Thread #1025537
Anonymous
/SQTDDTOT/ Stupid Questions That Don't Deserve Their Own Thread 02/09/26(Mon)21:09:28 No.1025537
/SQTDDTOT/ Stupid Questions That Don't Deserve Their Own Thread 02/09/26(Mon)21:09:28 No.1025537
/SQTDDTOT/ Stupid Questions That Don't Deserve Their Own Thread Anonymous 02/09/26(Mon)21:09:28 No.1025537 [Reply]▶
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>>1025539
Used to be a regular thread. Questions like how do I get free models, how do I download jpg, how does rotate work, etc, all trivial "how do I" questions that clutter the board for zero general value go in there where they are easily answered and found by further questioners while keeping more interesting threads from falling off the board
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>>1025713
I can only bone select if I'm bone-select mode, which I guess makes sense. But I only need LMB for that. I want to select bones while in the other 2 modes. It's gay having to keep switching. Holding alt or ctrl doesn't work in those cases.
>>1025715
You have this problem too?
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I have a cartoon eye I want to morph with shapekeys, but I don't want to distort the pupil texture. How can I do that? I don't want a procedural pupil either. Just a texture.
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>>1025537
>>1025537
in UV unwrapping, how do you set the selected orange things to be in a precise unit or scale? i can't get the life of me to align it on a texture. say there is a 512x512 part in a 1280x1280 texture that i want to fit the orange box to, how do i line it up perfectly?
it's all scale and rotate and grab and distort everything and everywhere in blender. I know i am doing this wrong or using the app wrong, but can anyone enlighten?
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>>1025930
Assuming Blender
In the UV editor press N and you will see menus on the right. In the Image tab you can see the coordinates under UV Vertex. You can type in the coords into X/Y or move the vertex manually.
By default uv coords are displayed between 0 to 1 so if you want pixel coords, go to View tab and check Pixel Coordinates. Keep in mind the origin starts from the bottom-left, not top-left.
I wouldn't worry too much about "perfect" alignment anyway, nobody will be able to tell if you just eyeball it. There will always be some slight distortion unless all your faces are perfect squares and you are a god.
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>>1025961
awesome, thanks! i'll try it out later. and yes, blender. trying get some pixel art seamlessly wrap in some kind of tile and coming from a 2D background, i guess some old habits still hold me back. im just too anxious
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Besides CGPersia, The Course Busters Telegram and online-courses.club, where can I find premium courses for free?
I'm specifically searching for this one: https://www.wingfox.com/c/9248
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>>1025981
Let's say I have a one-off project as a VFX artist and I want to pick up any program to retopo a complex ZBrush sculpt with, for this one time, as fast as humanly possible.
I've experience in ZBrush & Maya, but have lost all the memories (like quad drawing) and can go in any direction.
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Okay so this is actually exactly what I was looking for since I've got a simple question, does anyone have examples of what good seaming and UV mapping looks like if I want the most bang for my buck in terms of texture quality relative to texture image size
I'm better at learning by looking at examples over watching tutorials, though I wouldn't mind tutorials too if you guys have a good one you would suggest
All the links that relate to information in the UV section of the pinned thread for the board are dead, so that doesn't really help me
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>>1025537
has anybody successfully installed reallusion character creator 5 and iclone 8?
is there a portable version without doing all the hacky stuff?
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>>1025537
How do I go about changing the colour of a texture without impacting stuff like dirt and stains on it?
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I started only a couple weeks ago. Does anyone have advice on how to do irregular shapes on faces? I am trying to make an intricately shaped keyhole for example (not just a trapezoid cutout with a circle cutout on top), but am struggling. The best way I can think of at the moment is to draw the shape into the mesh somehow and use a mirror modifier so it is symmetrical. And even in my plan I am not sure how to do that correctly either. And I want to avoid shrinkwrap and boolean fuckery if possible.
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>>1025537
How the fuck do you rig and animate an eel? I've modeled a dumb simple eel in blender but have been at a loss for hours. There is next to zero tutorials online for how to do anything 3dcg for any sort of marine life, let alone eels. I could use snake rigging techniques but those don't exist online either. I ask Chatgpt to scour the internet for me and it is at a loss too. I just want something simple so I can make a png sequence and use it as a sprite sheet.
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>>1026247
Nevermind I made something satisfactory. Just extend one extra bone on the end of your chain and turn off deformation for it. Then apply the damped modifier to the one right behind it and make it target that end bone. Then go to the bone behind the modified bone and give it the same modifier, only targeting the modified bone in front of it. Repeat this for the rest of the chain all the way to the base. You can do this while modifying or go back through after, but you then need to make them go down in influence approaching the base. Highest influence on the bone on the end that targets the unmodified non deformative bone, lowest on the base. Then you can move the base and have it ripple in a wave behind it, I'm sure you could tweaks this to your liking and experiment with influence. Also, if well modifying you get an issue where bones start pointing towards each other and look weird, just undo it and retry to select your target. This is a simple yet versatile rig that can work for eels, snakes, tails, some tentacles, and anything similar. Only downside is that you can't export this but you can always bake animation and you'd likely want to do this procedurally anyway for a 3D game. I personally needed it for a 3D visual rendered as a 2D png sequence for a spritesheet so I didn't have to worry about any of this. Never give up anons.