Showing all 307 replies.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>1025739
honestly, I don't care at all if those are preset. if it's as smooth as these goyslop videos show, it's a massive stride for working within the viewport. I don't need pixel perfect shit in motion, I just want a fast live render view. the final render is what matters anyways
>>
>>
File: real blenderguru.png (138.4 KB)
https://www.youtube.com/watch?v=kSzGkF65YVI
>>
>>
>>1025791
>NOOOOOO my heckin creative works
No one cares about "creative minds" from the third world like all of them are, 3D is oversaturated anyways and it's time to cull a big population from it with their shitty generic mediocore work. AI is the test if you get filtered or not, basically if you're low value shit.
>>
>>
>>1025688
Dogshit. You can literally see a reduction in detail through this shitty kilabyte bitrate video. Who dont you post a 4k version at lossless quality and see how eell that goes.
"Muh shimmering hurts my eyes". No.
>>
>>
File: alicia pris.jpg (620.5 KB)
I’m trying to turn a character model I captured from a PS1 game screenshot into a proper 3D model. The original mesh had holes in the head that I repaired, but now those areas are discolored. I’m wondering if that’s because the repaired faces aren’t properly mapped on the UV layout. If so, what’s the best way to fix this kind of broken texture? I also want to rig the model with a skeleton, but I’ve been told that doing so isn’t ideal because the character isn’t in a T-pose or A-pose. How difficult or time-consuming would it be to reposition the model into a proper pose? Is it really so bad that I’d be better off continuing to spend hours trying to rip the original model correctly or even just rebuilding the model myself from scratch?
>>
>>
>>
>>
File: buggy-as-fuck-1_FAXRmvfB(1).mp4 (1000.1 KB)
>>1026005
Yeah, I think Panta would be the better when it comes to "retard's first model into VRchat & Garry's mod" because I gave the model to a guy who put it through a program called "Rigify" or something and this happened though I do have some questions about that...
>>
File: Panta error1.png (1.6 MB)
>>1026022
I'm trying to follow a guide to port this guy into source but I can't follow the guide because of this error It's due to a modifier I think, but that modifier is there to keep his backpack attached onto him. Is there a better way to make it attached to him?
>>
>>
>if you want weight painting to be practical, you have to go to Tools > Options > enable Auto-Normalize
I just found this out. Idk if this is a Blender specific issue but this is why 3D modeling is kinda pissing me off. Like in other artforms it's about how you USE the tools. In 3D modeling it's more about FINDING the tools. Like "Oh you didn't know about this secret hidden option that can save you 10 hours? teehee XD". I've watched like 5 rigging videos and only through some random youtube short did I find this. This isn't the first time something like this happened.
>>
>>
>>
>>1026034
Depends on your workflow. The armature modifier will always normalize the weights on the fly so it kinda depends on the effect you want your brush to have. With it on paiting weight will take away from other bones, otherwise it will not.
A typical use case is using auto-normalize on the basic skinning but turning it off when weight painting corrective bones, which are typically gonna have very small weights "on top" of the basic skinning.
>>
>>1026038
Yeah, create a line mesh and deform that, then in the object tab set up vertex instancing, then parent the object you wanna "array" to the line mesh.
Then if you really wanna control it with a curve add the curve modifier to the line mesh
>>
>>
>>
>>
>>
>>1026034
every software has this exact problem. 3DSmax and Maya have an insane constraints system that effectively requires coding to get it to play nice, on top of functions requiring dummy objects to make the bones follow constraints (they can't reference another bone, you see!)
Blender's constraints are honestly the best, and even then they're not great. I'd prefer them to ever going back to Autodesk though.
>>
>>
>>1025688
Add primitive tool in sculpt mode is in main now, we could have it in the 5.2 beta tomorrow.
https://projects.blender.org/blender/blender/issues/149216
https://projects.blender.org/blender/blender/pulls/152856
>>
>>
>>
File: 17721662674044063423274903642152.jpg (1.2 MB)
Any tehcnic one can learn or read up to do walk cycle, or idles, or even sequences, and all three inbetweened, procedurally, maybe using just simple flash/2d timeline or in http://tululoo.com/ with simple objects, events, +-/ maths
>>
File: Screenshot 2026-02-27 120613.png (1.4 MB)
Is there a reason a lot of the crap I find on the internet has this sort of bone layout, and is there a way to convert it to tip to tail connections so I can use IK? I just put a new armature on it if I need to actually animate it, but I feel like theres a better way.
>>
>>
>>
>>1026201
More or less how you do it. I've had to do this a few times myself. It also helps if you use the cursor and "Selection to Cursor" on each of the bones' heads to make sure the bones are properly aligned with each other, especially where the fingers are concerned.
It's time consuming, but it's easy to get the rhythm of after a few times.
>>
>>
>>
>>
Im trying to learn how to animated an would like some help with how workflow. I want to used the WASD navigation, set camera location, and then key frame it. I usually then move the keyframe around depending if its too fast or slow between parts. I need to get used to camera navigation if anyone has any tips, thx
>>
I'm having a major issue with Blender. Randomly it will cause massive slow-downs on my system. Sometimes I can fix it by tabbing out of Blender but most of the time I have to restart my PC. Nothing else causes this, only Blender. I don't remember this happening a couple of months ago.
Could outdated plugins be the problem? Please help a retard out, I just want to continue modeling my shitty robot.
>>
>>
>>
I'm so close to figuring something out. But it feels like I'm reaching the limit of my ability to comprehend. I know how it should be done, but at the same time, I can't put the pieces together. I'm excited to show you guys, but I'm also unable to finish it. Very frustrating. If only I was a little smarter.
>>
>>
How much vram is needed to work comfortably with Blender? I'm buying a mobile workstation (post-display or leasing) and either I will get 4GB (T1000 or T2000) or 6GB(Quadro RTX3000).
I'm willing to use older version if needed.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: Delaunay Triangulation 01.mp4 (2.5 MB)
>>1026634
I pushed through. Check this out. Delaunay triangulation. My very own custom Delaunay triangulation node. Technically, the fill curve node already has a hidden Delaunay triangulation function. So making my own is redundant. So why make it? Well... This is just the beginning. I'm trying to comprehend how voronoi meshes are made, so I can make one in 3D. One that I *control*. That's key. I don't want to just have random points scattered, and make the voronoi mesh off of those. I want to control the points, and make the voronoi mesh based on positions I choose.
Anyway, understanding 2D voronoi is a stepping stone to understanding 3D voronoi. So this is a step closer to the goal.
>>
File: Delaunay Triangulation 02.mp4 (134.3 KB)
>>1026897
Here's a comparison of Blender's fill curve delaunay triangulation with my version of delaunay triangulation. Blender's version is the one with the boarder, and mine is without the boarder. They are identical. Blender version is way faster though. I mean, I thought mine was fast when I was testing only about 16 points. But it starts getting clunky around the 200-300 point range. While Blender's version can do 10,000 points in an instant.
But that's ok. I'm just happy that my version technically works. It doesn't have to be the fastest for now.
>>
>>
>>
File: Delaunay Triangulation 03.mp4 (1.1 MB)
>>1026901
Creating the 3D version was easier than I thought. Though, I didn't really solve the math portion. I was just lucky that someone already created a node that finds the circumsphere of a tetrahedron. All I needed to do was plug that into what I already had and make a few adjustments to account for a 4th vertex. Now check it out.
>>
File: Delaunay Triangulation 05.mp4 (2.5 MB)
>>1026946
I changed the method slightly, which sped up the node about 3x. Now it reaches about 1,000 points before it starts to chug. I do want to make it faster, because ultimately, I want it to be able to triangulate between thousands of points. Maybe if I coded this instead of used node, then it would be faster. But I don't know how to code.
Anyway, I also figured out how to convert the triangles into voronoi cells. Like actual voronoi and not dual mesh approximation. Pretty neat, right?
>>
>>
>>
>>
>>
>>1027008
Thanks.
>>1027034
You're probably right. I dunno. I don't know what space partitioning and threading is. But what I suspect is holding back my node from being faster, is 2 things.
1, the repeat node is just slow in general. It would struggle to repeat *any* function 1,000 times. I suspect that repeating is faster when it's actual code and not nodes.
2, When storing values, there's an option to only store selected values. So say you have 100 values you want to store, you can select to only store 20 out of those 100 values. But even though the option to do that is there, I suspect that blender nodes are still checking all 100 values, and then deciding to only change 20. And by checking all 100 values, it's still doing the work. I suspect that in coding, if you only want to store 20 of 100 values, then it will actually only check the 20 and ignore the rest.
And if my suspicions are true, then the process I'm using would speed up immensely. Because I could tell it to only check the circumcircles/circumspheres of a few triangles/tetrahedrons per iteration.
As it is now, it's checking all existing triangles/tetrahedrons per iteration.
So yeah, maybe coding would make this way faster. I dunno for sure though. Still, the "project" doesn't end here. When you see what applications I actually have in store for this, you'll be amazed. I can still demonstrate the application, even if the speed of the node limits how far I can take it. Maybe after people see what I'm creating, then they'll be motivated to develop it properly.
>>
>>1027038
A modifier needs to be as fast as possible, if you want to use it for procedural workflows, animations etc. Though, if you intend to use it as a tool that you tweak once and then apply to your geometry, for example a remember, then longer slower processing is fine. Not ideal, of course, but you could get away with it, depending on the particular usecase you have in mind.
>>
>>
File: Delaunay Triangulation 07.mp4 (3.3 MB)
>>1026946
Phew. It took a lot of trial and error. But I finally figured out a way to use the speedier method for 3D Delaunay triangulation. It's still not as fast as I want. But it scales up a lot better than the previous method. In the previous method, it took 5 seconds to create 200 tetrahedrons. And trying to push it to 300, it just made my PC stutter for a couple minutes before I forcibly shut down Blender.
The current method takes a little under half a second to create 300 cells.
It's kind of difficult to see the tetrahedrons when they're all packed together, so here's a video of them breaking up.
>>1027057
I want to use it for animation and procedural stuff.
>>
File: Delaunay Triangulation 08.mp4 (3.9 MB)
>>1027099
Turned the 3D tetrahedrons into 3D voronoi cells. The transformation adds 50ms. So now 300 cells takes a full half second, instead of under a half second. Not too bad.
I still don't know how to make the triangulation conform to a boundary mesh. Most voronoi demonstrations show a neat little box broken up into cells. But I don't know how to make it conform to a box yet. It'll look more impressive when I figure that out.
>>
>>
>>
>>
>>
I discovered an error with the triangulation node. I'm not sure what's causing it. But sometimes the position of the points causes it to create more faces than intended, and the extra faces intersect. It's something I need to fix before moving on, so I probably won't have any cool triangulation updates for a while, until I identify and solve this problem. Honestly, it was a miracle that in the span of just a couple weeks, I went from unable to build the node, to having a functioning node with speed improvements, and being able to transform it into voronoi cells too. The progress has been explosive. But that kind of progress is something that I can't always expect to have. Oh well, I hope I fix the problem sooner than later.
>>1027131
Delaunay Triangulation can be used to calculate volume. Which will help with physics.
>>1027133
>finite elements modeling
I didn't know that term existed. Interesting.
>>
Total beginner here, still learning. Can anyone help me attempt to T-Pose this model? Appending it to a scene get me 90% there, but the main body has a weird issue where it turns to a flat plane. Any advice would be appreciated.
DL: https://tstorage.info/rbw5iykgmcj7
Password is 77840
>>
File: file.png (75.9 KB)
Has anyone made a plugin or a geometry nodes setup that approximate 'loop subdivision'?
I want to use it to smooth out a bunch of old game models that are already triangulated.
Normal subd looks ass on them and their topology can't just be converted to quads.
>>
File: Delaunay Triangulation 09.mp4 (2.9 MB)
>>1027165
I think I identified the problem. When points are at the edge of a tetrahedron's circumsphere, it can cause the resulting new tets generated to be flat. Or "coplanar" as it's called. The flatness means that the new tet has zero volume. And that causes problems. I don't know what to do about it yet. I tried deleting the flat tets, and that did prevent slow down. But not entirely.Some odd tet generation still occurs.
Still, the triangulation is usable, so I figured I would work on the sampling the tetrahedrons. Like how to tell if points are inside specific tets. And then how to interpolate attributes based on the points position. These were fun things to work on. I think I finally comprehend how barycentric coordinates work. Maybe. I was able to do the sampling math on my own, and the numbers appear correct, as far as I can tell.
Setting up some crude hair curves, I set up a crude marcher that extrudes vertices by sampling the interpolated attributes of the curves. And the result is pic related. It's a mess, right? But you can see what I'm going for. A curve interpolator, using Delaunay triangulation as a frame. I need to work out the kinks. But this should give you an idea of the application.
>>
File: Delaunay Triangulation 10.mp4 (2.8 MB)
>>1027226
My node for getting the area of a tetrahedron needed a little tweak. Fixing the error seemed to solve the bulk of the interpolation problems.
Still not perfect, but a lot better.
>>
>>
>>
File: Screenshot_20260405_142552.png (1.5 MB)
>>1025688
Help plz
I want to learn how to make and use control rigs for 3D models. Like last year I followed a tutorial but the person was clearly very novice and I encountered a lot of issues with the rig when I actually tried to use it for animation! Honestly it may have been partly my fault because I don't even know enough to use the rigs properly, but on the other hand many of the controls he set up in the tutorial just like totally broke unless the character was standing perfectly still facing +z with both feet on the ground.
Either way, can you fine folk please recommend any tutorials on making and also using pose rigs?
I want to learn how actual real pros do this stuff, if there is an actual pro tutorial or course or something that teaches this well I would love to hear of it! Any advice would be very appreciated! I want to try making animation as good as the amazing digital circus show! Their poses and animations look so natural and clean, but mine just looks like some tard mashing his keyboard on a 3D software. My poses are absolutely lifeless :(
>>
>>1027282
That's nice, pookie bear. But you're not allowed to post stuff like that on a blue board. The mods around here might overlook a nude wireframe. But I don't think they're going to overlook two penises rubbing heads.
>>
>>
>>1025979
>what’s the best way to fix this kind of broken texture?
Yed, go to UV Editing
Select the new face and move it around the texture
Sometimes you have to split that polygon and place it where it should go in the texure
In my opinion for a model this simple, you better do it from scratch.
>>
File: uPKtIBLPSXSUcOYAmcVX_Kibali-s+Face_square.gif (2.3 MB)
>>1027289
Thank you! This does look like exactly what I wanted!
Has anyone here taken this course before? How was it like? the website says it's appropriate for beginners, is that true?
>>
I'm feeling a Blender related fatigue setting in when it comes to tutorials.
So much so that I might just ask an AI for answers of Blender related questions to improve my workflow.
Not asking for generations of 3D models or textures or renderings. Just instructions on how to do that kind of stuff.
Anybody tried this? How good or bad did it work for you?
>>
>>
>>1027303
It's true, but motivated beginners. It starts from real basics but ramps up fast and is quite lengthy, but oh so worth it. But you could also start with one of hus simpler free courses to get a feel for it.
>>
>>1027319
I've always searched for answers on google. Then, one day, I looked at the AI results, and it had the answer I was looking for. So I don't discount the usefulness of AI in seeking solutions to problems. Typically, google's AI is sourcing from a particular video or article anyway. So it's giving you an answer humans came up with. And if the AI's explanation doesn't make sense, you can click the source to see if it's actually relevant to your needs, or if its erroneous. You still have to use your own judgement. But it seems that AI does help the search.
>>
>>1027323
Maybe in the future such questions will yield genuine results, but I see the point you're making.
>>1027326
Fair enough, anon.
How is open3Dlab for getting some basic models to test render settings in Blender before the sculpting and texturing begins?
What I'm currently concerned about is render quality. I handicapped myself into using Linux (legitimately not sure if that means anything in terms of improved Blender results, but then again people say Windows 11 is awful) with my AMD gaming rig so I want to find a sweet spot between efficient renders that meet a compromise between high quality and not making my PC hurt too much.
I'm not sure if Blender can meet what I am looking for.
But really this is just a hobby I am considering as a pastime when I have free time and I'm not feeling down in the dumps.
I have an AMD Ryzen 9 7900x CPU and an AMD radeon rx 9060 XT GPU.
Am I being too concerned about pushing my hardware to the limit or are my concerns genuinely justified?
>>
>>
>>
>>
>>
>>
>>
File: blender_rM9blJhuwq.jpg (693.8 KB)
I've been banging my head against a wall for the past 2 hours trying to figure out how to get this god damn light to work properly.
With the mist turned on in EEVEE, the light will just disappear if it's not in in front of something like the glass panels, and I've been trying all sorts of gradients and camera distance shit to make the light disperse as it goes out instead of terminating with that giant circle of white.
>>
>>
>>
>>
>>
>>
>>
>>
>>1027361
Cycles is by and large a traditional CGI rendering engine that focuses on bouncing light and simulating materials in a realistic way.
Eevee is basically a video game renderer that takes a ton of shortcuts for the sake of speed, and often ends up looking unrealistic or needing a fair bit of trickery to achieve a very complex visual effect.
>>
>>
>>
>>
>>
>>
>>1027370
So in a strange autistic way.
Am I most likely able to configure Cycles to produce an "EEVEE" video game render effect and keep the render effect visually consistent as Cycles and Blender keep getting updated over the years?
>>1027373
How many hours are we talking depending on how complex a scene is?
>>
>>
>>
does anyone here know anything about geo node and script? I got an add-on that can add collision, but only to a specific kind of mesh. I checked the mesh's geo nodes and its all there.
What I want to do is apply this geo nodes to whatever mesh I want so I can add collision to anything I want.
Tried to copy paste the geo nodes but something came out wrong. Figured this is way above my level.
>>
>>
>Quad Remesher for blender is still broke, doesn't allow for vertex painting to control remesh frequency
I messaged the faggot and he got back to me on the 3rd of Feb saying it'll be fixed in a few weeks. what the fuck did I pay all that money for?
>>
>>
>>
>>1027411
2 things.
1, It sounds like you didn't follow the other anon's instructions. Because you're "copy and pasting". You shouldn't need to copy and paste. You should be able to add the node group from the modifier tab. The fact that you're copying and pasting, makes it sound like you're trying to move the node from 1 file to another file. Am I right? In that case, try using the "append" function instead. Go to File > Append. Then select the file with the node group you want to use. Navigate your way to the node trees folder, and select the node group.
2. It sounds like you're attempting to paste the node group into a different version of blender. That would explain why nodes look different when you paste. Geometry nodes updates often. So new versions might not have nodes that old versions have, and they system automatically attempts to convert the old nodes into new nodes. But if you're pasting into an older version, it won't know how to convert the new nodes, and will likely break.
If the node group has some specific function that relies on old nodes, and they're automatically converted to new nodes, then that function might break regardless.
Check which version of Blender the node group was built for. The publisher will likely tell you on his page. That should be the version of Blender it works on. If you need it to work on a newer version, then either figure out what's breaking and make the necessary fixes, or ask the publisher to update their node, or try using the last version of blender that has all of the old nodes.
>>
>>
File: Untitled.jpg (21.9 KB)
>>1027412
oh right, the original mesh has those attribute thingys and my mesh doesnt. I see boolean and stuff there. Consider that this is a collision geonodes, those things might be important. Can you copy them?
>>
>>1027416
>thanks I managed to get the geonodes through modifier tab
But are the nodes the same or different now? Check inside.
Can you copy them? Well... I'm not 100% sure. But I'm thinking no. Attributes in that section are typically custom made. Specific to the individual mesh. Something the node creator did to his mesh, in order to make his node work.
Because you see, in geometry nodes, sometimes you can't generate an attribute exactly as you need. So you have to create an attribute and manually set it by hand, and then go into geometry nodes and fetch the attribute you just made. For example, UVs work this way. You manually set seams on the mesh. Those seams are an attribute. And then the UV unwrapper looks at the seam attribute to figure out how to unwrap the mesh.
So the question becomes: Is the node using those attributes? If yes, then how is the node using those attributes? Again, you should check with the publisher of the node, and see if he has any notes about these attributes. I can make guesses, but I can't tell you anything with certainty. position sharp_edge, and UVMap are typically created automatically when you create a new mesh. It's strange that your mesh doesn't have those. I'm not sure what Color is doing there, but that might be connected to vertex colors.
In geometry nodes, attributes are fetched by their names. So *if* the node needs those attributes, then you can create your own. Just press the little plus button there, and create a new one with the same name, attribute, and data type exactly.
But the attribute merely existing, doesn't necessarily mean it will work. If you need to actually set attributes(like seams or something), then that's what you will have to do. Or, if the script is supposed to generate those attributes automatically, and it's failing, then you'll need to figure out why the script is failing.
It's possible that your mesh needs to be properly unwrapped.
>>
>>
>>
>>
>>
>>
>>1027422
the problem is the xxx.obj is a daz 3d default mesh, and the addon only works on daz3d mesh. you know daz studio right?
I want to use this addon on any meshes I want. Atleast get the geonodes to apply on any meshes
>>
>>
>>
>>
>>1027424
fuckin hell its lagging as fk and I only subdiv the mesh up to 1 million vertices(2 millions triangles)
blender just couldnt handle it at all I have a not bad CPU.
this is a bust. when will technology improves, sigh. such a simple soft body tech and yet...
>>
>>1027427
I got it working with a different mesh too. By selecting "target is planar surface" in the modifier tab. That seems to be the trick.
And yeah, after subdividing the mesh to 3.6 millioin tris, it slows down a lot.
Collision is never simple. Sadly. I went through that phase of thinking collision should be easy. But I learned that in order to make it work universally, every point needs to know where every other point is. And that leads to exponential costs. If you only have an 8 point cube, then 8x8=64. So you need to perform 64 operations to keep all the points aware of each other and not overlapping. That's easy. But when your mesh has 1 million points, then it becomes 1m x 1m. Which is literally a trillion. And no machine is performing a trillion operations in a timely fashion.
So people think of ways to do fewer operations and still get decent results. The node you're playing with is one such attempt. But even as it tries to be fast, you're coming to find that it's not fast enough to get the level of detail you're looking for. This is the typical of most collision systems.
What animators do to get around this, is perform simulations on much lighter meshes, and then transfer the motion onto denser meshes. Creating a lower poly orb in the shape of a breast, simulating the collision on that orb, then transferring the motion of the simulation to the actual breast.
>>
>>
>>1027428
Check the subdiv modifier and see if it tells you it disabled GPU subdiv (which will make it slow for high poly counts) and possibly the reason (which will usually be other modifiers, custom normals or a a driect dependency on geometry (like parenting something to a face or vertex).
You can then deal with it by either removing with the relevant dependencies or setting the viewport subdivs to 0 (you can do it globally in the render simplify tab), which will massively accelerate everything and is verx handy while you're animating, and obviously doesn't affect the actual render.
>>
>>
Whenever I try to render a scene that I've created, the render window remains blank for several minutes before Blender stops responding. I'm not sure if this is because my computer can't handle scene. The scene has a total of 24,725 vertices. Here are my computer's specifications:
>i5-3470 3.20 GHz
>RAM: 8 GB
>NVIDIA GeForce GT 710
Please don't laugh.
>>
>>
>>1027448
>Or are you attempting to use EEVEE?
Unfortunately, that was the problem. I tried using EEVEE because I thought it would render more quickly, but I didn't realize that it uses the GPU exclusively. After tweaking the settings to make it a little faster, I found that rendering with Cycles works relatively well.
Sorry for the stupid question.
>>
>>
>>
>>
>>
>>
>>
>>1025688
Hows texture painting in 5.0+?
I'm currently on 4.3 and it's really not very good. No layers, brush engine is meh, -extremely- laggy.
I mostly just do cavity masking stuff then take it straight to image software to paint there, but there's always a disconnect b/w the model and what I'm working on there.
Are any add-ons worth using for this purpose? Or should I try and learn a real texture painting software?
>>
>>
>>
>>1027486
>Hows texture painting in 5.0+?
Ucupaint is the way to go, the developpers are working on the 3d brush, it is something that the guy from ucupaint hasn't implemented, and after that they'll work on layers.
https://www.youtube.com/watch?v=i89WJ-ap4C4
>>
File: what the fuck blender.png (104.5 KB)
How do I de-duplicate my drivers? I honestly have no idea what the fuck is going on here— In reality there's only maybe 20 or so? but it's listing easily over 100 with dupes
im on 3.5.1 (yea yeah i know i should update)
>>
>>
>>
File: image_2026-04-12_205209040.png (453.0 KB)
>be me
>been fucking around in blender for years at a hobbyist level
>always wanted to make a [spoiler]tanboard[/spoiler] video game
>Sees a magnificent model deform showcase with every major muscle group accounted for in topology
>no tutorial fml.
>FuckItWeBall.jpg
>proceed to eyeball the image
>how many FUCKING VERTS ARE IN THE ARMPIT GOD DAMN I-
>decide to start a placeholder lowpoly model
>invertedly start making it higher poly out of a subliminal need for those glorious shoulder deformations
>"fuck this" goes for freely available models to use as placeholders cuz i've had the upbge installed through the launcher tool w/o even using the logic nodes yet.
>"hmm, this model is pretty great but it could use a touch up"
>wastes several more fucking hours trying to retopologize the shoulders, the arm muscles, the pelvic thigh creases,
>mfw.
Why does every anatomically correct topology model have to be paywalled. and why do i have to have the "everything HAS TO BE EXACT!!!" autism with ADHD on top of that...
>>
File: Screenshot 2026-04-12 211941.png (1.6 MB)
my first object... (it's supposed to be a dog kennel thing after I fill it out more)
I just gained a lot of experience with parenting and unparenting, joining and unjoining, separating, and setting individual pivot origins based on cursor
>>
>>
File: 1730504185072190.jpg (29.3 KB)
>>1027550
Ok so I instead just re-downloaded the original model again and that exported fine as expected. I must have fucked something up in an edit ages ago that messed with a script or something.
>>
>>
>>
>>
>>
>>1027566
well, 5.0 in general has been getting us closer and
closer to nodifying every aspect of blender
bundles for example basically tape several wires together, and output them as a single cable that can then be unwound where you need the property again, cleaning up a lot of crisscrossing noodles.
closures however, allow you to define a zone of node logic that then can be plugged into an evaluate closure node using one socket.
its a workflow perfect for swapping out behavior of a node group or the other zones rather than cutting it apart.
then there's the bone info node and the geometry attribute constraint, two steps towards node-based rigging, albeit still with some middlemen.
Those two features allow a myriad of things: bones that obey cloth physics without an addon, a unified workspace to modify similarly behaving bones by replicating constraint logic in geonodes so we dont have to click on each individual bone to tweak one setting in each of their constraints,
5.X is THE place to be for procedural workflows and its only getting stronger.
>>
>>1027568
The bone info node is too limited. Bones need to be their own component with their own index. Similar to curves. But not exactly curves. But also capable of being converted into curves.
There should be an *armature* info node. It's should provide all the information that the bone info node provides. Pose, local pose, transform post, etc. But then it also includes a green output that displays bones when you connect to it. Then you can connect it to a split to instance nodes, if you want to make instances out of them. Or a bone to curve node, to make curves out of them.And in order to select a specific bone, you use the separate geometry node, and select the bone by index. Either by isolating the number, or by using a named attribute to pull the bone by name.
>>
File: clouds vdb.png (1.8 MB)
Anons, I made clouds, but when I imported them, only the first one has a visible structure on Solid Display, plus a proper a proper hitbox where I can click and modify. The others I have to click them on the menu. Can this be fixed? why it happened?
>>
>>
File: 1750436542031989.png (997.5 KB)
How would you bridge this, or is there a better way to achieve this? Sometimes I want cuts like these to have detailed curved lines but I don't want the rest of the mesh to be high poly
>>
>>
>>
>>
>>
>>
File: image_2026-04-22_171221245.png (511.1 KB)
>>1027726
personally i'd merge the loops that are making those oblong rhombuses at the corner so they're all a diagonal. starting off with a "round cube" mesh primitive from the built in extension "Extra Mesh Objects" can get you much more solid topology as a jumping off point.
what i did for this recreation was actually using the "half knife" extension to quickly make loop cuts from the side of the sphere after selecting the vertices of two subdivided edges.
After that i then simply slide vertices into each other white keeping merge by distance on (top right of viewport header next to options dropdown) and did a few more loop cuts before dissolving edges.
I actually dont think you need to increase the density of the inner chamfer there, cuz as long as you're working in loops with edgecounts divisible by 4, topology will flow nicely and still preserve detail.
the circle operation from the looptools addon will help keep the spherical shape, and the latest gridfill operation that comes built into blender i indispensible for topology work.
to learn more about blender topology workflows, visit youtube as theres a plethora of videos offering tips for patch grids, pole reroutes, and reduction methods.
>>
>>
>>
>>1027594
>no answer
Grim.
Btw, do you have any tip for when you want to capture a landscape and you dont want the void of blender to be seen? For now I just try to fill with shit the voids that are obvious from the camera's perspective.
>>
>>
>>
>>
>>
>>
>>
>>
>>1028092
https://www.youtube.com/watch?v=JckDEblB7gc
https://www.youtube.com/watch?v=-ZUouFi2DaI
https://medium.com/@davidoneacre/surviving-your-animation-thesis-a-pos t-mortem-of-my-own-short-film-b827f 2cf1f15
You can also fish interesting stuff about layouts and sets from those two but they're mostly a complement to the sprite fright one above
https://www.youtube.com/watch?v=Gu12L2sTwv8
https://www.youtube.com/watch?v=ZvqmGPbu20A
Mostly unreal tech stuff but they do go into their workflow
https://www.youtube.com/watch?v=uzTo5vQchkk
Kinda unreal specific but generally instructive, especially the third which has a bit of an unusual approach:
https://www.youtube.com/watch?v=VQWo4_RbdEE
https://www.youtube.com/watch?v=yusJ-jH3wAg
https://www.youtube.com/watch?v=RImKAqYpItU
>>
>>
>>
I exported a model from a game that has different meshes for facial expressions with the same triangle count but varying vertex count. For example one face has 4 vertices and 2 edges more than the other. I tried to merge by distance but it fucks up shape keys deformation. Is there any way to detect what those 4 extra vertices are and delete them if there's already a ton of duplicates on both meshes?
>>
File: 1750918925071201.png (534.9 KB)
so I don't know shit about blender or 3d modeling, but say I have a scenario like this, is there a quick way to delete the overlapping faces and then fill in the gap that would be left? I know I can do it the extremely manual way, but I'd rather not
>>
>>
File: IMG_2374.png (203.2 KB)
Cryptomattes don't show anything? Both the obj and mat don't work. It's either fully transparent or fully green. I tried file export from the compositor too but it doesn't create any files. The settings are correct and material and object is enabled under cryptomatte render passes, as well as combined.
>>
>>
File: angry zz.webm (1.2 MB)
>>1025688
Can someone link me to some good tutorials for learning how to model from scratch? I don't care about texturing, animating, any of that shit. I just want to make some static objects that I can run through a 3D printer. Thanks in advance.
>>
File: Bird.png (673.1 KB)
>>1028271
what do you want to make? figurines and shit? Artisans of Vaul has this playlist to do a space marine or something
https://www.youtube.com/playlist?list=PLnqmLZKRm5CYRwsjWVZiPELo__VQzXB 8s
If you want to do mechanical stuff just use fusion360, freecad could work too.
>>
>>
File: 1450831406076.jpg (98.2 KB)
>>1028283
Thanks. Mainly I'm aiming to make small custom parts for my Gundam kits. So, lots of symmetrical flat surfaces and the like, where the biggest challenges are light greebling and putting pegs and holes in the right places. Not really moving parts like joints.
>>
>>
>>
>>1028325
>I guess the layers are for cycles only
No, the layers are for the cryptomatte node, no matter the renderer. It's just that you can't really make intuitive sense of them in their raw form, which you don't need to since the node is here for that purpose.
Shader to rgb will flatten your layers as far as render passes are concerned, so you can't access layers further up the tree from the node that way unless you also have a path that links them to output outside of that node.
>>
In maya i can hit insert and move the pivot point of the object around. I use this for scaling and positioning. Is there a button to do this in Blender? atm i set the 3d cursor to where i want and then click set origin to 3d cursor but that shit feels annoying
>>
>>
File: 1776189513265274.png (4.0 MB)
Just starting out with blender but how would one go about adding a sweat mask on top of skin or adding oneto a material akin to something like this. I've tried setting something up to where I have an image texture plugged into the roughness node but that usually ends up looking broken or messy, or unusable if a node is currently being used.
>>
File: What the fuck.png (352.1 KB)
Man I dont have a clue what Im doing wrong
Trying to make a Latice deform work, got the latice, parented it to the box with Transforms
Made a sphere, gave it a modifier and its objected to the latice, but moving the box into the sphere doesnt do anything
But it morphs when I move the latice in edit mode
>>
>>1028556
I'm not sure what could go wrong with a simple sweat mask. If it's merely a black and white image, then it should work by plugging it into the rough.
It could be inverted. So maybe create an invert node, and plug the mask into it, then plug it into the rough.
Or, it could be too intense. Create a clamp node, plug the mask into it, then plug the clamp into the rough. Adjusting the levels up and down until it looks right.
If something is already plugged into the rough, then add a mix node. Plug the already existing thing into one socket, then plug the thing you want to use into the other socket. Then plug the mix into the rough. Adjust the mix by sliding the factor. You can also plug things into the factor for finer control.
>>
>>
>HAS Paint Layers
>Ucupaint
>Matplus
>Paint System
I can't draw worth a shit, but I can paint mini figs just fine. Which of these should I use? I don't mind spending some money as long as it's not going to Adobe. I mostly work with stylized assets.
>>
>>1028649
Ucupaint is the most widely used, the main problem is that it had no connection to external img editors like PS, Gimp or Krita so you'll have to download more addons to make that work if you need it, HAS paint layers has no need of all this but it had less things.
is the sculpt texture paint mode in main now?
>>
>>
File: Fern-Leaf.jpg (214.8 KB)
Any geometry node guys here know if i can do this? I was making a fern leaf for kicks but i've been stuck here for ages. I want the upper "branches" (light blue) to be shorter so the whole thing tapers down. I tried linking the (spline parameter factor) to a (trim curve) node on the branches but it does nothing. Can you just not modify the curve because its an instance so they all have to be the same? I can link the factor to the instance scale and it sort of works but it doesn't give the effect i want. I largely want all the petals to remain the same size and maintain their own taper, just shorter. Hitting a wall here is mad demoralising, i could've just made the leaf
>>
>>1028675
What you can do is have the length of the branches be determined by the radius value of the point it's instanced on. i believe a "sample curve" node will get you where you need to go.
furthermore, as long as your modifications are BEFORE they are made into instances, they should show up.
>>
>>
I don't understand the interface of the action editor at all. Everything that can go wrong does.
>half the actions aren't referenced by any object but have keyframes (how the fuck?)
>can't loop playback to just the start and end of the currently selected action? have to manually set playback start and end frame???
>exported object's animations have overlapping start and end frames or 0 frames, suggesting it's completely fucked
It can't be this bad if so many people use it. Surely there is just some obvious step I'm missing here?
>>
>>1028702
yes. what you ar missing s that blender devs are retards that want to reinvent the wheel so that autodesk dont sue their ass for using the same interfaces every other animation software uses
also forget about it theyll spend 10 more years adding geonodes shit while people use Houdini instead
>>
>>1028702
>half the actions aren't referenced by any object but have keyframes (how the fuck?)
An action is just a group of curves with keyframes and organized into tracks. It doesn't need to be linked to an object. This is what enables you to share the same action between different objects to have 2 characters walk the same, for example, or combine multiple actions in the NLA editor or animation layers addon
>can't loop playback to just the start and end of the currently selected action? have to manually set playback start and end frame???
Actions don't inherently have a start and end frame, and even if you enable them in the action properties there's no particular reason to think the playback range should always be fitted to the action length. Might be a short action in a longer sequence involving more objects, or the action itself is set to loop in the NLA, or the last keyframe is meant to be held for a number more frames, or there are keyframes outside the intended action range (which you need for some animation elements like followthrough). Of course all those ambiguities are lifted in the NLA, where you work with action strips that do have a start and end.
Also one of those things where if you really need it to hug the keyframes knowing the shortcuts makes it trivial (press down until you've jumped to the first keyframe, press ctrl-home, press up until you've jumped to the last keyframe, press ctrl-end). Or there's an addon to do that in one click.
Or another alternative is to make a second, linked scene in the same file with the playback range and action already set, if you really need an out of the box one-click toggle.
>exported object's animations have overlapping start and end frames or 0 frames, suggesting it's completely fucked
That's on the exporter or on you for not reading the exporter's docs on how to set the animation range for each action.
>>
>>1028675
You can't edit the geometry of instances. That's why the trim node won't work. Think of instances as "objects" only. Non-editable. You can move, scale, and rotate an instance in whole, like you would in object mode. But you can't edit them like you would in edit mode.
So in order to edit each branch's geometry, you have "realize" them. Using the realize instance node. That will convert them into editable geometry. And then you can use trim and all that jazz.
>>
>>
>>
>>
How do I lace up shoes correctly?
It's so easy in real life but I'm ripping my hair out in 3D.
Most artwork I see 3D artists use for application has the laces tucked away instead of you know, doing the tied shoestring thing with them loosely and organically flopping down.
Are there pro tricks do this or is using curves and then go through hell until you get something presentable the true way?
>>
File: bowtie0001-0094.webm (243.9 KB)
>>1028749
Remember, you don't have to deal with a real lace or knot, just the illusion of one. Use multiple simple curve segments and arrange them in a pretend bow and/or crisscrossing laces
>>
>>
>>
>>1028754
Technically what you should really do is apply all modifiers then join.
That being said, you can use a single vertex mesh with a geometry shader, collection info (set to collection containing all the objects to join) -> instance on points -> realize instances. This will create a copy with all modifiers applied.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>1028798
Watch tutorials to know how to use the program but use play speed or skips to get to the points you need. Google searching questions or checking the manual are quicker for anything specific you want.
Once you know the tools, watching timelapses of other people modelling is a much better way to learn the actual art of it.
>>
>>
>>
>>
>>
>>
>>1028874
-model the body with the smooth version and the detailed version as a separate mesh.
-Use a vertex group with a mask modifier to be able to toggle the visibility of the smooth version, and have the detailed version's border vertices be an exact duplicate of the hole the mask creates, weights included. Now you can switch between both versions. A normal transfer modifier will then perfectly hide the seam
>>
>>
>>
>>
File: Screenshot (212).png (673.1 KB)
>>1025688
anon from /tesg/ over on /vg/ here, how do i scale this imported UE5 model (also many others + animations) up by 100 and have it actually exported at 100 scale? (did a bit of testing and found that all the vertices are normalized to be less than one, setting the scale to 1000 makes it normal size in engine, but this was with a static mesh version) itl (potentially) be imported into Bethesda's creation engine and would be extremely small and sideways if i directly export it with nifly, textures can be added after the fact but i need to get the scaling rigging correct with exporting to the wondrously cancerous net immerse model format
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>1029063
Here's one method that uses a conversion to and from polys:
https://blender.stackexchange.com/questions/271317/geometry-nodes-spli t-curve-by-control-points
That method will lose some curve attributes so this guy has another approach, that duplicates the curve and trims the dupes:
https://www.youtube.com/watch?v=JUTZK8Y4ApE
>>
>>
File: 1748593478962974.png (1.1 MB)
>>1028640
sorry for the super late reply, I just wanted to say thank you so, SO very much for the information it was a massive help, It took me a while to get things sorted with some experimentation to make it look right but I am happy with it!
for the longest while I couldn't get the direction to flow right but I was stupid and didn't adjust my x&y values together, that pretty much fixed it entierly
>>
>>
amateur gamedev here. should you practice animation every day, if your technical manipulation skills of rigs and props aren't great, or focus on knowing the technical basics best first?
I can create animations, manipulate the graph editor and create very basic rigs, without control layers and switches.
Also, I'm somewhat dismayed because I want to create semi-realistic character movements that are best to do by a motion capture pipeline, so what am I doing studying manual bone pushing?
>>
>>
>>
>>
>>
>>
>>
>>1029112
You are wasting your own time if you really ought to believe you can immigrate out of your third world shithole through 3D alone, sir. A better recommendation is to stay there instead, a young buck like you is needed there in other sectors with many promising prospects.
>>
>>1029097
Evene if you were using motion capture data you need to know how to rig for it and how to animate to correct it, as raw motion capture is always kinda garbage. You need the knowledge to clean up and fix the stuff you're gonna get. If you think motion capture is a shortcut you're gonna have some bad surprises.
>>
>>
>>
File: tellytest.jpg (111.4 KB)
How do you bake a texture over multiple frames? I remember doing it before by either baking between two UVs, or projecting one object onto another, but 'Bake' seems to ignore the timeline.
>>
>>
>>
>>
File: instance-deform-example.jpg (44.8 KB)
>>1029063
>>1029064
Hey, just popping in to say that the thread you linked absolutely worked, thank you. However, I have another issue I can't quite square away in Geometry Nodes.
I'm trying to have an instanced mesh follow a spline, and to have it deform alongside the spline as well. None of the methods I've found have really pointed me in the right direction. Please refer to the diagram to get a better idea what I'm trying to do.
>>
>>1029199
https://blender.stackexchange.com/questions/322011/geo-nodes-deform-ob ject-to-curve
Or you could instance your stuff on a straight line and use the array/curve modifier combo on the result, which does exactly that
>>
>>
>>
>>
>>
>>
>>
>>
File: BevelAfterBoolean.png (357.1 KB)
>>1029258
Just in case somebody need it.
https://gofile.io/d/6CHIz0
>>
>>
>>
>>1029313
The obvious benefit of keeping meshes separate is you can modify them in isolation, but also when you want to do that with meshes that have been joined you can just separate them. So go with whichever is handier for you
Another thing is modifiers, ie a modifier will apply to a whole mesh so if you need different modifier setups you'll need separate meshes, or if modifiers allow it, vertex groups to limit their influence
>>
>>1029314
i see, i see
is it the same ifi i am making game assets?combining the meshes makes it easier to remove the extra vertices from the model right?
its just that i noticed in every tutorial people always start with a cube no matter what. why is that?
>>
>>1029316
i am beginning to realize that there are a lot of different ways to approach making things in blender but one of them has to be more efficient than the others right? less adverse to causing problems down the road
>>
>>
>>
File: This-is-like-the-8th-attempt.png (414.7 KB)
>>1028675
>>1028706
Just want to say, i had a dream how to solve this and came back to it and more or less got the result i wanted. Yeah the trick was realised geometry and using resample curve - length (instead of count).
>>
>>
>try to parent object to another thing
>it moves to another whole dimension
Just stay where you are motherfucker, that's why i put you there. Yeah there's probably a reason about origin points and world position or whatever but i want you to stay right where you are right now, relative to this other thing.
>>
>>1029342
if you parent it through going in its relations tab and changing the part, it'll keep the same position value, but relative to the new parent, so it jumps around.
Parent it through the menu or ctrl-P instead and you'll be given options regarding keeping the position
>>
>>
File: 1766996097150369.png (471.9 KB)
working on a shower scene and something odd keeps happening, cycles ends up looking much worse than eevee.. the texture on the model ends up looks smudged and blurry, the water lines are basically non-existent too. Is there a reason for that or any way to fix it?
>>
>>
File: 1774417001288936.png (273.4 KB)
>>1029356
Oh hell, so I went ahead I disabled denoising and the results are NIGHT and day, while the eevee seems to have a bit more shine/gloss the cycles now seems to have all the same texture pop and detail as the eevee. I had no idea denoise ate details like that, I had figured it just made it so renders would be more efficient but without actually harming the quality even on renders :*(
>>
>>1029225
meme. there was a time in the 90s an 00s where 3d software, particularly surface and solid modeling software, was obscenely cumbersome and poorly designed where these mice were supposedly a huge quality of life improvement, my uncle who worked in automotive design at the time swore by them, but i think software has modernized to the point where they have become superfluous and dont justify their insanely high price