Trying to use RenderDoc to dump some Sketchfab models via Chrome. Every time I try to inject into the process, it just spawns new child processes infinitely and the capture never triggers.
>>1026718Do it via firefox instead
https://studio.blender.org/training/facial-rigging/
Wrong frame lol
Hi, noobie here working on modular wall assets for my game.I have a question:So, lets say I want to connect this corridor mesh that I have with another, since the edges are beveled I'd end up having rounded corners and the meshes don't end up "connecting" visibly because of the bevels.However, I solve this problem by deleting the overlapping faces entirely so the bevel doesn't work for that face's edges.The alternative would be to bevel by weights on the edges around the connecting faces but that fucks up the shading and the topology because I end up getting poles with multiple verts connecting to 1.How can I solve this? What's the industry standard way to deal with this topology issue.
omg i solved it thanks to claude i had to mark the connecting edges as SHARP. and then bevel by weight if anybody's interested
>>1026371Try that thread next time>>1025537
>>1026373btw how do i extrude a bevel angled then spinning downwards
Help me fags, im struggling with this topology
>>1026566The box method makes for fun gifs but it's a drag compared to poly from scratch, as you start with useless premade loop dependencies and will only add more. If you wanna be efficient, you build the face first and only then close the head loops, once your face already has all it needs
>>1026568So you don't know how to do it, is that what you are trying to say?
>>1026573No, I'm saying it sucks compared to doing it without the cube
I bet that this: >>1026563 has better shading than this: >>1026566The brown loop around the face will likely give the perimeter of the face cleaner shading.
>>1026598Almost certainly so. In addition >>1026566 hjas a 6-pole on the contour of the 3/4 view angle. Its outlines are going to be random bullshit totally outside of artistic control.
obviously the only real choice for developing fabric patterns in 3d is marvelous designer, but i dont feel like pirating it again just to run it in a vm (linux btw) and learning yet another software suite. im also pretty unsure about its suitabillity for my usecase, which is making a fursuit; i need to be able to generate patterns from a surface, and not just cloth-physics a pattern over a surface like i know md is mostly used for.the big problem is that many of the parts of a fursuit are stuffed or padded, so just using a human mesh as a base isnt enough for all features, and because of the tension of the stuffing, some parts are either ballooned or draped, depending on their place on the body. my intuition is to just use blender and try to generate fabric patterns from uv maps as images and then print them. is this something any of you guys have done before? the pattern would need to be mostly isotropic to the mesh (i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender.im already going to need blender for sculpting and printing the head and several of the electronic components im making for the fursuit, so i may as well try and use it for the fabric patterns too if i can.
>>1026538i havent tried it. it seems possible, but also a lot of work, but if you're comitted to the idea...>i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender.tab to go to edit mode, click to select edges, pick the ones you want, right click, then mark as seam
>>1026543marking seams is a uv thing which im familiar with from doing texturing. seam allowances are a sewing thing. they are an excess of material past the point where seams are sewed together to give the material enough strength to not fray, or to allow surging or overlock stitching. generally youll give maybe a1/4-1/2 inch of seam allowance depending ont he material or the type of seam youre sewing.my main concern is being abe to turn the surface of a 3d model into a planar surface without distortion. im stupid and the correct term is homeomorphism. i need to preserve the area of the model when unwrapping it.
>>1026544Export the UV map with a margin?
Why is Blender laggy when sculpting high definition meshes? Any way to optimize this?
>>1024918>Any way to optimize this?https://www.youtube.com/watch?v=vC7jGM16t2Y
>>1026537And that is why I don't use Blender for any of that crap. I just stick to zBrush and an image editing program like Photoshop, Clip Studio (for stylized stuff) or Substance.I don't get why people here don't consider using a pipeline system for their work.
>>1026551cause we're fucking poor nigga. ucupaint is the best we're gonna get.
I've seen people subdividing meshes like fucking crazy before even having the base shape right.I hope OP isn't one of those.
>>1026552Piracy, man. I don't know why you don't think of that, either.>>1026556Wouldn't surprise me if that was the case, honestly.
I use blender mostly for pinups/static scenes and everytime I try to make my own lighting from scratch it makes me feel like a retard who doesn't know how to use blender. I've seen a few youtube tutorials herre and there, as well as attempting to copy other artists, but feel like I have no foundational knowledge.
Fuck itPost your favorite examples (Movies, shots, etc) you'd recommend to learn lighting fromGod i fucking love rimlights so much
>>1022747There is an excellent series of articles on the theory of lighting made by one of the Lego Batman lighting guys,. You can read it here: https://chrisbrejon.com/cg-cinematography/. For the actual practical "how do I control this shit in Blender?", see https://www.youtube.com/watch?v=c3FnWQTMo9s. This might actually be the only good lighting tutorial for Blender on Youtube. He gives you a basic scene, shows you how to control the lights (what settings to adjust), and then lights the same scene/shot multiple different ways to convey different emotions. The book Framed Ink is easily available in PDF form on the Internet, and while it's in black and white, it should help you further increase the emotion you're trying to convey via scene composition. While you're doing all of this, I'd echo the ideas to watch your favourite movies and to try and re-create the lighting setups in the shot, but in Blender. Hell, download some basic mannequins and pose them in the frame too.I think people in this thread had generally fine advice, but it's disappointing no one actually gave you a book or article to actually study.
>>1024187I wanted to recommend Brejon's blog but i keep forgetting his name every time i require his site lmao.Thanks anon.
>>1022747First set your pubes on fire. Second watch how the flames dance and shine upon your blistering skin paying close attention to the shadows. Third, profit.
>>1024170It might be a bit of a dull answer but there are so many shots of Davy Jones in Dead Man's Chest that light him so well and really show off what an excellent job they did. Where he's introduced in the dark and he's face to face with the other guy, some really sinister lighting there
trying to get a npr rig of a "doughnut" and "biscotti" working im using a cloth sim to simulate "doughnut jiggle" and im struggling to get the "biscotti" to penetrate through the donut hole and then have the hole return to its regular shape,also trying to simulate "coffee liquid and bubbles" to spill out of the donut hole,since its npr so it dosent have to be realistic and the less intense it is on my pc the betterany suggestions or tutorials you can recomend?
>>1024300>>1024302>>1024305why are you making an animation of a dog vulva being penetrated
>>1026344How do you know what a dog vulva looks like?
>>1024300How would you do a hotdog sliding between two large buns roughly D size?
>>1026366You say that like dogs normally wear pants.
>>1026477Conserve volume cloth simulations
a thread to post your daily sculpts and sculpting in general previous thread >>1003156
>>1023181I've seen worse, how's your second sculpt?
>>1022609would let her bite my head off
Image limit reached, new thread >>1023366I'm dropping the "daily" from the original thread name since it doesn't make sense anymore
>>1023316hey uh are you using zbrush for sculpting? i am a complete beginner, like watching how to do modeling in blender type of beginner. so before even jumping straight to zbrush or anything else i would love to get your opinion if i should just stick to blender for now until i can learn more about sculpting and stuff. i have also a wacom tablet for 2d stuff that i abandoned for a while so i was gonna use that. Would you recommend to a complete beginner to stick to blender until they can learn more, i also have a zbrush 2024 crack but dont want to use it for now before learning blender more. And i also would love to learn your opinion if i should switch to 2025 or 2026 crack.
>>1026453Those pokemon quick sculpts were done in Blender, I use Blender because I enjoy using it You don't have to use Zbrush unless you want to be a full-time sculptor in a professional setting Zbrush 2024 is fine, a beginner won't need the features introduced in later versions (until they release the UI update)
I am trying to not GET free paid plugins. BECAUSE THAT'S BAD, is there any way you guys could help me avoid getting FREE paid plugins ;3
amazing that i'm here for the same reason
if ur going to steal commercial software, might as well actually pirate the good shit and get maya
>>1026447really? Would you recommend Maya? I kinda wanna go on blender as I have been using this for a while, I have 200 hours :P
>>1026433>trevorpostingMy brotherhttps://t.me/BlenderUniverse
vfxmed
AI will take our jobs! The ones none of us have!.
>>1023306you need to go deeper
>>1010467>grok Literally one of the worst tools for this shit out there lmao use actual specialized tools for AI 3D art
There’s no way there’s actual 3D artists out there that don’t want the workflows to be more simplified, they literally feel like stone age crap compared to what AI is already allowing us to do, maybe just the autists that obsess over getting their perfect topology by hand don’t want this. AI will be a perfect fit for 3D
I haven’t kept up with the progress that AI has had for 3D asset making. How capable is it? Is it still worth learning if I want to make money off it?I don’t want to sound like one of those people who coped when AI art was in its infancy and we thought the pictures of Master Chief standing in line at gas stations couldn’t possibly make art as good as a well trained artist, but even with my pessimistic view on how AI is going to ruin the internet, I just can’t see the technology being able to replace a 3D artist. It would probably make the process easier in some ways but you probably are going to need someone to use it until we have AI that can literally think like a human with the full knowledge and intuition of a 3D artist, which if it existed, it’s probably way too advanced and expensive for most people to afford I’ve seen those AI programs that can take an image and generate a 3D mesh, but even when you take account that the topology usually sucks and needs manual editing, you still have to UV unwrap it carefully so it doesn’t show distortion, texture it realistically or fine tune it to fit an aesthetic, bake features onto it for extra details, then put in a skeleton and weight paint it in a way that prevents unwanted deformation and achieves specific effects like jiggling or rigid movements in certain directionsI don’t think an AI could look at a chubby character and rig it in a way that an autistic but wealthy furry would want, or see a robot/mecha and precisely place the bones and restrict their relative movement that the design implies. Can someone cut the doomer mentality and tell me what AI is actually good for with 3D asset generation?
>>1026080making the meshes is insanely good if you're willing to combine them. retopo is okay. texturing is straight up awful. rigging is nonexistent par simple canine or humanoid skeleton without fingers or face. Tripo3D is by far the best atm but it's 20 bucks. as for open source there's not a single even half decent model.
How to make daz models less plastic and more fleshy like pic related? is it a sculpt or texture problem? can they be fixed in blender?
I'm new to DAZ and 3d stuff as well, I've found that to get a good result you need a good high definition skin, tweak SSS settings and obviously good lighting
>>1024572that skin that looks like its made out of concrete indicates zero SSS
>>1024603Most skin doesn’t have that much translucency. DAZ is not that great but Iray isn’t nearly as bad as people on this thread are making it out to be. Take tachy’s model rip to maya and render her with Arnold using random walk SSS and it will look much closer to the daz render than to the picture on the OP. >>1024074First of all, daz models often look harsh because most characters have harsh features. They’re really masculine even the women. Other than that stellar blade is using UE4 I believe, or 5 but in any case it’s using their real time SSS shader that makes skin look really soft and mushy. You might want to just render in UE5 to get that exact look.
>>1024673>First of all, daz models often look harsh because most characters have harsh features.Is it because of all the chudlines and bad facial features?
>>1024107You can use thickness map with SSS and and play around with textures in general. Increase normal map intensity, reduce thickness map etc. Mostly texture tweaking
Blender animations are laggy, skinning bugs, shitty skeleton system that's weird. Skinning and animating on older versions of Max was a cake in the walk compared to this.
>>1024943What is weight painting?
>>1024943If you have any thing generative on while running the animation, then it will slow down. What do I mean by generative? That can be things like modifiers that are generating new geometry like for example, the subdivision modifier. It's generating new geometry. And when the animation is active, it has to generate new geometry every frame. This causes slowdown. So you want to disable things like that while you're testing your animation.Personally, I rand into this issue the other week. I couldn't figure out why it was so laggy, until eventually I disabled everything, and only enabled things 1 at a time to test their effects. I discovered the culprit. I used a geometry node to generate eyebrows on the character. I didn't apply the node, because it was still in testing itself. So when I activated the animation, it was generating eyebrows for every frame. As soon as I disabled it, the animation was perfectly smooth.Note: there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated. Hiding will not get rid of lag. You have to disable it by pressing the viewport icon that looks like a monitor.Disabling from viewport will not disable from render. That's another 3rd option, with an icon of a camera.So make sure that any excess generators are disabled from viewport in order to eliminate lag while the timeline is active.
>>1025091>there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated.Not OP, but this explains some performance issues I've experienced while testing. Thanks anon.
>>1024959Hell, not even that, OP needs to unparent the armature and realign that shit. That's embarrassing even for a first-timer.
If it is laggy you are doing something wrong. Check your settings, try to find out what is bugging out.
What do we think of the new shrek?https://www.youtube.com/watch?v=KbiwL74KyJQ
>>1008463low test vasectomy sherk
>>1017130Damn, that fixes the disgustingly ugly features of the original model, while mantaining it's core design and character. You just gave us the real Shrek remake that we will never have.
>>1010203Modern character designers do suck. The only animated films that do well are copy/paste sequels of franchises established over a decade ago, the rest is a competition to make the new record-setting box office bomb. Why would they recreate characters to be more like the latter camp?
>>1016930Left is the OG. Right's the update.
>>1020355Does it though, we've had nothing but bombs for years
Did sfm set back 2010s animators years? (kinda ignore pic)
>>1014636actually i think usually limitations breed creativity and so a more limited toolset will usually have more creative results due to having to solve and workaround the limitations.
>>1014631Couldn't you just get this effect by playing with the lens?
>>1023484Both the lens and the posing are used. You've gotta pose the model *anyway*, might as well make use of it.
>>1014631no, it's still used for simple stuff to this day despite being arguably worse than blender for simple things assuming you have all your preferences and render settings established for the style you're after in blender
>>1022881I think the key here is just using the Workbench renderer setting and playing around with metcaps. EEVEE might be another possibility given it's a realtime renderer.