loops, it will maintain it's shape much better.

The blue edges represent beveled edges. This is equivalent to beveling with ctrl + b. However, in this case, you can see Blender is taking care of it automatically with a bevel modified. You sacrifice a minuscule amount of control over you geometry in exchange for blender making managing your topo a bit a easier. Experiment with this, as it is very powerful. Often, support loops are just bevels in disguise. The bevels are often critical for maintaining sharpness in the shape. You can assign bevel weight to an edge in the CTRL + E menu. Also experiment with crease edges (again, assignable in the CTRL + E menu).

Also, note the positioning of the triangle. Place these in flat spaces so that when you subdivide, distortion from the triangle will be none, or very minimal.

Anyway, this topo isn't amazing, but I hope it gives you some ideas.
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>>998052
wow that looks way more intuitive than what i did, Thanks for the info anon I really appreciate you taking the time to show me all this. I'm going to try to do it like you did when I revise the model. i gotta keep studying topo so i can get to a point where i can know how to do stuff like this too, topo seems to be one of the hardest things for me to learn its really acrane knowledge
>>
>>998052
hella pro anon, hella pro
>>
Another Skullpt. About 2 hours. Looked more closely at reference images. Want to do my third skull tomorrow with a jaw bone, and experiment with placing major muscles on it. I think this one is a little bit more realistic. I used more reference images and paid closer attention to them this time, and I think the finished result appears less cartoon-y. Another step on the journey of learning anatomy.

>>998058
No problem, my dude. Topo definitely takes time to learn. For me, it almost feels like a programming language. Once you know the fundamentals, you can do many things with it.

>>998089
Thank you. That is very encouraging to hear.
>>
Yes, definitely an improvement, especially the face. Left new, right old. And at < 1/3 the verts.
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very new to blender so pardon if im just retarded

can someone tell me what i am missing? i am trying to basically snap the edges or faces of hexagons together to form a grid (like shown on the right) but every time i try out the snap feature it doesnt play out as easy as the youtube tuts make it seem
>>
>>998140
Turn off "Align Rotation to Target" and "Snap (The magnet icon)". Select one of your hexagonal cylinders, and move it away. After, move it with [G], then hold [Control] and move it a vert. Should snap to where you want. If not, try again, and know that the position of your cursor relative the geometry/object you're trying to move effects which vert it snaps to. Turning of snap is optional. I just find it easier to do it more manually by holding control.
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>>998144
i get the feeling theres something fundamental that i dont understand yet that these tuts assume i already know
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>>998145
Strange. I will look into it more tomorrow in the afternoon and get back to you.
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>>998146
appreciate the help. at this point its an internal ego battle of needing to understand why i dont understand more than the end result
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>>998145
You may want to use 'base point' snapping if you need objects to stick together at SPECIFIC points, using verts, edges, faces etc. as the reference point, not the object origin. https://www.youtube.com/watch?v=Jfr5ULxQ0Rg
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>>998148
Not he anon asking, but holy fucking shit, that makes snapping so much easier. Which I knew about that long ago.
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>>998148
ooh that kinda nice thank ya. this was one of the vids i was watching to but making a honeycomb grid wasnt working with it. is there a decent repeatable way to do the basepoint snapping to make a grid? if not thats plenty fine i think i got ahold of blender enough to not lose hair with what you showed me

https://www.youtube.com/shorts/gRH3bjsFl1A?feature=share
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I'm learning normal maps.

Everything looked good but then I noticed that on one side of the model the effect is convex, and on the other it is concave. Both sides are using the same spot on UV map and on normal map. There was a mirror modifier previously but I applied it a while ago. Is tangent space flipped somehow on half of the model? I have a feeling this shouldn't be happening because I can't imagine a scenario where it's useful. But I cant find the answer because the answers I get are about flipping normals, which is a different thing entirely?
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Is there any resources beyond donut guy? I can't watch youtube tutorials without clicking on some other slop.
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>chapter 8 of look alive is 40 parts
i know i need it but fuck
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If I'm planning on doing exaggerated and not very realistic-looking things (environments, claymation-ish, links awakening style shit etc.) is it worth learning sculpting or can I get away with only modelling
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How do I git gud at UV unwrapping?
How do I UV unwrap pic related?
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hey im new to blender how do i make this im having trouble with making the hoop and the lines and snapping them on
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>>998210
imagine its a papercraft, and you need to cut it so it lays flat. seams is where you cut it
>>
Skulpt #3

Experimented with adding a jaw bone. Needs work. Need to learn how to sculpt really thin stuff like the jaw bone. No basic teeth this time around. Going experiment with attaching muscles tomorrow. I think this is an improvement over my 2nd Skull, but the difference feels less than the improvement from my first to my second.
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>>998236
I did something similar when I learned to sculpt, you should look at real skulls and plaster cast of skulls
A lot of stores have photos with all angles, I used this one for reference https://boneclones.com/category/adult-skulls-general/human-anatomy#view=grid&category=391&page=1&pageSize=30
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simple lighthouse scene i made following grant abbit's blender's beginner course
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any good maya tutorials for understanding the workflow? modelling seems to be very different than blender in maya
i also want to learn how to create optimized topologies for models
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I've created an animation for a character using Auto Rig Pro bones in Blender. Is it possible to save that animation and use it for another character in a different project?"
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>>998213
Looks like a waste of time to me. Just bring the 2D image itself into blender. That would be better than spending hours learning how to make some noob artist measurements in 3D.
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>>998341
the blues are wrong, could be improved, perhaps using a touch of purple and richer shades of blue, I'm thinking blues with a bit of green in it for the darkness and blue with purple for the lights
if you don't get it, study painting, photography and digital image retouch
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>>998411
thanks, im just trying to learn blender and modeling atm
>>
Cool idea, bro.
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does anyone know why my lights dont properly render in blender 4.2, next img is what the render preview looks like
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>>998736
forgot to attatch the render, next one will be what the render preview shows
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>>998736
>>998737
>>
i have imported a model that has already been unwrapped and textured, but i am not able to view its seams even when following the "uv editor -> uv -> seams from islands" method
what am i doing wrong?
>>
Any other tutorials for blender on how to make people? I'm sick of making doughnuts and monkeys and shit.
>dipping your hand too far in the pot
I know but I want to make people, not food.
>>
>>998780
give bran´s video series a try. looking back on it, there´s definetely some blind leading the blind type of advice in it, but it´s a decent starting point
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>>998794
>definitely some blind leading the blind type of advice
i feel like that applies to most youtube blender tutorials
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>>998918
cross posting but dungeon tutorial completed
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>>998776
My guess would be that the model has split vertices along it's UV seams, which typically happens to models when exported to different formats (to/from game engines, rips, etc.). Every UV island becomes a separate mesh piece. Seams from Islands doesn't mark the borders of each mesh piece. If you merged all vertices by distance, then tried Seams from Islands again it would probably work.
>>
>it's a wind up with 90k tris for a "low poly" artstyle character episode
no one is dumber than me
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>>998953
i downloaded a .fbx asset from models resource because i want to study it
i was able to view the seams on the mesh when i merged the vertices, but the shading got really weird
was it supposed to have split vertices in order to not look weird? it's so confusing, especially because i want to figure out how these pro developers create their game-ready assets
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>>999057
Shading gets weird because of incorrect normals after merging vertices. One way to fix that is with a data transfer modifier. Before merging vertices, duplicate the mesh. Merge vertices by distance on one, add a data transfer modifier to it. Set the original model as source, check Face Corner Data and click Custom Normals. Might need to change the mapping, Topology should probably work.
When working on ripped models it can be good to take these steps to clean up the model. I do it when modding games. Just be careful when merging vertices if the model has double sided or overlapping faces, such as on some skirts, capes, etc. or if the model has morphs/shape keys.
The model maker probably didn't split the UV seams, that happens when its sent to the game engine. You'll see that if you ever check vertex counts in Unity or Unreal Engine, amount will be higher than what Blender shows.
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I'm trying to attach high heels to a character. I created a shape key for a pose that fits the heels. After that, I reset the pose and reapplied the rig in the modifier. But now, when I rotate the thigh, it gets deformed. How do I fix this?
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>>999139
sounds like not only do you have bad deformations but you are going to have to do a ton of counter keying
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>>997601
I find that one monitor is more like what you'll get when you're employed in studio. You can also feel more in the zone. That being said I am on a small 24" ips 1080p monitor and I want a 32" oled but I hear that burn in is an issue for desktop use which is why I hear that you should wait for the next display tech
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Anyone have workflow videos of people making small maps like a rural street/ town on blender?
not for rendering, i just wanna train to make environment assets and background with just texture like a video games, but i wanna see what steps people are doing first and how people get creative with modifiers if possible with Blender.
i was playing old 2000 games and thinking "hey it still looks nice"
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>>999066
thanks
i followed this procedure and i am now able to view the shading on the model properly, but only when in object mode
when i switch to edit mode (or uv edit tab) the shading gets weird again, and i think some parts of the mesh inside also have that visual when two faces overlap
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>>999167
There's buttons at the top of the modifier to make it visible in edit mode. Or you can apply the modifier to make it permanent.
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>>998196
aoer2 final chapter is 84 parts, 40 is nothing. also it's mostly timelapses iirc
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>>999139
would help if you could post a webm. probably a weight or parenting issue.
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>>999192
ah okay
sorry, i am a noob
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>>995292
>try to avoid the donut tutorial
I've seen this posted a lot ever since I started lurking, but no one EVER explains why, or links to better resources.
>>
>>998210
Imagine as if it was papercraft
In your case, you want to cut the sharp edges
Select the object, switch to edit mode, look at the menu at the top of your viewport, choose select/sharp edges, then ctrl+e, mark seam
Press u to unwrap, open the little window at bottom left, choose "conformal" as method

Angle based is only better when the object is very round, so conformal gets you better results most of the time
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>>999285
I had to run out of the room and posted without my question. I'm trying to paint my model but only black shows up and I don't know how to fix it.
>>
I have noticed that if I press dot (.) in the outliner to go to my object I think I have selected while I'm actually still in pose mode, it takes me to the bone I still have selected (since I couldn't select an object without leaving pose mode).
However it also expands EVERY SINGLE NODE in the entire collection, so I have to shift+click expand/collapse on the collection to close them all again and open them back up one by one. Why the fuck does it do that?
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>>999318
Jus how it is, man. It's what it's :^)
If you press - on the numpad you'll close entire chunks of the outliner at a time. Tap it like 3 times to close all the collections.
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>>999318
>it also expands EVERY SINGLE NODE in the entire collection
No, it doesn't, not in 4.2 at least. It expands the parent(s) of the armature, and expands the armature itself to show the selected bone.
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>>999339
yes it does in 4.2, I just did it again. I press period while in pose mode and everything in the entire scene that uses the posed armature expands down to the Armature modifier.
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>>999340
You're right, the armature modifiers are what do it. I should've tested it on an actual character rig file.
>>
What do you do after you reach a milestone, like a goal you've been working towards for weeks and then you share it on socials and you get upvotes. Where do you go from there?
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>>999347
do the next thing? everything I've done has been to focus on learning one aspect of blender, maybe something like that. if your last thing was mostly focused on modeling, do some animation next
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Following a tutorial by cg fast track, was getting this black area, had no idea what was causing it. This was going to be a question but I figured it out, two edges left over from deleting some faces causing z fighting. They were hidden by the mirror modifier causing issues when the subdivision surface levels viewpoint went above 1. My new question is how much of a pain in the ass would these things be long term? Do I need to be hyper vigilant, or would something like "clean up" have noticed that and got rid of it? And also, 15 minutes to post?
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>>999533
>Do I need to be hyper vigilant?
Nah, just generally aware. There's a nifty setting with the mirror modifier ("Clipping") that'll prevent verts from going past the axis. It won't prevent verts that have already gone past before you've toggled it (it's a feature, not a bug), but it's good for the most part.
Likewise, it might help to look at your model with xray mode on from top view to see if you have any stragglers over the axis. Bringing them back (if you want to keep them), is as simple as attempting to move them when clipping is activated (it'll snap to the correct side of the axis).

Basically. When mirroring, keep clipping on unless you need it off. You only really need to turn it off sometimes like when you want to inset a face, or bevel an edge on the axis and it's acting fucky. Generally these are supposed to work even when mirrored, but sometimes they don't.
>>
I'm too scared to get started even though I've always been interested in 3D. What should I even do or begin? Do sub reddits have a good wiki on total beginners?
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>>999566
sometimes i get scared to start too. What I do is write down what I want to do with pencil on a piece of paper and then write down the substeps from 1 to the end and then cross them off as a i go
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Can someone tell me what happened to my skin textures? I opened the file in Blender 3.6 so I could use an mmd rig converter addon, but when I did they turned all white. Now I open the 3.6-saved blend file back in 4.2 and they're still white, but there's nothing wrong with them as far as I can tell, the nodes are exactly the same.
>>
>>999803
have you tried
>file
>external data
>find missing data
>select folder with textures
?
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>>999805
yes I tried that, the textures are all still there, I can see them more clearly if I connect basecolor directly to the BSDF. They are just extremely washed out white
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>>999806
you dont have an earlier save that you can open again to compare?
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>>999810
Thanks for helping. I do have old saves and as far as I can tell there's no difference at all between the nodes, the renderer color settings, anything. ChatGPT gave me solutions but none worked.
SSS now looks 1000x stronger than it was before 3.6, which is why she has blue lips.
Her clothes materials seem unaffected, they look the same as in 4.2 before.
Opening the original 4.2 blend file I downloaded for this in 3.6 also makes it have washed out textures.

fuck this shit, the 3.6 addon works perfectly I just need it to make some changes to the rigify rig. Appending the model from the 3.6 blend file brings an unorganized mess and the materials are messed up in it.
Is there just an addon that makes rigify accept MMD animations that works in Blender 4.2?
>>
>>999810
>>999813
Alright whatever, probably some weird addon thing the original creator of this blend file did to the body meshes, idk.
I fixed it by appending just the rig from the 3.6 file, hiding all the disorganized WGT shit, and getting chatGPT to make a blender script to change all the 50 submeshes to use the new armature
>>
So what would you guys say is the fastest way to improve at modelling? (Specifically creating video game assets). I wanna get to the point where I can make my own shit without having to watch tutorials for everything, without having it take 10 years.

I'm ready to put in the work that's required
>>
>>999813
>ChatGPT gave me solutions but none worked.
>gave me solutions
Evidently not.
Why do technologically illiterate people think ChatGPT is some kind of magical troubleshooting tool? It's just as retarded as they are.
>>
>>999830
You are the tech illiterate one. It's a great resource that basically searches the web for you and summarizes results. There's nothing on the web about this so there's no working solutions.
>>
>>999833
a lot of the results are wrong. Like really wrong.
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>>999833
you're a nigger
Lmao!
>>
>>999915
And you're a gosh d*nged cracker.
>>
>>999913
Indeed a lot of the web results are wrong, which is why I like when it gives me a list of possible solutions it scraped from the web so I can try them all and see none work in 5 minutes rather than finding them myself on reddit/stack overflow and determining the same thing over 30+ minutes.
And I know it can be wrong on lots of things, it likes to fake it when it comes to something it doesn't know and you just have to be skeptical.

Also any task where you have to do some modifier / shape key / etc bullshit on like 50 meshes you can just ask it to write a Blender script for you to do exactly what you want and it just spits it out
>>
>>995292
How do I make 3d penis dildo for my futa porn
>>
>>999821
just look at stuff and make stuff, what do you need tutorials for? are you a blind brainlet?

>>999939
look at dicks, make dicks
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>>999936
>Also any task where you have to do some modifier / shape key / etc bullshit on like 50 meshes you can just ask it to write a Blender script for you to do exactly what you want and it just spits it out
That's different than "why isn't my computer working? lol"
Like that shit is going to know why something isn't working with some hyper specific setup.
>>
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I am attempting to make the Master Sword, making the blade itself was pretty easy by just extruding the verts along the reference, but I'm not sure if I'm overthinking or if that's not going to work on the guard. I know about painting textures but I'm trying to learn. Can I add a vert to an edge? I could delete the edge, dupe the vert, and connect them manually, which feels like the wrong way.
>>
>>1000149
ctrl + R?
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Is there some advantage to doing mouth topology this way on anime style characters? Like is it easier to animate?
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okay you can subdivide or insert a loop cut for multiple verts on an edge, good to know. Is this terrible? I'm working on avoiding n-gons and adding more than I think was "needed".
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>>1000156
Looks ok so far. Don't forget to count for depth. The wings have grooves, so they're going in and out. You can resolve where the groove meets a flat, by using a triangle depth-wise. I circled the areas I'm talking about.
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Any decent tutorials/courses on modeling clothes? Especially in Blender, with good topology.
Things like jackets, trims, buttons etc.

I've been looking at a lot of pro video game models and they're incredibly simple for how detailed the render looks.
I want to learn to do that.
>>
any advice for sculpting with a mouse?
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>>1000178
yeah, get a tablet
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>>1000178
its possible, the early stage of creating something from scratch require more precision anyways youll just have to change your influence a lot to get the desired result
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>>1000154
shit i remember learning about this a while ago
iirc it has to do with normals (same reason there is that weird topology under the eyes) and ithelps avoid weird deformation when doing big exaggerated anime mouth expressions
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So If I'm understanding it right, the way to making decent vidya/animation models is
low poly > subdivide to high poly and do most the details on that > turn high poly into a normal/alpha map for use on the low poly
?
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>>1000214
Yes?
Make your model low poly to start, keep that model handy.
Duplicate that model, toss on a subsurf, work on fine details till you have a nice and finished model.
Take that subsurf model, and use it to bake the details from that to your low poly model. Normals for sure (no idea why you'd bake alpha unless there's holes you don't want as geo). If you're using something like Substance Painter, the extra shit like AO, curvature, thickness and all that is handy as well.
Bingo bango, you've got a low poly model that has details from the high poly.

Depending on how low poly your OG model is, it might be a good idea to just turn down the subsurf levels on your high poly and use that as your low poly (baking from a higher subsurf), the super low poly model might still be useful as a high LOD model (high LOD meaning it's for far away).
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should I have my project files on the same drive that the program I'm working in is installed on? my C drive was getting filled up so I recently got a large SSD. if I have project files saved on the new drive, is there any drawback from saving and loading program files that are on a separate drives of the installed program?
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>have >10k hours in blender
>open program
>look at it and get depressed
does anyone have any advice for reigniting my passion for 3D?
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newfag here. how do I get over the uncomfy feeling of looking at a model with a lot of lines and vertices and stuff? I get a similar goosebumps feeling when looking at trypophobia things
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>>995292
is it better to hand model or just sculpt or do a mix, I have a lantern creation in mind but I'm not sure the best way to go about it since it both has bezels and curves. while also having small details which would be more difficult to do with just vector editing or at least I think it would.
The program would be blender
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>>1000259
Horses for courses man. Split it up into different sections.
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>>1000257
If you don't have it, then stop, you're wasting your time
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>>995292
Blender noob here
Is it good practice to always apply modifiers of props especially if the props only stay in Blender? If I'm making a prop for someone specifically and they plan on doing animation but never interact with the prop, does it matter if say 'Mirror' or 'Array' modifiers are still on but not applied? I've been told that the 'Bevel' modifier almost never should be applied, with exceptions.
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>>1000335
kinda curious of this as well
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>>1000257
you could always re-evaluate WHY you wanted to learn in the first place. I used to want to be a level design/environment artist for a game company. I like making props and small environments. I'm constantly looking at references photos and just wonder "can I make that?" or "how can I draw inspiration from this." Often I find myself coming up with a project and using the reference as a blue print or starting point.
If you already feel burned out, maybe the initial dopamine was all that was, just a fleeting rush.
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>>1000335
>>1000341
I don't ever apply modifiers unless they're absolutely needed, or tanks viewport performance because it has to be calculated every frame (lookin at you, subsurf).
Better to be modular in case you ever need to change it down the line, then to commit all of it and then have to jump through hoops to fuck with it.
If it's a big deal, just make a duplicate with the modifier applied. Gives someone a full model, but also one that's more easily editable if they need it.
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This is my goal. I kind of fucked around in blender for 6 months but its been about 5 years since I started modeling. I'm mainly a gamedev so I just want to make sexy PS2 models for my game.
How long until I reach my goal?
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>>1000382
Cris, go back to your thread.
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0, how do I get the top of blender to stop doxing me so I don't need to censor it when screencapping.

Duplicated the gold diamond because I plan to use boolean modifer to cut the groove out of the round part that connects the handle and guard. Extruding along the x axis so that it'd work how I want exposed fucked up double and triple verts causing holes in my face. I manually selected each vert and deleted to see if anything was under and redid all destroyed edges and faces, and that sucked. So #1: I know merge by distance works and I need to fiddle with distance, is there a smarter way to do this? #2: I did the fixes on the duped object, the original on the handle still is fucked. How do I use my perfect version to fix the flawed one?
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>>1000385
How are you cropping it? Why not just screencap the viewport instead the full window? However,
If you're just pressing 'Print Screen' to capture, open the pic in MSpaint and crop out the top bar. Otherwise I highly suggest using 'ShareX' to which you can (via custom hotkeys) select a region to cap.
ALTERNATIVELY, in Blender while looking at your model in the view that you see, click VIEW -- VIEWPORT RENDER IMAGE, it shows your model image in a new window. You can then save it by clicking IMAGE -- SAVE/SAVE AS, or just hit F3. Boom. But seriously ShareX is just good to have in general and much quicker with a hotkey
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>>1000382
>How long until I reach my goal?
Negative 3 months
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>today i shall practice le 3d modeling
>fuck around with fluid simulations instead
>get bored and close blender
i'm not gonna make it bros
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I was able to cut a groove out of the center but I am having trouble with the part of the handle hiding the round part when I want the opposite to happen. Deleted a face to show the area, I thought another boolean modifier would accomplish what I want but I guess not. I could
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>>1000430
Sims are a trap. Don't fall for it. Don't end up one of those people on YT that only posts shitty sims instead of actually learning how to animate because sims have a free "cool factor".

>>1000521
Unless you're using an actual boolean workflow, I'd just avoid using booleans entirely and model normally. At least at this stage. Booleans need a good bit of flow knowledge and cleaning up before they're usable, and that might be a bit much to wrap your head around as a beginner. Granted, a transition like the one you were trying to boolean would probably be a bit hard to tackle as well.... If it were me, I'd probably just do it as a separate piece, then match the verts where they meet and merge by distance.
I'd also maybe look at some extra reference besides just the drawing if you weren't already. Maybe some other angles will help you figure it out. It's a weird shape for sure.
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any good tutorial on faces? I think I'm almost out of the uncanny valley by practicing a lot of head sculpts, but I'm still missing something.
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>>1000585
have you tried looking at a face?
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Where do you guys pirate blender courses? I started 2 days ago, not gonna bother posting my le ebin donut here, I just want shit for free temporarily
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>>1000585
Getting a good understanding of the structure of what you're making helps a lot.
For a head, it would help to know what a skull looks like, where the muscles attach to it, and where the fat pads go. All of this makes it easier to "build up" the forms, and to know why those forms are the way that they are.
It sounds difficult, but it's easily doable if you have enough determination and curiosity. My own head sculpting abilities aren't amazing, but I can make a nonrealistic head that looks nice enough because of that knowledge.
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>>1000627
Since you're clearly an expert, can you show a sample of your own work?
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Is lazy viewport addon a meme or is it actually better than the default?
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Put a hold on the master sword to try a very basic object, a pokeball. I see a guide say essentially make two spheres, rotated 90 degrees on y axis then deleting the circle, scaling one sphere smaller to do the black band, then make the button. Which works to be quick, but is that bad? I know with game models they put whole eyeballs and teeth in the head, and I can just give each object a material color instead of doing uv work, but is that learning bad habits?
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>>995292
So I followed this video https://youtu.be/9xAumJRKV6A?t=1965 and once I got to timestamp I found an issue. My face had 2 little slices poking out. They exist in object Wireframe but completely vanish once I swap to edit mode. Adjusting the 2 points that seem like they would be connected to the flaps does nothing. What do I do to remove them?
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>>1000701
It's possible you accidentally hid a point or two. The shortcut for hide is H. So it's easy to mistakenly press it while reaching for G.
Try going into edit mode, then pressing Alt+H. That's the shortcut to un-hide everything. If the hidden points aren't immediately visible, then it's possible they're overlapping with other points. So guess where they might be, and either move or delete the overlap to reveal them.
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>>1000702
Alt+H selected those exact flaps. Thank you
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Texturing is killing me. I can hard surface model just fine but when it comes to texturing? I'm really struggling baking 3-4 material textures into a UV. is there a better way or pipeline for fast texturing or is it just a slow and time consuming process to make enough assets for a scene to look natural?
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>>1000690
Just follow this
https://www.youtube.com/watch?v=_OqVkcyoi5c
which is using two spheres, a solidify modifier and is a quick way to make a pokeball. There probably a plethora of pokeball tutorials. remember in 3d there a many roads that let you drive to the Mall.
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>>1000690
ah, fuck. ignore the pic i posted here >>1000764
that's from a more advanced timelapse that uses a few paid addons. i forgot to remove it. that's 42mins btw and that persona wanted to redesign the Great Ball
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>>995292
I'm a permabeg who could use some crits with these models. I tried to make a lowish-poly woman but I gave up on the "realisticially" proportioned one and just started modelling a new one with more animu proportions. I think the anime-styled one turned out better, probably because I tried to refer to more topology references when making it.

For both models, I was planning to just paint on the face via textures or something instead of modelling the actual faces.

How do I learn to do elbows and knees better?

Also, how the fuck is the butt+crotch area supposed to flow, topologically?
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I made part of a car but now it fucks everything up when I add subdivision surface modifiers, what do I do
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>>1000793
You mean it's causing a loss of volume when you put a subsurf on, right? There's a way by creasing edges or something, like you can mark certain edges so that they won't get affected by the subsurf modifier. I'd tell you more but I rarely use subsurf and have never used this feature the times I did.
I looked up "blender subdivision surface crease" on Google and this came up, maybe it'll help: https://www.youtube.com/watch?v=hK2wihmIxnE
Good luck anon, car's looking good
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So I'm making a basic scabbard and the gold trims should be able to snap to the geometry, and I assume just using the snap toggle then move tool would be enough. They move together in object mode with proportional editing on, but that ain't working. Do I need to join them as one object first before that will work? Some settings magic?
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>>1000855
You can either
1. use Shrinkwrap modifier
https://www.youtube.com/watch?v=jD0t6kcq7zM&ab_channel=GrantAbbitt%28Gabbitt%29
2. Knife project the trim pattern onto the scabbard to imprint the pattern onto the surface , then extrude it out.
https://www.youtube.com/watch?v=rnDzzHAWEHQ&ab_channel=BlenderSecrets
3. Make the trim as a bump texture:
https://www.youtube.com/watch?v=T9YCk7ZlaI8

(1) is more modular since it still 2 objects but only applicable on objects modeled in subdivision to be able to generate a lot of polygons to snap and transition the form. (2) is more suitable for non-subD, low poly but it's a destructive workflow and you have to clean up to topology afterward . (3) creates fake depth but you have to UV unwrap and texture

it's (1)>(2)>(3) for realism , but also computing cost. I personally suggest you try (2) or (3)
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The fact there are multiple ways to approach things makes me struggle between knowing if what i'm doing is stupid or just a method. Slicing up a nice giant square for this abomination feels bad, I should definitely be working with more polygons, maybe even rework what I've done.
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>>1000869
I wouldn't cut up the the scabbard.
I assume you want to be able to look down the scabbard, and see a hollow hole. Otherwise, what's the point in doing all this work? You could cheat by making a hole that goes only about an inch down, close it off, and use textures to color it black, giving the illusion of a hole. And then just make the trim phase through the scabbard, back and front. No one would be the wiser. It will look like trim on a clean scabbard.

But if you want to be all accurate, and have an actual hole down the length of the scabbard, then it will probably be easiest to give the scabbard depth first. Start by deleting the faces that cover the hole. Select the scabbard and Alt+E > Extrude along normals. Make it as thick as you feel necessary.
Then, duplicate your trim for front and back. Join them along the edges where they would wrap around the scabbard. Then extrude juuuust far enough to get the faces inside of the scabbard's depth. But not too far where they're visible inside of the hole. And that should make everything look clean without too much hassle.
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>>1000869
you don't have to model every detail. You can only extrude big forms and then paint in bump map for smaller details . ex (1)

Your mesh doesn't even have to be connected , you can duplicate the faces them you want to project from the original mesh , press P to separate into a different object , then knife project that one . that way your ornament shape will inherit the original object's surface . You mesh doesn't have to be all connected . Ex (2)
or
https://sketchfab.com/3d-models/stylized-sword-5ffd9254caf34195b90fa7fec85f0c96

A lot of 3D modeling , esp stylized is just simplified models that hide their imperfection through texture
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Probably a dumb question, but I think this is the right thread.

So is every nsfw 3d animation made in blender, just made from scratch? Before I even started in my mind I just assumed
>download a model
>download an animation
>somehow combine them
>figure out how to render it nice

But after trying it out myself I see that's not really the case, and most tutorials are just about making the animation yourself, just wondering if maybe I'm missing something or if doing it manually yourself is just how it is.
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>>1000925
If you know absolutely nothing about how anything works, it'll be difficult to be "good". Think of it like a recipe, where there are listed ingredients. If a chili recipe calls for chicken stock, you could drop everything and learn how to make chicken stock from scratch, but you could also just buy it from the grocery store and learn the recipe. A non sex example would be https://youtu.be/HI5nUQ6Tzjo
Blender and Source Film Maker are popular environments to do the "somehow combine them" and render steps. Something simple like a twerk animation might be quick to do, but an animation for Lara Craft jerking two guys off while blowing the camera man is probably isn't premade online. Learn how to do things the non porn way, then pivot to what you find your interest falling towards.
https://youtu.be/j1IU5UHdyxE
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>>1000925
If smut peddlers just downloaded animations, I'm relatively convinced that the bar of quality would be much higher considering those people making them would just download animations that actually looked good.
The fact that 99% of them look like absolute garbage should be all the evidence you need to know there's not some magical repository of animated porn loops for you to just drop into your scene.
They're all doing it themselves, which is why it always looks like ass. The best they can do is have robotic linear-interpolated models slam together and hope that the tacked-on physics from titties carries the animation.
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>>1000932
sorry buddy but that's what peak futa performance looks like
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>>1000930
>>1000932
That makes a lot of sense now that I'm starting to get familiar with everything, thanks for the answers
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So can someone explain to me the different types of "Maps" and how they're used in games?
My understanding? (please correct me)

>Bump Map
Simplistic textures that make points in the surface seem high/low but don't affect silhouette, like pores.
>Normal map
More complicated textures that "fake" where a surface is facing in the render... I don't understand if they affect the silhouette but they seem the most common
>Displacement Map
Changes the silhouette of the model, needs a lot of geometry to displace so isn't used in most games
>Specular Map
Describes how "shiny" a part is
>Alpha Map
Describes how "see through" a part is
>UV Map(ping?)
The process of flattening a model for use in texturing.
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any good course for sculpting female characters in ZBrush?
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>>1000994
normal maps don't affect silhouette - they can't move geometry. they're just better bump maps.

spec map - you're somewhat right, but there's a few things to remember here.
1. you can think of the specular part of the shader as a layer that sits on top of the diffuse part - you can control both how visible this layer is and how shiny/rough it is, as separate control - pic related is a good way to think of modern ubershaders. in theory you should be able to leave the amount value at 1.0 for 'physical accuracy' (and if you're good about setting your normal and roughness values well it'll work in most cases), but if you need to fudge it, fudge it.

additional note about blender specifically - the way they set this 'amount' up in the principled shader is via a parameter called ior level. under the hood this is a multiplier for the index of refraction value where a 0.5 value on the ior level is a 1x multiplier of the ior value you've set. so 0 - 0.5 values for this slider are the 0-1 specular level you'll see literally everywhere other than blender. this is an insane way to do this btw and they know it, which is why they hide this parm under a dropdown now.

2. you'll often see people use specular/roughness interchangeably. however, roughness is a newer model and often old maps labelled specular need to be inverted to work properly as roughness maps. in rare cases i've seen people package both specular and roughness maps where the specular map controls the amount of the specular layer and the roughness control the roughness value.

alpha/opacity you're correct. however it's not the physically correct way to do this - for transparent objects in vfx scenarios you'd use transmission instead
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>>1000996
forgot pic
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>>1000994
Technically speaking, you can use also displacement map in a way where it actually doesn't affect the silhouette as well. It's called "parallax occlusion mapping" (POM). It's a shading technique (thing?), that kind of fakes depth by creating parallax inside the UV coordinates while keeping the geometry exactly the same. These often use displacement maps (or bumps as well) to inform how far to push in the depth. You can tell POM is being used because like bump/normal mapping techniques, if you look at it at an oblique angle, you see the underlying geometry.
You see it often in video games, but it's occasionally used in offline rendering (non-realtime), and tangentially for things like fake interiors (which are similar, but kind of a whole nother fish to fry).
That being said, natively, Blender doesn't support POM or interior mapping (without fuckhuge nodetrees for both). Maybe in the future we'll get POM, but I doubt it.
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>>1000996
oh and just to be totally clear, in 99% of cases roughness/specs maps are meant to be control the specular roughness NOT the specular amount
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I want to model natural environments in Blender that match the graphical quality of something like Wave Ocean from Sonic 06.
Does anyone know of any tutorials for this?
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>>1001006
As someone who also kind of wanted a specific style tutorial, basically you just have to find something close enough and learn the blender skills until you understand how to make what you want. There won't be a specific tutorial for Sonic 08, but I bet you can find a tutorial for environments and go from there
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>>995292
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I originally asked this in the 3D printing general on /diy/ but I think I might get better help here.

I have a 3D scan of a physical object and it came out really well for the most part. What I really would like to be able to do is to align it to the x, y, and z axis really precisely so that the bottom is sitting totally flat against the "ground" and it isn't tilted at all in any direction. (In the physical object, the bottom actually is perfectly flat, and making the model reflect that would be nice too if possible)

I know I can manually rotate and transform the mesh until it looks right, but it would be great if there were a more precise/reliable way to do so.
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>>1001023
I'm not familiar with that program. Maybe someone else knows. Did you try just googling the answer? Surely there are built in alignment functions.

Well in any case, I used your problem to learn how to do it in Blender. Then made a tutorial.
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>>1001025
That's actually really useful, thanks!

From what I can tell, blender is much better in general but meshmixer is a lot simpler and has a substantially smaller learning curve.
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how do I get freestyle lines to still show up if the camera is looking through a backface culled object material like a wall.
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>>1001029
forgot to mention this is in blender. here is an example of it happening.
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>>1001015
What tutorials do you recommend?
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>>1001043
I'm a noob too, so I just google/youtube whatever I'm trying to do
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>>1001029
>>1001031
Don't use freestyle.
Grease pencil with line art modifier. You bake it based on your camera view, and it lives as an object in your scene. If you set it to render in front of everything it'll do just that.

If you're set on freestyle, render a version without occlusion, take the lines from that and composite it on top of your final.
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https://www.youtube.com/watch?v=L6UK_rI3_b4

watching this scene made me think of a question. as this is 100% cgi (obviously lol), how do they get such a cinematic look with the virtual camera used? besides the massive detail within the scene, the camera alone just LOOKS like it's shot on film. why does it look movie-like compared to CGI I see from youtube or other content creators that don't have the same movie quality. wouldn't we be able to simply replicate the camera type/settings to mimic exactly what is used? maybe I'm ultra retarded and not thinking about this correctly but wondering if someone can help me understand
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So the scabbard has thickness, and a shrinkwrap modifier plus snapping is letting me move individual verts to prevent clipping through. Technically I'd like the trim to snap to the outside instead of the inside as you can still see some z buffer shenanigans. I tried just adding pattern to the gold trim also with shrinkwrap but it also lies flush on the surface, despite edit mode showing it has thickness, and doesn't mirror properly when i toggle along the x axis. Maybe I scratch that approach and try the bumpmap method. I still need to do the handle and the gold trim on the blade itself, then I figure I'll call it done.
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>>1001101
>how do they get such a cinematic look with the virtual camera used?
A lot of the subtleties are emulating the actual settings within the cameras used to shoot the movie. Keeping things like focal length similar to what you'd see on the lenses used, sensor sizes on the camera, lens distortion, that sort of thing. There's not much guesswork involved, since they know the cameras they're using and can just reference that information. As opposed to just making an animation and choosing things without specific cameras in mind.
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>>1001133
>Technically I'd like the trim to snap to the outside instead of the inside as you can still see some z buffer shenanigans
Have you considered not snapping to either surface? Abandoning the shrinkwrap modifier, and just allowing verts to float in the middle, where they would be unseen?
Here's a pic to demonstrate. Extra thick to demonstrate the idea clearly. But works just as well along thinner surfaces. The gold trim intersects the blue cup. But nicely in the middle, where it avoids z buffer shenanigans.
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>>1001156
For 3d modeling I heard that the clipping is unusable, but I'm not getting into that yet so I guess I'll just be fine with clipping. I've been fixing some of my geometry and made too many cuts without first aligning to an axis. It seems to be easy to fix, shift+S cursor to selected vert, change pivot point to 3d cursor, then select verts, S to scale, then hit z and 0 to align with the first selected vert. However, it doesn't want to scale along any axis, so z is doing it's default viewport wheel and delete. Extrusion still works, but now everything else is fucked what the fuck. I have lazy viewport 1.3 addon and 4.2.3 version of blender.
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forewarning: i am retarded and am getting filtered

can you make an animatable model by just making a sculpt and then making a really shitty armature underneath so it can move? like stop motion irl? i am unable to make good base meshe first for some reason
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>>1001229
no, you can't animate a sculpt, it will lag too much you won't be able to move the bones
you can try to avoid normal baking by doing a retopo and using a multires modifier with some applied shrinkwrap
>>
any industryfags who started using blender here? is it better to keep using the industry control scheme or will it be easier down the road to learn the blender controls?
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>>1001285
use the default config while you're learning/moving to blender.
it's very hotkey dependant and all the tutorials stick to the default.
once you're a bit more comfortable you can start customising it (so much of the keyboard is already assigned, you're going to need a second to figure out what stuff you want to override). the default hotkey layout isn't actually great; it's too spread out over the keyboard so you keep having to move your left hand around all over the place.
machin3tools was really helpful for me moving over. used to be free, but it's $5 now. you can pirate it if you're cheap. the pie menus for switching edit modes, aligning stuff, and dealing with the pivot and 3d cursor are much better than the defaults.
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>>1001230
Not that guy, but how does big media do it? Do they just bruteforce it with expensive hardware?
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>>1001378
They don't animate sculpts either.
For super high poly models/characters, generally you animate using a proxy. Which is either a low poly version of the character, or even simpler with a body made up of primitives.
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>>1001289
>machin3tools
thanks. I bought it and using blender is now much easier
>>
>Following EEVEE render tutorial
>90% of the options and stuff the video speaks of do not exist in 4.2 because of EEVEE engine overhaul.
Any anon knows of a good EEVEE 2.0 or whatever is called tutorial i can torrent/watch?
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So the beginner's guide I was following made a 10 polygon ear that needs to join an 11 sides head space. Do I just cut a single polygon in half like in pic related, or does that turn the quad on the other side into an ngon? Cutting a circle top to bottom makes it 12.
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>>1001453
if you have a limb, or other major extruding body part and the loop at the base/beginning of that is an odd number, you will always end up with mismatched verts and cannot make an all-quad mesh in my experience, so anytime you make a limb, hands, fingers, ears, etc... make sure you have even numbers so the math works out at the end
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>>1001453
Just hide the tri somewhere it'll never be seen.
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monkey has array and curve modifer to follow a curve spiraling around the tree. how do I make it so the monkey face points outward at all times instead of the way it is now?
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https://youtu.be/eP9gH_2zRe0?t=358 I've never touched geometry nodes but I need to learn this effect. How hard is it to do this effect using simulation nodes? Any suggested resources for learning it? I'd appreciate it
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Give me the scoop on gun modeling. What application is better for it, blender or 3ds max?
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>>1001543
change the curve's tilt

>>1001554
the software you're comfortable using
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>>1000585
https://youtube.com/playlist?list=PLtBH0U-1YxiKRePt4FeuFG7ApoRWcOw48&si=HQndYypQFvBrsXmR
Maybe following the head section could assist you, making changes according to what you want
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What key do you guys use to rotate the viewport? The middle mouse button on my mouse really sucks to use.
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>>1001585
one of the side mouse buttons remapped to middle mouse button, I use my thumb to rotate
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>>1001585
Mapped the middle mouse button to one of the buttons on my old intuos 3 pen. Feels good.
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>>1001585
I have a 3D mouse now but I used to do >>1001587 and also use scroll emulation on a trackball since it produces 2D delta scroll events that are interpreted as trackpad multitouch pans that rotate the view in blender
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>>1001585
I use a 3d mouse, but when I'm not, I use alt. All other responses are wrong.
This is good though. >>1001609
I have one of those fuckhuge Kensington trackballs, and spinning the ball to rotate feels pretty good. You just lose out on zoom, but you shouldn't be using zoom in the first place in Blender because it's trash and approaches infinity like Gojo Satoru from JJK. You eventually reach a point where you can't zoom in any more because the increments get smaller and smaller.
Granted, they might have fixed that... It's been a long while since I've zoomed in outside of camera view.
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>>1001595
do you use tablet outside of zbrush, outside of sculpting/drawing/paining?
feels like itd be rather uncomfortable to model with tablet
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>>995648
unrealistic proportions and way too many polygons
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>>1001646
I don't even have my mouse enabled. I do *everything* with the pen. I primarily box model. It's comfortable. And then I swap to sculpting to work out the shape of the mesh. Swapping between sculpt mode and edit mode is no issue, because the pend handles both well.
In fact, doing 3D stuff with a pen is 10x easier than trying to draw with it. Drawing requires a much more precision and finesse. But selecting point and and pushing them around is just a utility thing. Not an artistry thing.
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what causes my shit to implode like this when sculpting? just a subdivided cube that I remeshed once, applied scaling and all that, no modifiers or anything else on it.
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>>995292
so guys when will we move beyond quad based topology or are we forever stuck with it?
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I am making a stamp for 3d printing. It looks something like this. I solidified it and yet it still only prints the supports + first plate and then nothing. I don't know what the fuck I'm doing wrong. It's not the printer. It's the "data"
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>>1001714
I also found these werid lines when I zoom in...I don't know what that is. I made a zylinder so there should be no sepperation right?

Absolute beginner retard btw
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Also endgoal would be to make it into a case that opens and has room for a sponge so you just open and stamp.... but I can't even get it to print that easy piece.... pls help me anons. I'm super bummed about it not getting to work for the 2nd day now.
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>>1001713
You wanna model with voxels or something?
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>>1000793
isn't this just a topology issue?
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I realized a bit late the foot structure I was following was meant for a woman with stripper heels. What's the easiest good practice way to fix this? Do I remake the foot? Ignore it because during animation models deform anyways? It won't show with the boots anyways but I wanted to model the boots around the flat feet.
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>>995292
How do I model a car in Blender? Like where do I start? And please for the love of GOD no low-poly bullshit.
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>>1001952
Bro, I haven't looked myself, but there has to be a modeling car tutorial on youtube
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>>1001952
Take a cube, turn it into a rectangle, add 4 cylinders, then block in the rest of the car.
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>>1001925
Not sure what you're asking. There's no special method for fixing something like this. You just select the parts that need to move, and move them. Which in this case is the heel and arch. Select the heel and move it down. Select the arch and move it down. Select any edges that look a little off, and move then into a place that looks right. Perhaps scaling on the z axis will make flattening a little easier. But that's about it.



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