Blender General - /3/ (#1011128)

Anonymous
4/26/2025, 12:10:30 PM No.1011128
1742412781690201
1742412781690201
md5: 4d40ed04f0727267d65dbffbab315f88๐Ÿ”
Previous: >>1009677
Replies: >>1011198 >>1012075 >>1012495 >>1012862 >>1013333
Anonymous
4/26/2025, 5:59:51 PM No.1011140
if/when the major studios adopt blender they wont share their proprietary tools.
Replies: >>1011184
Anonymous
4/27/2025, 6:25:48 AM No.1011175
1733276782624417
1733276782624417
md5: 7e4c01d2f70abfc5fac3304a01578684๐Ÿ”
>auto detect boobs and automatically add physics to them
>I'm 99% sure there's a blender rigify plugin for exactly that, I wanna say it's called JiggleBone?
plugin name?
Anonymous
4/27/2025, 9:45:21 AM No.1011180
I'm still using 4.1
what's changed since and should I even bother?
Anonymous
4/27/2025, 10:08:51 AM No.1011184
>>1011140
>if/when
the faggot that did Flow didn't donate the fluid simulation addon > Physical Open Waters.
Anonymous
4/27/2025, 4:25:15 PM No.1011195
lines
lines
md5: 1ad48c0a231888460a48cc4433fe42f6๐Ÿ”
Should I bother trying to fix these weird lines if I plan to shade smooth anyway? I'm not sure if these visible ridges will actually cause problems for me later down the line.
Replies: >>1013411
Anonymous
4/27/2025, 5:23:00 PM No.1011198
my model after applying subidivision surface modifier
>>1011128 (OP)
Anonymous
4/28/2025, 11:13:36 PM No.1011231
Dug into blender a bit more over the break and as a Houdini person it's pretty nice, but some of the gaps in geo nodes are pretty annoying. They really need to fix the geometry spreadsheet, it's unusable. They need visualisers. They need to actually push their volume nodes to main because they've existed for 2 years now. Geo nodes should not evaluate if visibility is off and there are no dependencies. Something is wrong with the way they compute curve tangents, shit will flip for no reason. Also they really need to add an equivalent of a detail attribute because sometimes I just want to store a single attribute value and don't want to carry it around on every single point or face.
Replies: >>1011232
Anonymous
4/28/2025, 11:33:16 PM No.1011232
>>1011231
Yeah, volumes are pretty limited, for example you can't merge two volumes, it sucks.
Anonymous
4/29/2025, 6:18:32 AM No.1011239
im at my fucking limit
im at my fucking limit
md5: a963324eda00cd388ff7a809f826ff59๐Ÿ”
>be me
>install new version of blender after a while
>saw that they added a bunch of new brushes to the sculpt mode
>lol, it's the same brushes but with a different UI
why are they like this? why do they only employ UI-tards and raytracing addicts full-time?!
Pablo left years ago and his damstandard implementation STILL hasnt been used. their crease brush sucks monkey dick
Replies: >>1011247 >>1013878 >>1014363
Anonymous
4/29/2025, 1:33:36 PM No.1011247
>>1011239
>why
So you can share brushes as assets, if you don't understand why this is the way forward...
Replies: >>1011262
Anonymous
4/29/2025, 10:31:30 PM No.1011262
>>1011247
I understand perfectly why they would want an asset manager (that they have been trying to implement for over a decade, like everything in this pos), genius.
my issue lies with how much they neglect the sculpting module while already having the code in their hands
Replies: >>1011264
Anonymous
4/29/2025, 11:16:26 PM No.1011264
>>1011262
It sounds like you don't really understand or like you just want to complain, which one is it?
Replies: >>1011279
Anonymous
4/30/2025, 9:21:24 AM No.1011279
>>1011264
Nta but wanting to complain is a perfectly reasonable response to 90% of blender
Anonymous
4/30/2025, 4:27:52 PM No.1011298
am i doing something wrong or is energy loss too high on transmissive materials in cycles?
i have to dial alpha back to compensate and that usually breaks specular to some degree
Anonymous
4/30/2025, 4:33:00 PM No.1011299
1653862416586
1653862416586
md5: 528011847eeb413e740734ff278fff15๐Ÿ”
BLENDER IS NOW RUNNING ON VULKAN
Replies: >>1011300 >>1011303 >>1011341 >>1011358
Anonymous
4/30/2025, 4:35:24 PM No.1011300
>>1011299
that's hot
Anonymous
4/30/2025, 5:56:27 PM No.1011303
>>1011299
What does it change?
Replies: >>1011306 >>1011376
Anonymous
4/30/2025, 7:37:08 PM No.1011306
>>1011303
Goal right now is just getting stable and it already is kinda.
Once it's stable, switching to Vulkan is about further speed improvements and functionality that wouldn't be possible under OpenGL or way too slow
Anonymous
5/1/2025, 5:33:22 AM No.1011330
I need the god tier course/tutorial that's gonna take me from zero to hero. and yes I've done the gay ass donut tutorial
Replies: >>1011340
Anonymous
5/1/2025, 8:59:48 AM No.1011340
>>1011330
If you expect to learn everything instantly without mastering the basics, you'll eventually get burned out and ngmi.

If you really want to min max, you should prioritize first on what you want to make. Low poly models, rendering, sculpting, models for 3d printing, animation, etc.? There's so many to 3d that you might be ending up learning things you don't plan to do anyways.

If you're still figuring out what you want to do, just fuck around with blender and start searching for answers when you get stuck on a project you want to do.
Anonymous
5/1/2025, 9:00:50 AM No.1011341
>>1011299
I just want my animation layers and rigging nodes...
Replies: >>1011343
Anonymous
5/1/2025, 9:52:24 AM No.1011343
>>1011341
Layers should come before the end of the year, other than that you have addons for both.
rigging nodes (free but the install is weird and I havent used it, you have a thread on blenderartists > https://blenderartists.org/t/rigging-nodes-mantis-rigging-nodes-for-blender/1576421)
https://www.youtube.com/watch?v=3SweaEBlPn4

https://www.youtube.com/watch?v=KjzV7f7HudI
Replies: >>1011345 >>1011428
Anonymous
5/1/2025, 11:48:29 AM No.1011345
>>1011343
To be specific, I want to stack animations over layered animatons without destructively converting them into actions. The current system works enough for rendered animatons but for games, it's a pain in the ass once a lot of blend animations come in.
Replies: >>1011358 >>1011749
Anonymous
5/1/2025, 12:27:48 PM No.1011346
74205273
74205273
md5: 5fea79c6a9b796b0191475dc1ef60c29๐Ÿ”
What's the best way to join 3 pipes like this?
2 is easy, but I can't figure the 3rd.
Replies: >>1011348 >>1011349
Anonymous
5/1/2025, 1:17:14 PM No.1011348
>>1011346
have you tried looking at actual pipes?
otherwise, booleans + cleanup
Anonymous
5/1/2025, 1:19:12 PM No.1011349
>>1011346
For stuff like these, I like to work with lower poly like at least 8 sides or maybe even less so that the topology is easier to figure out. Smoothing happens when subdiv
Anonymous
5/1/2025, 2:17:32 PM No.1011353
>Today I'm going to practice blender
>Download a model off smutbase
>Jack off to it
>Nut
>Close blender for another 3 weeks
Replies: >>1014364
Anonymous
5/1/2025, 3:35:15 PM No.1011358
>>1011299
Vulkan is abandoned, itโ€™s only on Linux, not Windows or Mac.

>>1011345
Blender canโ€™t do that, no plugins exist for it and the developers made it clear that they donโ€™t care about your feedback.
Replies: >>1011364 >>1012079
Anonymous
5/1/2025, 3:44:42 PM No.1011360
Hello, can you tell me the limitations of Blender when it comes to sculpting, rigging/and animating for vidya? I googled and lurked here for a while and came up with this workflow to create assets. I'd appreciate any feedback from anons with experience so I don't blindly waste my time learning suboptimal tools.

My use case will be creating and animating assets for my game. I will use Vroid for humanoids, model and sculpt environment assets, and sculpt monsters. Animations would be basic game animations and some cutscenes (short and not too complex). The style will be stylized pbr (similar to genshin, wuva).

With regards to sculpting, would I be able to do everything with blender. I have hard surface modelling experience, but never sculpted before. I'm following Modeng's Artstation course, where he uses Zbrush to finalise environment assets made in Blender. I'm also sculpting monsters and other creatures I can't make in vroid. I would like to know whether this can be done in Blender or if ZBrush would be better.

I know some anons say that Maya/ 3ds is easier for animating, but since I'm making short animations (movement, attacks, idle, interactions), can I get away with it? I hate autodesk and would prefer not to give them money. I don't plan to work in this field, so I don't have to follow an industry standard, just a good workflow to make my games.

Thanks.
Replies: >>1011365
Anonymous
5/1/2025, 4:05:16 PM No.1011364
>>1011358
I see that the local /3/ schizo retard is still active as always.
Replies: >>1011417
Anonymous
5/1/2025, 4:30:02 PM No.1011365
>>1011360
Sculpting anime characters in blender is fine.

As mentioned before, the lack of a full animation layers in blender hurts the creation of complex blended animations. It's not impossible but it's a slog. If the animations are simple go for it.

Also, is there a way to bake multiple separate actions from a rig to a game ready skeleton? I have a WIP add-on that automates the process. It pairs together the animation made in blender and the bake action to be exported to the game. With just a button, it re-bakes all animations if there are changes. It's kinda buggy and a bit hard to use though.
Replies: >>1011427 >>1011573
Anonymous
5/1/2025, 9:13:16 PM No.1011376
>>1011303
Sweet sweet 5% performance gains(in some circumstances) over opengl
Anonymous
5/1/2025, 9:54:11 PM No.1011377
even
even
md5: bc36862902f014cefeef008371b4f716๐Ÿ”
Could someone please help me out? I'm trying to create an EVEN inset on a cube, which I'm trying to turn into a simple wardrobe.
I just wanted to have a 0.05m thickness for the outside "planks" but I can't find any way to do that.
I've tried using solidify, applying scale to deltas before changing things, using the inset tool tool... I don't know what I'm doing wrong, I can't find any matches for my issue online either
Replies: >>1011378 >>1011379
Anonymous
5/1/2025, 10:10:34 PM No.1011378
sad
sad
md5: f12b02fb2b485ae74acfea0a65364f17๐Ÿ”
>>1011377
>Why is this an issue
Because of cases like picrel, if I want to make a tall file cabinet, the top/bottom faces get much, much, thicker than the sides, which is quite upsetting.
Replies: >>1011379
Anonymous
5/1/2025, 10:17:17 PM No.1011379
>>1011377
>>1011378
I'm retarded, I should apply "SCALE" not "SCALE TO DELTAS"...
Anonymous
5/1/2025, 10:51:41 PM No.1011382
let's say i have 4 udim tiles.
i want an image to only appear on the second tile.
in other programs i'd just set the image node to clip and set the mapping node equivalent to add +1 to uv (or just use math node).
in blender i think the image is just getting hard clipped into 0-1 space.

i've already solved this problem with compare nodes, but is it really meant to work this way because it's kinda fuckin weird.
Replies: >>1011385
Anonymous
5/1/2025, 11:06:42 PM No.1011385
>>1011382
okay never mind, you subtract 1.
i guess the idea isn't that you're moving the image to the next tile, but instead moving tiles into the 0-1 range.
Anonymous
5/2/2025, 2:50:53 AM No.1011395
Whassup niggas it's ya boi anon n I need help n shit on wer 2 start lurning Blender
Anonymous
5/2/2025, 7:57:26 AM No.1011408
BLENDTHATSHIT
BLENDTHATSHIT
md5: 72b47cd91f97ac912cc78b3421606024๐Ÿ”
Blender is the best ^_^!
Anonymous
5/2/2025, 2:21:00 PM No.1011417
>>1011364
Itโ€™s the truth dumbass, this year was nothing but breaking nodes, movie recreate water physics, incomparable plugins after again changing the plugin rules, etc. Shut up blentet.
Anonymous
5/2/2025, 6:53:21 PM No.1011427
>>1011365
>Also, is there a way to bake multiple separate actions from a rig to a game ready skeleton?
kinda? im using godot, which will import a rigged skeleton's NLA actions as actions in its own animation player, but godot is broadly speaking not very good at 3d and from what ive seen is particularly shit at 3d skeletons. And i can barely make blender's NLA sheets work in the first place so... who knows
Anonymous
5/2/2025, 7:25:29 PM No.1011428
>>1011343
I'm not enthusiastic much for an update for the animation layers this year. Usually they'd tease huge features like this but there's barely any. From what I know, they seem to be too focused on fixing bugs and introducing another brand new system is another problem that needs to be maintained.
Replies: >>1011445
Anonymous
5/3/2025, 12:41:33 PM No.1011445
>>1011428
>We aim for inclusion in the main branch as an experimental feature in Q2 2024. The first โ€˜working stateโ€™ will be single-layer, multi-ID animation. After that we might add layers, but maybe weโ€™ll switch to bone pickers or rigging nodes.
https://code.blender.org/2024/02/animation-2025-progress-planning/
Anonymous
5/3/2025, 4:03:28 PM No.1011461
Why do these plugins I pirated and installed into this crap app always throw Python errors ? Can this turd app do anything right
Replies: >>1011489
Anonymous
5/4/2025, 3:33:29 AM No.1011489
>>1011461
Without seeing the errors it's hard to say with certainty. Because they're pirated they may be outdated, or you could be installing them for the wrong version of Blender. The API changes over time and scripts sometimes need to be updated.
Anonymous
5/6/2025, 11:20:31 AM No.1011566
2702
2702
md5: 40c09b502002dabbef0d6e77e9fb868a๐Ÿ”
What are these little shadow artifacts appearing all over her skin? They only show up in Cycles. It's a high-poly model
Replies: >>1011568 >>1011570 >>1011572 >>1011604 >>1012133
Anonymous
5/6/2025, 12:42:59 PM No.1011568
>>1011566
Did you select shade smooth?
Replies: >>1011572 >>1012144
Anonymous
5/6/2025, 2:59:59 PM No.1011570
>>1011566
Way too much polygons, you need to understand were human face skin moves and not move to get that nice look.
Replies: >>1011584 >>1011592 >>1012144
Anonymous
5/6/2025, 5:22:13 PM No.1011572
>>1011566
either this >>1011568
or if your polycount isnt' high enough + using sss + displacement then cycles will do this shit unless you add subdiv surface modifier set to catclark.
Replies: >>1011580 >>1011592 >>1012144
Anonymous
5/6/2025, 5:27:08 PM No.1011573
>>1011365
>the animations are simple go for it.
thanks b
Anonymous
5/6/2025, 8:30:20 PM No.1011580
>>1011572
The problem is clearly not understanding how faces work, not technical details. More polygons does not mean better quality.
Replies: >>1011584 >>1011592
Anonymous
5/6/2025, 10:22:04 PM No.1011584
>>1011570
>>1011580
The problem is that you can't read his post and zoom in to see the issues he's talking about
For fuck's sake
Replies: >>1011589
Anonymous
5/6/2025, 11:59:01 PM No.1011589
>>1011584
>Blendet never learn 3D
Dude thereโ€™s thousands of examples of low poly humans that have better faces. What youโ€™re claiming is nonsense.
Replies: >>1011592
Anonymous
5/7/2025, 2:33:01 AM No.1011592
>>1011570
>>1011580
>>1011589
Why would how skin moves matter for a mesh in rest position?
And why would a high poly model look worse than a lower poly one? It would look the same at worst. And every other solution seems to say it's caused by being too LOW poly, which it isn't.
I dunno why you're talking about face "quality" either, this mesh is high enough poly count and the only issue is that you can see weird shadows on every triangle in Cycles.

But I can try subdividing it anyway >>1011572
Yes I did shade smooth
Replies: >>1011599 >>1011604 >>1011608
Anonymous
5/7/2025, 7:51:22 AM No.1011599
>>1011592
Ignore him, he's a mentally stunted troll that hangs around here
Replies: >>1011608
Anonymous
5/7/2025, 11:30:50 AM No.1011604
>>1011566
>>1011592
are you using a normal map? how does it look, do you see similar artefacts?
it's probably not that but I once had an issue that looked similar because I fucked up baking from high to low
Replies: >>1012144
Anonymous
5/7/2025, 3:26:00 PM No.1011608
>>1011592
>>1011599
This is why Blender Community is stupid, โ€œYoU nEEd mORe PolYgoNs, a ShAder wILl fIX iT.โ€ There was no such thing as shaders back in my day, you people have a skill issue if you canโ€™t properly applied faces without shaders.
Anonymous
5/7/2025, 8:02:57 PM No.1011610
I want to ask if anyone here who uses blender's sculpting tools used zbrush before. I have an old version of zbrush i used to work with but now zbrush cost more money to update. I want to know from other people's experience if they prefer using an older zbrush for sculping or like blender's tools more (or for a self published games artist the difference in them is whatever)
Replies: >>1011612 >>1011613
Anonymous
5/7/2025, 9:04:12 PM No.1011612
>>1011610
zbrush hasn't had really meaningful updates for a while imo. i'd go as far back as when sculptris was first introduced and still be happy (zbrush 2018?)
blender's sculpting is okay though, esp if you're doing stylised work. there are other benefits too like having an actual 3d camera + being able to really easily jump into render. if you're doing very high poly ultra realistic character ( think sculpting pores) work, it's not viable. the 'feel' isn't as good as zbrush, but it's not bad.
just try it out over a weekend, it's pretty easy to jump into.
Replies: >>1011614
Anonymous
5/7/2025, 9:10:17 PM No.1011613
>>1011610
I think sculpting in blender could reach parity with zbrush 2019 in two years, it's not quite there right now and a lot of the tools don't really exist. The tools could be created, but they don't exist right now.
Also you're going to have to learn blender. I like using blender but I've been doing it for 3 years.
Replies: >>1011614
Anonymous
5/7/2025, 10:36:20 PM No.1011614
>>1011612
>>1011613
Thanks, just hearing this helps a lot with picking myself back up for modeling. I thankfully do have experience with blender so I'm hopefully the transition will work out well. [spoiler]also while researching this i found out my zbrush license wont even carry over to a new comp so it's blender or another 1000dollars or subscriptions something stupid like that.[/spoiler]
Anonymous
5/8/2025, 2:35:40 AM No.1011618
2025-05-06_14-25-51-ezgif.com-optimize
2025-05-06_14-25-51-ezgif.com-optimize
md5: b405b92cb5f17bdf0f3070d595c2182f๐Ÿ”
Please live, I want to talk about animation, every community is DEAD. I'm trying to make animations for a game I am working on, it's been pretty fun blocking out poses, but the graph editor is pure spaghetti when I go back to bezier interpolation. Hoping I can clean it up and make this look decent eventually. Using Zenless as a reference currently had to manually record walks myself
Replies: >>1011621 >>1011630
Anonymous
5/8/2025, 3:32:42 AM No.1011621
>>1011618
The only thing I'm capable of talking about is whining that blender still has no animation layers. The main reason i'm bitching about it is that it would make reusing animations for locomotion like strafing and run transitons easier to manage.

Locomotion animations in general will take some time understanding to get feeling right compared to one-off animations like attacking due to the consistency needed.
Replies: >>1011628 >>1011629 >>1011794
Anonymous
5/8/2025, 5:06:17 AM No.1011628
>>1011621
Repeat after me, Blender is not a animation software and should not be used in animation work. You are literally driving a Stick, not a manual or automatic card. A Stick is different from a manual and Automatic has flaws.
Replies: >>1011629 >>1011636 >>1011638
Anonymous
5/8/2025, 5:48:48 AM No.1011629
bait
bait
md5: 68f7aaf8393b0a8c2b70d49290310551๐Ÿ”
>>1011621
What's the difference between NLA and animation layers? Seems to me they do the exact same thing, even if NLA is clunkier.
>>1011628
>A stick is different from manual
Replies: >>1011634
Anonymous
5/8/2025, 6:01:46 AM No.1011630
>>1011618
Where's the jiggle?
Replies: >>1011794
Anonymous
5/8/2025, 8:12:11 AM No.1011634
>>1011629
You can't 'store' NLA strips into an action itself. You'll have to bake them before you could re-use them for animation layering by themselves. As you can imagine, changing an action that is used as a sub-layer requires rebaking if you need it updated.

As of now, it's fine if you only need sub actions to modify an overall animation that is specific to a scene for rendering.
For games where you're typically exporting multiple actions that tend to blend with each other, the workflow is ass.
Anonymous
5/8/2025, 8:20:03 AM No.1011636
>>1011628
Really? So what software should beginners use if they want to get into animation? Do we really need to buy into paid services fort hat?
Replies: >>1011638 >>1011668
Anonymous
5/8/2025, 8:32:25 AM No.1011637
Is having armatures as children of armatures a bad thing? When I try to add a keyframe or delete a keyframe on any of the bones in the child armatures, all of the keyframes are deleted for all of the bones in the children armatures.
Anonymous
5/8/2025, 8:45:15 AM No.1011638
>>1011636
Blender is enough to teach you everything you need to know about about 3d animation. You should focus more on understanding the basics. Tools and features is more of a workflow issue.

>>1011628 spent more time making a shitty analogy than actually knowing the actual problems with Blender's animation.
Replies: >>1011651
Anonymous
5/8/2025, 10:29:59 AM No.1011647
Whats the best way to do data transfer to transfer weights between two character models?
Because I am used to 3ds Max 'Skin Wrap' and I am trying to pose both models rest positions to be perfectly overlapping, with the hope that I can do the transfer and then reset the destination's armature to rest pose, snapping the 2nd model into the same shape.

However, for some fucking reason, Blender does not allow data transfer from posed positions? Only rest pose? Why the fuck is that allowed? Are there any addons to fix this?
I guess it can be circumvented but only by creating dummy duplicates, applying the poses to base geometry and transferring data back and forth between them. Which is retarded, it should just work from the pose
Anonymous
5/8/2025, 2:21:53 PM No.1011651
>>1011638
Blender is not good enough, look at their video website peertube. Thereโ€™s no high standards of quality, just shit basic movement with cheap camera tricks. The movie Flow shouldnโ€™t have gotten the award, one fight scene and was over in a minute. Everything else in the movie was about moving the characters from one place to another.
Anonymous
5/8/2025, 3:42:06 PM No.1011654
Blender is good enough, (You)'re not good enough
Replies: >>1011672
Anonymous
5/8/2025, 7:13:00 PM No.1011658
So help me understand the animation potential. Is most of the animated 3d porn made in blender? Because tit seems pretty good with the lifelike movement and the jiggling.
The cum looks kinda lame though, but then again I've never seen good 3d cum.
Replies: >>1011664
Anonymous
5/8/2025, 8:53:30 PM No.1011664
>>1011658
Most people use either blender or Maya nowadays, but the majority is definitely blender because it's free and the learning curve is a bit easier, not to mention all the free resources and assets. Occasionally you might find an odd one that still clings to SFM but that one is barely used anymore because of how archaic it is.
I assume cum looks bad because
1) No one really wants to study the dick juice in detail
2)Its either a fluid sim, and those are extremely fucking ass in blender to set up and expensive to compute, or some kind of a curve/mesh trickery with cumlike shading, which you can't really control the physics of just right without extreme fluid autism that would take just as long as the actual animation if not more.
Replies: >>1011672
Anonymous
5/8/2025, 9:46:40 PM No.1011668
>>1011636
It also can be a lot. In animation for example, it took me 3 days to figure out the you have to have your mouse over the model to insert the first key frame.
Anonymous
5/8/2025, 10:14:48 PM No.1011672
>>1011654
Using 3rd party plugins doesnโ€™t make you better at Blender. It just means you also donโ€™t understand the dumbest stuff the developers added.

>>1011664
No they donโ€™t, blender is the lowest in terms of animation work. Imagine losing work because of a 30 year old bug that the developers refuse to fix.
Anonymous
5/8/2025, 10:19:51 PM No.1011674
1657428731609
1657428731609
md5: 90e123f25faca6887ce57dad63ca185c๐Ÿ”
>Using 3rd party plugins doesnโ€™t make you better at Blender.
No one said that in the post you replied to.
>Imagine losing work because of a 30 year old bug that the developers refuse to fix.
Might telling us what's this mythical bug you are talking about is then? Certainly you know what you are talking about.
Replies: >>1011703
Anonymous
5/8/2025, 11:31:27 PM No.1011681
image_2025-05-08_172922484
image_2025-05-08_172922484
md5: 86465f8af4afc42701f0a424c429eb63๐Ÿ”
i'm a retarded FAGGOT how do i setup IK for .pmx MMD models like picrel? i want to duplicate this system to her arms but i am a total noob and the typical ik tutorials on yt dont seem to work
Anonymous
5/9/2025, 4:05:06 PM No.1011703
>>1011674
>Doesnt google it
Do you need your mom to help you type simple questions too anon. Thereโ€™s hundreds if blender bugs with hundreds more in the future. The wipes of animation is the most common.
Replies: >>1011747
Anonymous
5/9/2025, 8:07:56 PM No.1011708
bbones
bbones
md5: cecffab091ffba6f181e3de3453662ef๐Ÿ”
Finding out bendy bones are fun
Replies: >>1012124
Anonymous
5/10/2025, 3:37:26 AM No.1011740
file
file
md5: 1df94042baf7a1b7bd59cf7106b09e05๐Ÿ”
How much work is it to actually import MMD or SFM models into blender?
Like yeah I know you can just slap the model in there and that works enough
But like is there a way to quick rig these bones in the more readable way
Also Im so very used to IK animating
Replies: >>1011751 >>1011773
Anonymous
5/10/2025, 8:51:53 AM No.1011747
>>1011703
blender is better, chud. stop shitting up the thread
Replies: >>1011764
Anonymous
5/10/2025, 10:34:06 AM No.1011749
>>1011345
I'm afraid that won't change any time soon
They're trying to make a game now and found out their anim system is shit for games, but instead of doing something about it they decided to go for the most basic animation style in order to avoid all the issues
Replies: >>1011770
Anonymous
5/10/2025, 11:48:51 AM No.1011751
>>1011740
one approach is to learn the rigify types (for example by looking at how the human meta rig is set up), then you turn your imported skeleton into a rigify meta rig by tagging its bones with the behaviors you want.

Then from that you just have to generate a rigify rig.
Replies: >>1011753 >>1011778
Anonymous
5/10/2025, 12:05:06 PM No.1011753
>>1011751
just rerig yourself manually niggerman
Replies: >>1011756
Anonymous
5/10/2025, 12:23:12 PM No.1011756
>>1011753
Yes do manually the thing that has been automated for you
Anonymous
5/10/2025, 3:25:42 PM No.1011764
IMG_0380
IMG_0380
md5: cd0461d735c3c87fb974a8c52147e123๐Ÿ”
>>1011747
>Just because i say so
>No donโ€™t google the 10,000 blender github issue tracker
Replies: >>1011765
Anonymous
5/10/2025, 3:47:07 PM No.1011765
>>1011764
>Open High Severity bugs as of 2025-05-05:
Animation & Rigging: 1 #138201
Asset System: 3 #136906, #137120, #137238
Grease Pencil: 2 #136091, #137918
Modeling: 1 #137236
Nodes & Physics: 4 #136128, #137810, #138279, #138398
Render & Cycles: 6 #136973, #137867, #137966, #138043, #138185, #138384
User Interface: 2 #135764, #136359
VFX & Video: 1 #138180
Viewport & EEVEE: 9 #137984, #138140, #138159, #138175, #138291, #138301, #138304, #138320, #138354
Core, Development Management, Pipeline & I/O, Platforms & Builds, Python API, Sculpt, Paint & Texture, Triaging: 0
Total: 29
Blender has 6.5k Issues open too.
Replies: >>1011768
Anonymous
5/10/2025, 5:07:34 PM No.1011768
>>1011765
Wow, that's a lot less than maya
Replies: >>1011772 >>1011774
Anonymous
5/10/2025, 8:17:06 PM No.1011770
>>1011749
It's a right step in the right direction. I just hope that they keep making more games with a focus on the animation even if the game is simple. The collaboration will at least help improve Godot's shit 3d import system.
Anonymous
5/10/2025, 8:40:42 PM No.1011772
>>1011768
Maya donโ€™t have GitHub, the forums are either issues with user or actual bugs that get patched in 6 months and not years like Blender.
Anonymous
5/10/2025, 9:16:32 PM No.1011773
>>1011740
mmd tools can turn an mmd rig into a rigify rig for you automatically, just use that
Replies: >>1011778
Anonymous
5/10/2025, 9:32:51 PM No.1011774
>>1011768
They have more bugs, these are just the weekly report of the shit that they broke, that's why most of the bugs are from the render engines and nodes.
Anonymous
5/10/2025, 11:19:46 PM No.1011778
>>1011773
>>1011751
No it canโ€™t, MMD donโ€™t follow Blender or Maya bone rules. They follow the Metasequoia 3/4 rules that follow the old MMD PMD guidelines. They dumb plugin developers only created PMX rules and disregard the original code. Blender can never achieve perfect results with MMD, you have to rebuild the rigging character from scratch.
Replies: >>1011783
Anonymous
5/10/2025, 11:40:42 PM No.1011783
>>1011778
There's literally a "MMD to rigify" button in the MMD tools panel. Don't you get tired of being wrong all the time?
Replies: >>1011817
Anonymous
5/11/2025, 2:56:13 AM No.1011794
2025-05-09_17-32-16-ezgif.com-video-to-gif-converter
>>1011621
Yeah, no layers sucks. I just redid this walk 2 times now and I'm still not happy with it but I realize now I'm not making enough use of the graph editor and thinking about the different type of bouncing balls, their timing and spacing, and how they apply to this. Also Blender's graph editor is very clunky. Their update to allegedly change animation better be good!

>>1011630
Too lazy to add jiggle bones right now. I just want to make a good walk and run for my game.

Anybody use Animation Layers, Ghosttool, AnimatePro, and or Ultimate Animator's bundle? I've been really debating on grabbing them.
Anonymous
5/11/2025, 3:35:22 PM No.1011817
>>1011783
MMD to rigidity is not working: https://github.com/MMD-Blender/blender_mmd_tools/issues/103

Stupid newfag and your dumbest โ€œreferencesโ€ that only come from Blender community. The real MMD is from Asia owners, created entirely in Metasequoia 4.
Anonymous
5/11/2025, 10:34:38 PM No.1011838
thumbs up
thumbs up
md5: db43f8b5407f6ccd7057048af76a5f69๐Ÿ”
>make model in blender
>its ugly
>hate myself
>repeat
how was your day /3/
Replies: >>1011840 >>1011843
Anonymous
5/11/2025, 11:04:40 PM No.1011840
rigrog
rigrog
md5: 56bcf19f79cd62bfcc3e0521b15f1670๐Ÿ”
>>1011838
Just an ordinary day rigging
Anonymous
5/11/2025, 11:54:25 PM No.1011843
>>1011838
Sculpting and chronic pain, I'm showing it to the client tomorrow. God I hope I don't have to do many revisions.
Anonymous
5/12/2025, 7:28:17 PM No.1011899
1745602991541159
1745602991541159
md5: fa26db1a62ce8d9fee6187e2f1b96a11๐Ÿ”
how the fuck do i make a ship hull
Replies: >>1011901
Anonymous
5/12/2025, 8:09:44 PM No.1011901
>>1011899
I think you're going to have to model or sculpt, or something
Anonymous
5/12/2025, 9:00:32 PM No.1011904
anyone know free skin brushes?
Replies: >>1011909
Anonymous
5/12/2025, 10:11:10 PM No.1011909
>>1011904
https://pixologic.com/zbrush/downloadcenter/alpha/
Replies: >>1011918
Anonymous
5/12/2025, 11:20:38 PM No.1011918
>>1011909
thanks brotha
Anonymous
5/13/2025, 10:54:01 PM No.1011977
1739135515015827
1739135515015827
md5: 230bd5765c68841aa23722462f4d9c91๐Ÿ”
Hello, everyone. I'm new to blender and 3D modeling/animating in general. I've found a couple of older models that I really like on sites like DA that have outdated links and aren't available on sfmlab. Are there any other sites out there that archive such content?
Anonymous
5/14/2025, 5:22:30 AM No.1011993
Screenshot 2025-05-13 222201
Screenshot 2025-05-13 222201
md5: 91ae629e5988a805aaaf5eff813fa2be๐Ÿ”
i wish scifi nazi wolf girls existed in real life...
Anonymous
5/15/2025, 3:18:05 AM No.1012047
What the fuck is wrong with the Blender community Discord severโ€™s support section. I swear to god they look at me like I have 3 heads just because I donโ€™t understand everything immediately. Is that fucking hard for them to actually help when you ask a question
Anonymous
5/15/2025, 3:22:27 AM No.1012048
file
file
md5: 0334f44f1451d29eafeb9a4a76592349๐Ÿ”
https://www.reddit.com/r/blender/comments/1kmq0k2/i_made_some_pride_themed_wallpapers/
Replies: >>1012049
Anonymous
5/15/2025, 3:30:03 AM No.1012049
>>1012048
Surprisingly 3d isn't as infested as one might expect for this kind of hobby, especially at the top levels. Those are mostly "spent 5 months on a donut tutorial" bottom feeders
Anonymous
5/15/2025, 3:49:27 PM No.1012075
>>1011128 (OP)
So it seems that the guy that wanted to modernize the nurbs didn't get the gsoc grant, he is the developer of this free addon so i suppose his goal was to port it to the modeling module:
https://www.youtube.com/watch?v=gKCFDeULLMk
https://github.com/RomainGuimbal/SurfacePsycho
Replies: >>1012077
Anonymous
5/15/2025, 4:11:34 PM No.1012077
>>1012075
eww not the french
a shame he didn't get the grant, I've never used nurbs surfaces and there's probably a reason why
Replies: >>1012080
Anonymous
5/15/2025, 4:18:35 PM No.1012079
>>1011358
>itโ€™s only on Linux, not Windows or Mac.
it is an option on almost every game on windows now because DirectX is such fucking shit
Anonymous
5/15/2025, 4:21:38 PM No.1012080
>>1012077
>a shame he didn't get the grant
It was discussed on the modeling module, Jonathan Lampel wants him working on this but Campbell Barton wants him submitting some patches before hiring him so there's hope but the development in blender is a shitfest so even if he is hired this could end in nothing, the guy has been working on the addon 2 years.
Anonymous
5/15/2025, 10:21:18 PM No.1012094
im working on a model, best project I've worked on so far, but I have a problem. I already modeled clothes, solidified and everything, and now I come to find out that this is advised against because now I can't apply automatic weights that affect the body and clothes. I unjoined the clothes from the main mesh but I'm kinda stuck, do I need to manually weight paint the clothes or is there another solution? Even manually painting seems like it may not be feasible because I would have to paint both the inside and outside of the clothes which I'm not sure how to do on the insides of sleeves and such. Also trying not to draw too much or anything like that (like weight painting) because my wrists are a bit fucked
Am I fucked or is there an easy fix?
Replies: >>1012095
Anonymous
5/15/2025, 10:26:29 PM No.1012095
>>1012094
Weigh body, attribute transfer to clothes
Replies: >>1012109
Anonymous
5/16/2025, 1:40:57 AM No.1012109
>>1012095
This worked PERFECTLY!! Her hair seems to have attached itself to the sleeve a bit but otherwise I'm good, and I'm sure the hair issue is easy enough to correct! Thanks anon!!

I love my OC so much...
Anonymous
5/16/2025, 9:12:41 AM No.1012124
>>1011708
THAT'S another cool feature they've been totally neglecting!
there should be gizmos to change the bend properties directly in the viewport, rather than have to use a bunch of helper bones and drivers...
Replies: >>1012155
Anonymous
5/16/2025, 1:19:09 PM No.1012133
>>1011566
check your modifier order, i had that happen a few times because it was out of correct order
Replies: >>1012144
Anonymous
5/16/2025, 4:52:38 PM No.1012144
>>1012133
>>1011604
>>1011568
>>1011570
>>1011572
I got it, it was because of the SSS weight in Principled BSDF. I needed to reduce it from 0.0035 to 0.00025. Weird
Replies: >>1012147
Anonymous
5/16/2025, 5:12:52 PM No.1012147
>>1012144
Glad you got it, my next guess was normal map not set to non-color
Too many things can go wrong
Anonymous
5/16/2025, 6:10:02 PM No.1012155
>>1012124
I'm kinda amazed by how simple the easyrigging guy is keeping it, I can only imaging what you ccould do if you had widgets from the get go instead of numeric controls
https://vimeo.com/channels/1100385/174428931
Anonymous
5/16/2025, 6:48:41 PM No.1012160
>go to add Solidify modifier on complex mesh
>accidentally click Skin modifier
>Blender stuck loading for 20 minutes now
FUCK
Replies: >>1012161 >>1012162
Anonymous
5/16/2025, 6:55:13 PM No.1012161
>>1012160
Kek happens to me all the time
Anonymous
5/16/2025, 6:57:32 PM No.1012162
>https://developer.blender.org/docs/release_notes/4.5/
>A new Boolean solver option has been added to the Boolean Geometry Node and Modifier (dd559259d).
>The "Manifold" solver is based on the Manifold Library. It is much more robust than the float solver (which means it works in many cases where the float solver fails due to numeric issues). It is usually as fast as, and sometimes faster than, the float solver (bigger speedups happen on machines with more processors).
interesting, I think that's the most interesting feature for me this update, as well as a couple performance improvements here and there

>>1012160
it does happen, you need to master the art of saving before any potentially dangerous operation
Replies: >>1012171 >>1012900
Anonymous
5/16/2025, 9:35:06 PM No.1012171
>>1012162
I think it works better with overlapping faces, not sure, other than that I can't see the difference, I want to see the new bevel node, the developer says that it could land in the 4.5, it should add better support for bevel after boolean, something like the soft boolean from houdini, also gn support.
Anonymous
5/16/2025, 11:17:08 PM No.1012177
Why does my Subdivision Surface modifier not work in renders? It's enabled in both and I can see it working in the viewport
Replies: >>1012178
Anonymous
5/16/2025, 11:27:01 PM No.1012178
>>1012177
In the modifier did you adjust both "Levels Viewport" and "render"?
Replies: >>1012179
Anonymous
5/16/2025, 11:36:57 PM No.1012179
>>1012178
yeah they're both at 2 by default and I didnt touch anything.
I disabled 'Simplify' and 'GPU Subdivision' and it still wont show.
It dpes show if I move the modifier above 'Armature' in the modifier stack. But then it gets all jagged and messed up. This is because the model is posed. But it looks 10x smoother and better if the subdivision modifier is used on the already-posed model, below Armature.
What the fuck, why wont it just work like that in the render, it is obviously possible since I can see it in the viewport
Replies: >>1012244
Anonymous
5/17/2025, 12:04:56 AM No.1012182
94865948689484485
94865948689484485
md5: 477af5365460510a97ef32474da5e16f๐Ÿ”
What's wrong with the boob shading, is the topology that bad?
Replies: >>1012187 >>1012202 >>1012220 >>1012485
Anonymous
5/17/2025, 1:21:12 AM No.1012187
>>1012182
I think theyโ€™d look better if they were at least a bit bigger
Replies: >>1012192
Anonymous
5/17/2025, 3:30:06 AM No.1012192
Screenshot 2025-05-16 182916
Screenshot 2025-05-16 182916
md5: c4c1b51a1c342bb07c0d73551e335280๐Ÿ”
>>1012187
Thanks, it does look better.
Replies: >>1012202 >>1012207
Anonymous
5/17/2025, 3:50:57 AM No.1012194
https://cubebrush.co/blog/cubebrush-stance-on-ai-generated-content
Anonymous
5/17/2025, 4:11:38 AM No.1012198
xeoxnqh2pnud1
xeoxnqh2pnud1
md5: 79571d88e0875e077b1f12795bad500c๐Ÿ”
https://youtu.be/onC3hLcflfY
Anonymous
5/17/2025, 4:43:39 AM No.1012199
total blender noob here, i downloaded some models off of smutbase and the arms/legs seem to be connected in a way where if i rotate/move/scale one limb the opposite one also does so. looked it up but all the solutions i'm getting are for different issues. maybe i'm not wording it properly because english isn't my first language but i hope someone can help
Anonymous
5/17/2025, 5:45:09 AM No.1012202
>>1012192
Funnily enough, that does make it look a lot better. That has partly to do with the fact that the breasts seem to have more weight to them, with the way they overlap the torso and create a sharp crease underneath.

>>1012182
I want to say the problem with the breasts has to do with an incomplete understanding of anatomy. The shoulder-armpit area is what gives it away to me. Ultimately, that limited knowledge of the anatomy affects the breasts as well, but in a smaller way. Breasts come in many strange shapes and sizes, but those ones look rather moundlike and don't droop very much at all, unlike in your second post.
The other part of that is the topology like you guessed. In my experience with working with that general poly count, I usually find that it helps to have another mesh with altered topology to use for the normals. you can give your main mesh a data transfer modifier with the other mesh as the source, edge data checked, sharp selected, and mapping set to whatever works the best. It also helps a lot to set the models to shade auto smooth (180 degrees) so it acts like a regular shade smooth, but you can also mark edges as sharp.
Replies: >>1012212
Anonymous
5/17/2025, 6:38:26 AM No.1012207
1733458576100725
1733458576100725
md5: beeedc6e5e9cfd06c11b669c5be56f40๐Ÿ”
>>1012192
Anonymous
5/17/2025, 8:03:01 AM No.1012212
Screenshot 2025-05-16 230152
Screenshot 2025-05-16 230152
md5: 7bb3148568705e01f679e17685421160๐Ÿ”
>>1012202
Thanks, Idk if this is better but i feel like it is. I'm kinda new so I'm not sure how to do the data transfer normals thing but I'll look it up.
Replies: >>1012220 >>1012223
Anonymous
5/17/2025, 1:19:27 PM No.1012219
Am I crazy or Weights -> Mirror doesn't even work? I'm in Blender 4.3
I worked with ChatGPT to try everything and nothing would mirror the weights from a L to R vertex group aside from making a backup of each of the L side groups, doing Weights - > Mirror with 'Topography Mirror' checked (which seems to have flipped the L side with the R side entirely) and then deleting the flipped L groups + replacing them with the backups made earlier.
Weight painting across mirrored topography works fine, just 'Weights -> Mirror' does not work as it should and seems to do nothing at all unless 'Topography Mirror' is checked
Replies: >>1012221
Anonymous
5/17/2025, 2:59:27 PM No.1012220
>>1012182
>>1012212
you have no resolution on the other axis, you have 8 edges
smooth shading is not going to work miracles on an octogon
Anonymous
5/17/2025, 3:02:48 PM No.1012221
>>1012219
Blender canโ€™t mirror, the developers refuse to add such features. A decade old feature and Blender never added. Stop using Blender.
Anonymous
5/17/2025, 3:12:27 PM No.1012223
>>1012212
It looks as if theyโ€™re connecting at the armpit which isnโ€™t right.
Anonymous
5/18/2025, 1:30:48 AM No.1012244
>>1012179
is there really no way to use subdivision surface in a render on a posed model (below the armature modifier)? It looks like shit when above Armature yet it seems everyone acts like that's what you're supposed to do?

I mean I found a hacky way to do it with EEVEE by using 'View -> Viewport Render Image' but this does not work with Cycles, it's just black if I try that.
I just want the model to get high-poly only when I render. Without having to untick 'Simplify' every time would be really nice too
Replies: >>1012259 >>1012284
Anonymous
5/18/2025, 9:17:52 AM No.1012259
>>1012244
It works fine, that's a very common use case so presumably you've got something else interfering. You'll need to share some screenshots or even part of the scene file if you want people here to figure it out
Anonymous
5/18/2025, 9:07:51 PM No.1012284
>>1012244
if you've really fucked the settings what you can do is create a new file and append the objects from your old file
sometimes creating a new file is faster than figuring out where you went wrong (it was in middleschool)
Anonymous
5/21/2025, 6:44:29 PM No.1012468
What does this mean when this turd program is CTDing without any message ? I suspect a plugin but find out which one is the culprit?
Replies: >>1012469 >>1012478
Anonymous
5/21/2025, 7:01:27 PM No.1012469
>>1012468
If you have a heavy scene then not enough memory
Replies: >>1012477
Anonymous
5/21/2025, 8:25:28 PM No.1012477
>>1012469
>heavy scene
uhm no this happens with a grid and a cube only
Replies: >>1012478 >>1012494
Anonymous
5/21/2025, 9:14:54 PM No.1012478
>>1012468
>>1012477
if you want to solve your niche problem that only happens to you and a handful of guys, you should try the discord, forum or reddit
there's 30 posters in this thread
Anonymous
5/22/2025, 12:01:29 AM No.1012485
>>1012182
It's a topology issue. Redirect some of the edges THROUGH the boob, instead of around it.
Anonymous
5/22/2025, 3:32:48 AM No.1012487
faceit
faceit
md5: 00fea30dc6f0b932ac673cdcbe44eeca๐Ÿ”
face im sculptan
Anonymous
5/22/2025, 7:43:47 AM No.1012494
>>1012477
Oh then the solution is to delete the cube. Old veteran blender trick
Anonymous
5/22/2025, 9:11:10 AM No.1012495
>>1011128 (OP)
Anyone here know of some good resources for rigging - preferably something going from low complexity to higher complexity. Models are primarily humanoid.
Also, since my models are for game dev, anyone here have advice or personal experience using Godot? I hear there can be issues in general with 3D stuff
Anonymous
5/22/2025, 1:45:01 PM No.1012501
i wish you could make pose mode work exactly like xnalara. blender's controls are such CBT
Anonymous
5/22/2025, 5:42:26 PM No.1012510
Wait so with Blender 4.0+ they removed the ability to transfer vertex positions between meshes with data transfer? And that's it, there's no way to do it now besides scripting? What the fuck
Replies: >>1012511
Anonymous
5/22/2025, 6:59:22 PM No.1012511
geonodes1
geonodes1
md5: 55a059ef81f1614c2c9097a63a16c8c7๐Ÿ”
>>1012510
Just use geonodes, dood.
Replies: >>1012544
Anonymous
5/23/2025, 7:30:22 AM No.1012544
>>1012511
That's just scripting with extra steps
Replies: >>1012549 >>1012726
Anonymous
5/23/2025, 10:07:33 AM No.1012549
>>1012544
You'd nitpick the clear divide between usability of geonodes and scripting, so here's a fundamental difference you can't refute: geonodes work like a modifier, while scripting is destructive. Once you run a script, it modifies the geometry, and it needs to be run manually. So if you want to make changes on the script driven operation, you need to keep a copy of the unmodified object and re-run the script with different inputs every time. Geonodes being modifiers means that they aren't destructive and also that they're animatable. Other advantages of modifiers are that you can easily preview your changes live by directly modifying the inputs, that they play nice with other modifiers, that they're easily reusable and copy-able between objects or projects in bulk and that they're safe to readily use from other people's files without having to check the logic for aids.
Geonodes have hard limitations, but for things within their capabilities they are vastly superior to scripting.
Replies: >>1012550 >>1012552 >>1012553
Anonymous
5/23/2025, 10:34:14 AM No.1012550
>>1012549
Sure, but with scripting you can just ask ChatGPT to write you a script you want and get shit done in 1 minute instead of designing those nasty fish graphs by yourself for hours.
Replies: >>1012553
Anonymous
5/23/2025, 12:00:50 PM No.1012552
>>1012549
None of that shit makes them eaiser to use. In fact geonodes are unreadable compared to scripts and the most unintuitive thing in Blender and that's coming from someone who used 2.4x back in the day
Anonymous
5/23/2025, 1:03:51 PM No.1012553
IMG_0403
IMG_0403
md5: 463950a949e7d2bf8fbd5bf0ec235cce๐Ÿ”
>>1012549
>>1012550
That is not normal, you trying to copy something everyone in Autodesk hates. Itโ€™s the reason for Biforst to change in 2026 editions.
Replies: >>1012556
Anonymous
5/23/2025, 1:55:17 PM No.1012556
>>1012553
>you trying to copy something everyone in Autodesk hates
But he's not trying to copy their userbase?
Replies: >>1012562
Anonymous
5/23/2025, 1:57:49 PM No.1012557
learn to ignore the retard
Replies: >>1012562
Anonymous
5/23/2025, 2:44:34 PM No.1012562
>>1012556
>>1012557
Blender literally copied it, this node nonsense was before Blender YouTubers were a thing. Only stupid people like you continue to use it.
Anonymous
5/23/2025, 7:04:57 PM No.1012569
what the FUCK are these rounded corners on the gui?????
Anonymous
5/26/2025, 7:09:03 PM No.1012703
feedback
feedback
md5: 9d43df0e5c23451f35d23cc5dc8331b4๐Ÿ”
Replies: >>1012705 >>1012710
Anonymous
5/26/2025, 7:10:46 PM No.1012705
>>1012703
>Focus Areas: Some users feel that certain areas (e.g., sculpting, texture painting, physics, animation tools, NPR rendering, CAD tools) are neglected in favor of others (e.g., Geometry Nodes). There are also concerns that Blender is trying to do too much instead of focusing on core strengths.
https://survey.blender.org/feedback/2024/ if you want to read the whole thing
Anonymous
5/26/2025, 8:20:59 PM No.1012710
>>1012703
>sculpting
Refactors ongoing, some shit from the dyntopo branch could land too, it would be ok to have the half docen of patches that have been since the times of Dobarro and Joe Eagar ( colors in multires, repeat last, texture support for the filters etc...) the shrinkwrap brush will land this summer.
>texture painting
the biggest project is the 3d brush,it should be out of experimental eventually, you have ucupaint too.
>physics
that's part of the geo nodes people
>animation
they have the new animation system that it will have layers and shits like that, but they could work in other things like rigging nodes or whatever before that, who knows.
>NPR
you have the branch paid by goo studios, that should land eventually
>cad
the developer of surfacepsycho still wants to work in the nurbs system, nobody knows if he will join the foundation so that will be slower.
you forgot
>SDF
Waiting for the grid input node.
Replies: >>1012712 >>1012724
Anonymous
5/26/2025, 8:42:12 PM No.1012712
>>1012710
I know anons like to complain but I still feel like "we're eating good", like the kids say
what does the shrinkwrap brush even do? localized shrinkwrap modifier?
Replies: >>1012713
Anonymous
5/26/2025, 8:53:31 PM No.1012713
0001-3030_thumb.jpg
0001-3030_thumb.jpg
md5: 2136136560cfc774a22c0edc5efd3abb๐Ÿ”
>>1012712
https://projects.blender.org/blender/blender/pulls/136342
Replies: >>1012714 >>1012729
Anonymous
5/26/2025, 9:13:50 PM No.1012714
>>1012713
>tfw I'm a year into relearning sculpting in Zbrush and those fucks finally start dropping cool stuff for blender sculpting
Fuck off
Replies: >>1012720
Anonymous
5/26/2025, 11:30:29 PM No.1012720
>>1012714
cool joke anon. pฤบease stick with Zbrush
I guarantee that by the time you become a pro artist Sergei will be in his deathbed and the Multires modifier will only work when it feels like (also no proper brushes because fuck you)
Anonymous
5/27/2025, 12:39:42 AM No.1012724
>>1012710
>that should land eventually
Kek, they are reworking all that, it was a layer for eevee and now they want materials for both engines and the compositor instead, so all the work will go to the shit and it is not the first time that this happens.
https://code.blender.org/2025/05/npr-project/
Anonymous
5/27/2025, 1:15:12 AM No.1012726
>>1012544
Oolala, somebody's getting laid in college
Anonymous
5/27/2025, 7:19:22 AM No.1012729
>>1012713
The sooner they get rid of Pablo's dogshit codebase the sooner we can get back to having good sculpting in Blender again.
Anonymous
5/27/2025, 4:25:44 PM No.1012742
>going to be moving abroad for a year starting in October
>can't bring my desktop with me
I'm sad that I really don't have any reasonable options for portable blender/3D work unless I drop $3k+ on a jewishly overpriced laptop
Replies: >>1012743 >>1012755
Anonymous
5/27/2025, 4:33:36 PM No.1012743
>>1012742
Blender runs fine on the sub-1k budget gaming laptop I bought years ago, what do you do?
Replies: >>1012759
Anonymous
5/27/2025, 7:50:56 PM No.1012755
>>1012742
Acer Aspire 5 is like 600 bucks and should be totally fine.
Replies: >>1012759
Anonymous
5/27/2025, 8:43:10 PM No.1012759
>>1012743
>>1012755
I have the Acer computer and it doesnโ€™t make blender better. Shit up about your crazy conspiracy theories.
Replies: >>1012760
Anonymous
5/27/2025, 9:00:20 PM No.1012760
>>1012759
Get a life mate
Anonymous
5/29/2025, 7:38:13 PM No.1012862
1747259924209918
1747259924209918
md5: 68555798030d5ab7cf9033889aa432a8๐Ÿ”
>>1011128 (OP)
I want to render a scene from various camera positions using the command line. I've got a script set up for moving the camera by taking in a command line argument, but will Blender "wait" until the first set of renders is complete before moving onto the next set?
Basically I want:
>Blender render camera_pos_1
then when that's done
>Blender render camera_pos_2
then when that's done
>Blender render camera_pos_3
And so on. Has anyone done this on the command line before? There's like 200 angles I have to render something from for multiple frames, so setting up an automated script like this would be helpful and necessary.
Replies: >>1012873
Anonymous
5/30/2025, 1:13:21 AM No.1012873
>>1012862
Yes movies do this to save on editing time and help the video editing team. Just one problem, the camera is a different entity from the rest of the 3D scene. The coded camera of waiting also requires the other actors and world to also do the exact same thing. If you have a mid fight with special effects you will need to confirm it will not fade out during transition and the fighters clothing or movement not moved a lot.

Itโ€™s tricky but possible.
Anonymous
5/30/2025, 7:22:03 AM No.1012883
why does my mirror modifier keep getting messed up whenever i movie an object? My mirror keeps staying in the same place or its mirored inside the object itself. im trying to model some shoulder armor and this is driving me up the wall.
Replies: >>1012884
Anonymous
5/30/2025, 7:58:46 AM No.1012884
>>1012883
Mirror is based on the object origin/pivot point. Take that into account when moving stuff around
Anonymous
5/31/2025, 12:43:50 AM No.1012900
>>1012162
It's pretty impressive. Check the numbers
https://www.youtube.com/watch?v=awNxZL0_peg
Don't watch the whole thing. He basically loops over pipes to boolean them, and it does it in real time.
Anonymous
6/1/2025, 3:15:58 AM No.1013003
mirror
mirror
md5: 513836c0b07431a19bd9953ef90eb47b๐Ÿ”
i dont understand why this happens? I applied all transformations but the mesh keeps mirroring the opposite side i want it to. I want these to be reversed so that it can be one solid piece
Replies: >>1013008 >>1013649
Anonymous
6/1/2025, 4:06:39 AM No.1013008
>>1013003
Can you show the unmirrored piece and draw a sketch of how you want the piece to look after mirroring?
Replies: >>1013010
Anonymous
6/1/2025, 4:18:57 AM No.1013010
unmirrored
unmirrored
md5: 2f20e0ba6a083201d410dfed242c91b7๐Ÿ”
>>1013008
heres what i want it to look like. im trying to model a knight pauldron and i suck at it.
Replies: >>1013011
Anonymous
6/1/2025, 5:11:42 AM No.1013011
blender
blender
md5: 40343bcb5a417bb7a0d6544097b06c8e๐Ÿ”
>>1013010
It looks like your issue is that your object is centered when it should be moved over such that it lies on the side of the origin that you want mirrored. Alternatively, you could use a Mirror Object to change the origin of reflection.
Anonymous
6/1/2025, 5:26:02 AM No.1013012
Does blender have fur shading that uses a height map for length? I would have thought it was standard, but I'm not seeing the option anywhere.
Replies: >>1013051
Anonymous
6/2/2025, 1:43:19 AM No.1013051
>>1013012
I would also like to know this. I've been in pursuit of a low cost fur shader myself. But I haven't stumbled into anything yet. You can probably make on in shader nodes. You might want to experiment with the "displacement" node. that has a height manipulating plugin. I believe it's made for such a task.
Or "vector displacement" node. That one looks similar to the other one. Not sure what the difference is.
Replies: >>1013055
Anonymous
6/2/2025, 6:21:17 AM No.1013055
>>1013051
Idk, for me it would make way more sense to do this with geonodes. For example you'll have fur hair piece in object info, instance them on surface aligned to normals and vertical scale according to heightmap.
Replies: >>1013056
Anonymous
6/2/2025, 7:05:17 AM No.1013056
>>1013055
That's one way I've tried it. It gets ok results if you tune it wall. but it gets expensive to cover a lot of surface with a bunch of tiny fur. I've been pursuing a more cost effective solution. But I'm not quite skilled enough to do it yet.(Feels like I'm getting close though)

Basically, the idea is to create a hull, and then offset the shading information in such a way that it appears to spike from the surface up to the hull. It feels possible. But the concept is too slippery for me to grasp.
Anonymous
6/3/2025, 12:25:11 AM No.1013090
1730066737310450
1730066737310450
md5: a901a377ba8ce0bb197ec18ef7278a49๐Ÿ”
How can people make this "aliased" look in blender? Or did the guy add it after?
Replies: >>1013092
Anonymous
6/3/2025, 12:48:14 AM No.1013092
>>1013090
Scene Film Filter Size: 0.00 px
Replies: >>1013095
Anonymous
6/3/2025, 1:24:21 AM No.1013095
>>1013092
Cool stuff! Thanks!
Anonymous
6/3/2025, 5:52:44 AM No.1013099
Everyone should have this addon, it makes using lattices a pleasure instead of a pain https://blenderartists.org/t/latticehelper-aigodlike-free-addon/1510353
Replies: >>1013105
Anonymous
6/3/2025, 7:23:21 AM No.1013105
>>1013099
Quality of life, not ground breaking, it packages existing functionality so it's less tedious
What I would want is symmetrical editing for lattice vertices
Replies: >>1013138
Anonymous
6/3/2025, 9:27:07 AM No.1013109
I've been playing around with a few videogame models (daz) from [spoiler]smutbase[/spoiler], posing them and rendering them on and off since last October. I just tried animating something for the first time and, maybe I'm biased / love the smell of my own farts but I think I am pretty fucking good. For having just started with it at least.
I already thought I was pretty good at posing and it turns out animating is like stringing poses together, so I do the same thing and my animation is better than 90% of the similar type of stuff I see out there.
I used to hate blender because I was lazy and didnt want/need to learn it, but it is really nice. I keep thinking of new things I need then asking ChatGPT how to do them and there's always a way
Replies: >>1013162 >>1013178
Anonymous
6/4/2025, 2:23:45 AM No.1013138
imagg
imagg
md5: 2d7841d9f7f63e3422163c95ac4870bb๐Ÿ”
>>1013105
There's also a native workaround for that. https://blender.stackexchange.com/questions/304119/is-it-possible-to-mirror-lattice-edits
I just made Chatgpt script it into an addon https://files.catbox.moe/qrkgfd.py

First parent your mesh(es) to a lattice, then select the lattice, right click in Object mode>Mirror lattice on X
Replies: >>1013162 >>1013201
Anonymous
6/4/2025, 11:50:33 AM No.1013151
does anyone have these dilon goo products?

https://superhivemarket.com/products/meshtrails
https://superhivemarket.com/products/amethyst-anime-rig
Anonymous
6/4/2025, 2:43:47 PM No.1013162
>>1013138
>>1013109
Your fake code also has a flaw that doesnโ€™t mirror in different angles. This is why ChatGPT is awful at coding and why you should never use it.
Replies: >>1013174 >>1013224
Anonymous
6/4/2025, 8:01:10 PM No.1013174
>>1013162
When you write stuff manually from scratch it's also highly unlikely you'll get everything right from the first try. It's still takes 100x less time to do it this way.
The best way to deal with problem in this case is to ask it to fix the script according to your corner case, and if it's not able to, then fix it yourself. Copilot is better at this btw, so use it instead of ChatGPT.
Replies: >>1013194
Anonymous
6/4/2025, 9:24:05 PM No.1013178
file
file
md5: 8f5e21ef9d6a9b896fb162c7023850b5๐Ÿ”
>>1013109
hey bro, I recently started trying the exact same thing. I'm using rigid3d's injustice model. are you doing the same type of thing here where you take each pose/pivot point and rotate/move until you get a good pose? I'm having a lot of difficulty and I don't know if it's because I just don't know how to work this thing or what. if you recommend any other resources/models/tutorials, I'd appreciate it
Replies: >>1013186
Anonymous
6/5/2025, 12:56:09 AM No.1013186
hailey shoots_thumb.jpg
hailey shoots_thumb.jpg
md5: f10c4e35e4a03265575622d67ea7bed7๐Ÿ”
>>1013178
>where you take each pose/pivot point and rotate/move until you get a good pose?
yeah selecting and moving/rotating/scaling bones.
There are little tricks, like with Rigify rigs you can scale the fingers to make them curl, or rotate / scale the mouth bone to make smiles, frowns, puckered lips; twist the lip corners to flex cheek muscles, eyebrow corners to furrow brow, etc.
Make sure you unhide all the important bones. Learn to use the asset library to save poses like face expressions and blend them together, even specific body parts and across symmetry. You make something good and keep reusing it in parts.
I don't have any tutorials, I am just trying shit and asking AI when I need help, it's like a personal tutor
Replies: >>1013191
Anonymous
6/5/2025, 3:23:27 AM No.1013191
>>1013186
that looks awesome. do you pose frame by frame or use some sort of interpolation?
Replies: >>1013192
Anonymous
6/5/2025, 4:16:20 AM No.1013192
>>1013191
Interpolate as much as possible for it to look good. When you keyframe every frame it not only takes forever but it can look really jumpy, like that old show Dr Katz.
You can go to frame 0 and apply a pose to the selected face bones, keyframe it, go to frame 30 to do it again with a different facial expression, and now the faces are gradually changing into each other over 30 frames. Then from frame 15 you can keyframe how the nostrils already are, and at frame 40 twist them with symmetry so they are flared. They will gradually flare during and after the whole face expression change at their own speed.
Stuff like that
Anonymous
6/5/2025, 5:31:42 AM No.1013194
>>1013174
Or actual people working to fix the problem and allow features not available from ChatGPT perspective. That is 1000x better than some dumb robot will ever create.
Replies: >>1013204
Anonymous
6/5/2025, 10:27:03 AM No.1013201
>>1013138
Hmm, I have mixed feelings about this, we'll see how things are in 2 years
Replies: >>1013260
Anonymous
6/5/2025, 11:48:55 AM No.1013204
>>1013194
For most people, even those who are software developers but also do 3d this is more like:
> should I model this manually or should I spend at least 3 hours googling blender python api docs to write a script that does this for my particular use case here
> 3 hours is too long I'd rather do this manually
vs
> should I model this manually or should I spend 2 minutes asking ChatGPT to write a script for my particular use case
It's exactly like this for me. I'm often asking it for one-time scripts for stuff like "subdivide every edge to from-n-to-m vertices and randomly displace said vertices in specified radius" (if that doesn't make sense, lowpoly n-gons and broken topology combined with quirky normals is my kink).
Replies: >>1013205
Anonymous
6/5/2025, 3:36:21 PM No.1013205
>>1013204
Then you need to stop being a developer. Python API for Blender? You donโ€™t care understand it can run without Blender stupid API right? Itโ€™s the reason Python exists. This is not a software issue, the issue is you.
Replies: >>1013207
Anonymous
6/5/2025, 4:56:21 PM No.1013207
>>1013205
Lol stupid retard, when you know Python it doesn't automatically mean that you can just instantly write scripts for Blender for example, because to write anything useful you need to use internal Blender functions and datatypes (Blender API), and to simply read through the API docs to find functions and datatypes you need to write some simple script can easily take hours.
Anonymous
6/5/2025, 11:25:40 PM No.1013224
armature mirror
armature mirror
md5: dd0b3a92b76caddeb4aeaa31e1f53921๐Ÿ”
>>1013162
It's worse than that, I realized that this method doesn't give an accurate mirroring because it's the result of 2 stacked influences.
I already knew of 2 other methods to mirror lattices, but setting them up is a pain in the ass.
But not for long, I'm cooking something, stay tuned.
Replies: >>1013230 >>1013244
Anonymous
6/6/2025, 2:31:03 AM No.1013230
>>1013224
>Say iโ€™m the stupid one
>Oh no my dumb AI code doesnโ€™t work
If you were a real developer and had done this by yourself you knew it was wrong and you fix it before you embarrass yourself.
Replies: >>1013232
Anonymous
6/6/2025, 2:47:31 AM No.1013232
>>1013230
Even though it says "Anonymous" it doesn't actually mean those posters are the same person. Look, even your post is subscribed as "Anonymous" and clearly you're not me.
Replies: >>1013233
Anonymous
6/6/2025, 3:03:18 AM No.1013233
>>1013232
Youโ€™re the only one who used ChatGPT on this, your own code isnโ€™t working because you decided to use robots and itโ€™s you who stole the other guy plugin and replaced it with robot code. How can it not be you.
Replies: >>1013239
Anonymous
6/6/2025, 10:50:19 AM No.1013239
12345678
12345678
md5: af4a9ee21d728b195afc14be55a2466d๐Ÿ”
>>1013233
I'm anon who uses ChatGPT for one time scripts. I'm not sharing them because I'm well fed up with retards like you. But you can watch. Ofc those columns have a lot of manual tweaking after the script. But it's still a good starting point. Especially when you want to do few dozens of them.
Replies: >>1013246
Anonymous
6/6/2025, 3:25:46 PM No.1013244
>>1013224
hey, at least it's better than the usual reply you get when you ask in blender forums: ""lattice objects are not meshes and cannot be mirrored""
like bitch, it's literally an array of points, what do you mean it can't be mirrored...
Anonymous
6/6/2025, 3:31:45 PM No.1013245
I wish somebody made a version of blender that runs on ipad
Anonymous
6/6/2025, 4:02:39 PM No.1013246
>>1013239
Says the fake dev, you donโ€™t realize youโ€™re missing Python 3 rules and current Blender requirements.
Replies: >>1013248
Anonymous
6/6/2025, 4:19:26 PM No.1013248
>>1013246
> Python 3 rules
Zero value outside of projects multiple people are working on. Which one-time script isn't.
> Blender requirements
Zero value outside of projects multiple people are working on or projects that aim for long support. Which one-time script isn't.
> Gets the job done
Great value.
> As quick as possible
Great value.
> fake dev
I'm a React dev btw, and I couldn't care less about PEP or whatever, and especially so in throwaway scripts.
Replies: >>1013249 >>1013252
Anonymous
6/6/2025, 5:13:31 PM No.1013249
>>1013248
>React dev
Lawl
Replies: >>1013253 >>1013255
Anonymous
6/6/2025, 6:50:11 PM No.1013252
97807321
97807321
md5: 8f1a1a57cf7ccff0cdb0ad468b18e1c8๐Ÿ”
>>1013248
>react dev
Replies: >>1013253 >>1013255
Anonymous
6/6/2025, 7:15:09 PM No.1013253
>>1013249
>>1013252
> the only purely functional programming in mainstream
> everyone uses typescript
> laughing and at the same time thinking some actual dynamic scriptshit like python is worthy
Anonymous
6/6/2025, 7:23:18 PM No.1013255
>>1013249
>>1013252
Just jumping in to point out that gatekeeping doesn't change the fact that AI coding tools are permanent part of people's workflows now. I know quite a few great programmers that use them, and I'm an old guy who wrote BASIC in the 80s.
Replies: >>1013259
Anonymous
6/6/2025, 8:19:18 PM No.1013257
Blender?
Anonymous
6/6/2025, 8:32:01 PM No.1013259
>>1013255
No one trust AI to code, it a meme. The React code it give you is incorrect for Blender and thereโ€™s a better solution than the one it given. Like for example, if youโ€™re going select multiple models that align for something like faces or pizza dough. You have zero ways to do it. Then your answer for manual work got defeated over the fact that you had to continue to work on the script and again if a feature is missing. AI should be smart enough to understand this, not follow your dumb suggestions.
Replies: >>1013261
Anonymous
6/6/2025, 8:47:08 PM No.1013260
Lattice mirrorr
Lattice mirrorr
md5: 63bec3fd069287f1148fee075de58212๐Ÿ”
>>1013201
Why not today?
I present to you 'LatticeMeshMirror(LMM)' Aka 'Lattice Mirror at home'
https://files.catbox.moe/wh4m8p.py
Features:
>1. Create Quick Lattice
Auto set-up a Lattice on a symmetric mesh centered on the world axis.
Cons: Editing the resolution of the lattice in the 'Object data properties' breaks the auto scale.
>2. Mesh deform method
Uses a mesh replica of the lattice and a MeshDeform modifier to control the lattice.
Allows mirroring in 3 axis and all the features of mesh edit mode with the smoothness of a lattice.
Cons: Only fully affects the outer boundary points of the lattice.
>3. Armature method
Parents a bone to every point of the lattice using bone envelope influence, allows you to reset the position of the points and animate the lattice.
Cons: Only mirrors the X axis and no Proportional editing.
>4. Mirror Mesh method
Cuts the mesh in half and adds a lattice to half of the mesh. Allows cutting in 3 axis.
Cons: The centerline of the mesh will break if the center points are moved away. BSpline mode is not recommended, other modes work fine.
>5. Apply lattice
Quickly applies and deletes the lattice
Replies: >>1013311
Anonymous
6/6/2025, 9:00:57 PM No.1013261
>>1013259
Hi, I'm NTA, my only post is about gatekeeping. I personally don't trust AI and don't use it, but programmers I know do, and it helps them get things done. However, these guys are already Sr level (or nearly Sr) so they are pretty good at evaluating AI output. Regarding your expectations for AI, it couldn't code at all a few years ago and the current pace of improvement is staggering. The fact that so many programmers use it effectively today is nothing short of incredible. even if just used as an elaborate autocomplete that you're forced to edit saves a shitload of time.
Replies: >>1013264
Anonymous
6/7/2025, 12:35:09 AM No.1013264
>>1013261
No one is using it, not when the AI puts exploits into the scripts: https://www.nist.gov/news-events/news/2024/01/nist-identifies-types-cyberattacks-manipulate-behavior-ai-systems
Replies: >>1013266 >>1013268
Anonymous
6/7/2025, 1:29:56 AM No.1013266
>>1013264
Nothing wrong with exploits in my Blender scripts. This is kind of offtopic. Please proceed to /g/.
Anonymous
6/7/2025, 2:44:41 AM No.1013268
>>1013264
>No one is using it
Pretend all you want but you're not facing reality. One guy I know uses Grok at work, which is not even known for coding, and yet he claims it's a major productivity boost for him. He's not a vibe coder, he's second in command on the development team he's been with for 15 years. Everything goes through a linter anyway.
Replies: >>1013269
Anonymous
6/7/2025, 2:56:49 AM No.1013269
>>1013268
Grok is a ChatGPT API that Elon paid OpenAI. If you knew or were part of engineer development team this kind of stuff is easy to learn from simply hacking Grok. People had managed to prompt Grok into telling us by using old prompts. So no, ChatGPT the lying robot that claimed the code works doesnโ€™t actually work. Guy is clearly lying, everyone in twitter is known to lie for popularity and profit.
Replies: >>1013270 >>1013271
Anonymous
6/7/2025, 3:00:52 AM No.1013270
>>1013269
> So no, ChatGPT the lying robot that claimed the code works doesnโ€™t actually work.
Cope. It does actually work for me in most cases. And there are proofs even in this thread. But this is definitely offtopic.
I know that if I ask you to write code for me for free everytime I need a Blender script for some specific scenario, you will probably refuse to do it, and even if you try, you will most likely spend way more time doing it.
Anonymous
6/7/2025, 3:55:36 AM No.1013271
>>1013269
I'm not sure what you are saying. I'm not a software engineer and my friend has no reason to lie about using Grok to code. He says it's like having three junior engineers under him. He's not the only one I know using AI. One guy know owns a small independent data center and uses AI to write management scripts. I'm guilty of letting this go way off topic so I'll leave you with your delusions.
Replies: >>1013272
Anonymous
6/7/2025, 4:42:50 AM No.1013272
>>1013271
I worked in Data Analytics stupid and we donโ€™t use AI. The machines lie about everything and the corrupt data isnโ€™t something that can be cleaned away in a few seconds. Your refusal and lack of Artificial intelligence is showing. Grok is ChatGPT because you believed in Elon the lying bastard that even Trump hates. You believe in a made up story in twitter with made up pictures. You used Rust instead of Python. You donโ€™t follow Blender rules or add features that a Rust developer would have added. You donโ€™t belong in this board, you should be banned for blatant lying about everything.
Replies: >>1013273 >>1013277
Anonymous
6/7/2025, 4:50:48 AM No.1013273
>>1013272
You have me confused with someone else in this thread. I'm just the guy who says you shouldn't gatekeep programming languages and that lots of programmers use AI to help code. None of this in controversial. Take your meds.
Replies: >>1013283
Anonymous
6/7/2025, 12:22:16 PM No.1013275
>wasting your time arguing with the local schizo
Anonymous
6/7/2025, 1:59:19 PM No.1013277
>>1013272
> You used Rust instead of Python. You donโ€™t follow Blender rules or add features that a Rust developer would have added.
Kek, you systematically confuse the new person in discussion with the previous one you've been talking with. There were at least 3 at this point. You might have brain damage, this lack of basic comprehension is concerning.
Replies: >>1013279 >>1013283
Anonymous
6/7/2025, 2:32:48 PM No.1013279
>>1013277
> lack of basic comprehension
Mental deficit dude's demonstrating is called overfitting, and it's kind of funny how he criticizes AI for making things up when his own brain systematically falls into the same gradient pits.
Replies: >>1013283
Anonymous
6/7/2025, 3:51:29 PM No.1013283
>>1013273
>>1013277
>>1013279
Oh shut up we know itโ€™s you, youโ€™re the only one who agrees AI is useful. Your the only one with the AI Rust code and you hate when AI is being talked about in a useless manner.
Replies: >>1013284
Anonymous
6/7/2025, 4:26:12 PM No.1013284
123456789
123456789
md5: e76c35b79383339ca3a2e0ac83da89cd๐Ÿ”
>>1013283
I'm not even interested that much in this topic. You're the one who turned this into AI holywar thread. The way we use AI in this thread is to do more 3d and less programming. You should go to /g/, that's where there are multiple generals dedicated to talking about AI all day every day.
Replies: >>1013286
Anonymous
6/7/2025, 5:28:27 PM No.1013286
>>1013284
3D is art, you make it in multiple ways like any art. Prompting a machine to do your work because you arenโ€™t going to do art is not art. prompt is not work, you did not even fix or review the code. Youโ€™re not a programmer.
Replies: >>1013290
Anonymous
6/7/2025, 6:10:00 PM No.1013290
>>1013286
Okay, you asked for it... You are wrong in thinking all arts, crafts and skills are equal. For example, if you do painting or sculpting your whole life, you continue using and improving the same skillset, your every new work is result of something you've been cultivating the whole time. Programming, on the other hand, is inherently self-deprecating cycle of learning, using and then forgetting, infinite numbers of application programming interfaces that pop into and out of existence all the time. There are some super basic fundamentals that are common, and the ceiling to them is very low, after that it's basically all googling new shit, using it, and forgetting about it. Even worse, code has no inherent self-worth. I mean, it bears no value (outside of corporate human resource management concerns, ie "best practices" and "code conventions") how it looks, the only value of code is the result of its execution. This is why almost any programmer who's been long into this will happily use AI as opposed to artists who almost all hate AI.
Replies: >>1013293
Anonymous
6/7/2025, 7:48:17 PM No.1013292
blender is blending
Anonymous
6/7/2025, 8:13:00 PM No.1013293
>>1013290
Youโ€™re not a programmer to make an opinion about coding and the industry it uses. The machine is the one who copied the code and put in lies to look like a working script. You canโ€™t code, you canโ€™t understand Rust, you failed at Blender API rules and you donโ€™t have creativity. All points at you, your decisions and your actions.
Replies: >>1013301
Anonymous
6/7/2025, 8:55:20 PM No.1013294
4.5 on Monday
>Color painting supports randomization of hue, saturation, and value during the entire stroke or on a per-stroke basis
just in time for Pride Month, no homo
Replies: >>1013295
Anonymous
6/7/2025, 9:09:37 PM No.1013295
>>1013294
Usecases? Subtle value randomization is nice for surface material textures I think, like stone/metal/ground/moss/etc, and especially so if you use some kind of cracks brush or something, and having value variety will make those cracks look less repetitive, but hue and saturation I have no idea.
Replies: >>1013305
Anonymous
6/7/2025, 11:04:32 PM No.1013301
GrKsqjwXMAARNOV
GrKsqjwXMAARNOV
md5: 306d15a50736c7260587712565ed2beb๐Ÿ”
>>1013293
Just admit that you're overwhelmed by my power level and I'll treat you well after my ascension to godhood.
Replies: >>1013304
Anonymous
6/7/2025, 11:15:43 PM No.1013304
IMG_0678
IMG_0678
md5: 3d3991461f48168a4f973efc17fd59be๐Ÿ”
>>1013301
Itโ€™s over
>Slices you to nothing
Replies: >>1013324
Anonymous
6/7/2025, 11:19:35 PM No.1013305
>>1013295
probably making shit look "painterly" by creating variation
Replies: >>1013307
Anonymous
6/7/2025, 11:43:39 PM No.1013307
>>1013305
Can't imagine randomized hue making it look painterly, and even less so - randomized saturation. Painterly look imo is when very limited number of colors mix together on canvas. Nowhere near random hue shifts.
Replies: >>1013309
Anonymous
6/7/2025, 11:46:49 PM No.1013308
Best help for painterly style would be to introduce layers with opacity and blending modes.
Replies: >>1013309
Anonymous
6/7/2025, 11:54:38 PM No.1013309
>>1013308
the best way to get a painterly style would be for you to learn how to paint

>>1013307
it could be subtle variation that makes it look less uniform, less digital
Replies: >>1013314
Anonymous
6/8/2025, 12:02:56 AM No.1013311
lmaho
lmaho
md5: 9e4e8f1704a4c8a96b9eace85dc7d8d3๐Ÿ”
>>1013260
New version, hopefully the definitive
https://files.catbox.moe/8g7jhe.zip
Replies: >>1013323 >>1013325
Anonymous
6/8/2025, 1:40:59 AM No.1013314
>>1013309
Yeah, layers and blending modes are unnecessary, but really it's all about opacity and how color with opacity mixes together with another color that is already there. Hue shifts are out of picture. But anyway, maybe those blender additions will spawn a whole new visual genre, so lets see.
Anonymous
6/8/2025, 2:57:09 AM No.1013323
>>1013311
>ITโ€™s DeFiTiVe
>No lock feature to not mess up
>No way to tell how much force you wanted in the section
>No warnings during certain situations
Anon was right, you suck and AI is awful. You didnโ€™t add anything new and you believe this is the perfect script for Lattice mirror.
Replies: >>1013325
Anonymous
6/8/2025, 3:07:43 AM No.1013324
GovEDZXaAAIFb-7
GovEDZXaAAIFb-7
md5: d450114bfddcb94398b673cf66d6c594๐Ÿ”
>>1013304
How quaint, how curious! Come now, do tell this noble crowd โ€” how isโ€™t that, though thou didst slice me into dust and shadows, I live still, bold and breathing? And lo โ€” my staff of life! โ€” is wet and dripping, as though the moon herself did bless it!
Replies: >>1013328
Anonymous
6/8/2025, 4:51:06 AM No.1013325
>>1013311
New version that soon
List of changes:
use_fill=False, #lmao
https://files.catbox.moe/k35ex4.zip
>>1013323
Could you be more specific on what needs to change
>the perfect script for Lattice mirror.
It's literally called Lattice mirror at home.
Anonymous
6/8/2025, 6:15:42 AM No.1013328
IAmTheStorm
IAmTheStorm
md5: c0fe1b3c4b2c1eb1f4e1c14821607df2๐Ÿ”
>>1013324
Youโ€™re just not cool enough
Anonymous
6/8/2025, 12:00:37 PM No.1013333
>>1011128 (OP)
Hey it seems that they have fixed the brush size for the 5.0 so you can paint pixels in the textures again
https://projects.blender.org/blender/blender/pulls/139813
Replies: >>1013335 >>1013338
Anonymous
6/8/2025, 2:24:23 PM No.1013335
>>1013333
>Have to login to see it
I found another bug, the open source Blender is blocking access to issues and their servers.
Replies: >>1013338
Anonymous
6/8/2025, 3:04:09 PM No.1013338
>>1013333
>>1013335
wtf that's new, since when do you have to log in?
Anonymous
6/9/2025, 8:36:29 AM No.1013373
Is there anywhere to learn NPR style rendering or communities who do this specifically?

I know a lot of weebs hate 3DCG in anime but I like it and wanna learn how to do it.
Replies: >>1013394
Anonymous
6/9/2025, 10:52:14 AM No.1013376
planetocurve
planetocurve
md5: 4f08408f96d605d35a92a3aba6638353๐Ÿ”
if you have a cube, and want to make two of the sides curved in a very specific way, is there a way to achieve this with more precision than doing proportional editing and manually moving the points and hoping they'll fall into the exact curves and lumps you want?

(e.g. like the diagram except with a lot more points and edges)
Replies: >>1013378
Anonymous
6/9/2025, 12:55:47 PM No.1013378
geothing
geothing
md5: 5269aed5540ca60a3ccb3e01e035acf3๐Ÿ”
>>1013376
Without geonodes, I would make the 2 sides roll in an arc (from the side view) to provide even geometry distribution and shrinkwrap those two sides delimited by a vertex group to a "control" plane with a subdivision modifier and the amount of control points you want.
Here's a quick geonodes approach to do the same thing.
Replies: >>1013381
Anonymous
6/9/2025, 2:35:34 PM No.1013381
happy-cat-month-1[1]
happy-cat-month-1[1]
md5: 7fbbd68e75f056068b02acf00ae0cbd1๐Ÿ”
>>1013378
thanks so much!
Anonymous
6/9/2025, 7:08:58 PM No.1013394
>>1013373
https://bnpr.gitbook.io/bnpr
Replies: >>1013410
Anonymous
6/10/2025, 6:40:49 AM No.1013408
off axis
off axis
md5: 8db55b8005401831f2db81380974249e๐Ÿ”
New update, pretty sure it's the last for a while.
https://files.catbox.moe/7n2y3d.zip
List of changes:
Changed bone lenght to bone radius to resize controllers for the armature method
The Mesh mirror method now cuts across the local axis of the object by default. added a checkbox option to choose world axis
The mirror modifier now uses the world axis to mirror the mesh if the mesh was cut through world axis
Replies: >>1013433
Anonymous
6/10/2025, 7:38:26 AM No.1013410
>>1013394
Thanks a bunch for this!
Anonymous
6/10/2025, 8:16:43 AM No.1013411
>>1011195
smooth shader
select sharp edges and hit make sharp
or shift+and scroll.
Anonymous
6/10/2025, 8:43:08 AM No.1013414
file
file
md5: 4614443745c0387f354ec9d66ea6b281๐Ÿ”
>spend like 6 hours following a few different tutorials on modeling a pillar (yes I know)
>try to slap a texture on it
>mfw

yeah this 3D shit might not be for me. I realize I had pulled the bottom vertices of the pillar to create length and now it looks like a distorted mess
Replies: >>1013418 >>1013428 >>1013429 >>1013454
The Chair Nerd
6/10/2025, 9:09:55 AM No.1013418
>>1013414
No no stay!
Welcome to the wonderful world of texture mapping. It's fun and dandy until you have to unwrap the individual cords of a wicker chair. You columns is fine it just needs one love and uv coordinates.
Replies: >>1013448
Anonymous
6/10/2025, 11:20:10 AM No.1013428
6456546
6456546
md5: 1ea7b0b74bc4de23253f8638c09d7368๐Ÿ”
>>1013414
There are so many easy ways to fix this, it would take you less time to do it than to post this if you had more experience with uvs. One of the easiest would be to return those bottom vertices back, then turn on press G+G+C and pull them down again, and when it's done, in bottom left "edge slide" menu select "Correct UVs".
Replies: >>1013448
Anonymous
6/10/2025, 11:54:12 AM No.1013429
>>1013414
Jsut slap a new cylindrical mapping on it and you're good
Replies: >>1013448
Anonymous
6/10/2025, 2:54:09 PM No.1013433
>>1013408
Still no apply force multiplier or lock features. stop using ChatGPT such code doesnโ€™t exist in the internet. They told you itโ€™s never going to end on features, you really do lack creativity to understand why lock and multiply should be added.
Anonymous
6/10/2025, 6:11:01 PM No.1013445
Is it possible to just download a couple animations and apply them to your humanoid rigged character?
I don't care if the animation is a bit wonky and not 100% working perfectly with the rig.

Or will it not apply and not work at all if the animation wasn't made specifically for that rig?
Replies: >>1013446
Anonymous
6/10/2025, 6:28:21 PM No.1013446
>>1013445
look up animation retargeting
Replies: >>1013453
Anonymous
6/10/2025, 7:25:47 PM No.1013448
file
file
md5: 642a8699ffb7bca57e01a375a132cb32๐Ÿ”
>>1013429
>>1013428
>>1013418
thanks, I was able to salvage at least something that looks passable.
Replies: >>1013454
Anonymous
6/10/2025, 8:56:51 PM No.1013453
>>1013446
Thanks!
Anonymous
6/10/2025, 9:14:12 PM No.1013454
>>1013414
>>1013448
I like this twisted part on top, is this a modifier? Could you share your tutorial?
Replies: >>1013465
Anonymous
6/11/2025, 12:43:18 AM No.1013465
>>1013454
yeah it's called an Ionic capital. this is the video I used. I didn't follow it all the way through; he adds a lot more detail to it. this channel is really cool for classical arch stuff

https://www.youtube.com/watch?v=xil6X-2dQFE
Anonymous
6/11/2025, 6:09:53 AM No.1013478
sdf
sdf
md5: 03881b4800b68b9eb2bd6538fdc1b287๐Ÿ”
i can't model, what should i do except giving up?
Replies: >>1013479 >>1013937
Anonymous
6/11/2025, 6:26:11 AM No.1013479
>>1013478
Hours of topology tutorials will help. John Dickinson on YouTube/Patreon has a great series that vastly improved my modeling. For me it was really thinking about the best way to put primitives together, thinking a lot before hand about how many faces and verticies to use, and even drawing on paper first.
Replies: >>1013492
Anonymous
6/11/2025, 9:55:08 AM No.1013492
>>1013479
i can't even make shape properly now how can i use that topology knowledge?
Replies: >>1013496 >>1013510
Anonymous
6/11/2025, 11:20:38 AM No.1013496
>>1013492
Just, like, make a shape. To learn to make one you just need to practice until you get it
Anonymous
6/11/2025, 11:38:56 PM No.1013510
1749614993169310
1749614993169310
md5: b4cc8cc04d6a18bc7ecb61772a322769๐Ÿ”
>>1013492
Honestly your attempt is a pretty good start and kind of salvagable. That shape would be better using subdivision surface modeling, which requires fewer verticies/faces. I would start again with a cylinder llike you did, give it a triangle fan fill on the caps (in the popup dialog box), use maybe 16 verts, then add a sub-d modifier. From there it's a matter of adding edge loops and tweaking verts to get the shape right. This isn't an easy "beginner" shape so don't feel too frustrated. The key to good sub-d modeling is edge flow and properly positioning poles. Keeping everything quads is great, but don't stress about quads if it looks fine with triangles and n-gons (though harder to cheat under a sub-d modifier).
Replies: >>1013840 >>1013841
Anonymous
6/12/2025, 6:26:26 AM No.1013519
Does anybody know if I can make a texture on a model show up in the viewport, regardless of viewing mode (wireframe or solid)?

Like how empties with images show, but then I'd have the option to crop them down to the parts I want.
Anonymous
6/13/2025, 8:57:14 PM No.1013588
>see video about how 4.5 has vulkan which makes viewport eevee incredibly fast
>try it out
>it's so much slower than usual that it's hard to even look around
huh
Replies: >>1013590 >>1013604
Anonymous
6/13/2025, 11:25:53 PM No.1013590
>>1013588
Thatโ€™s because they have a $1590 graphic card and you donโ€™t.
Replies: >>1013604
Anonymous
6/14/2025, 12:36:23 PM No.1013603
Mutio-wip
Mutio-wip
md5: 671d7907d4cd24d28789fb1e5af315ca๐Ÿ”
First time trying to do a low-poly head.

IDK if I messed up the UVs, the mesh, or what but I'm getting this weird "hairiness" on my model, especially around the eyelids and nose.
Right is the texture I painted in PS. It's a bit rough but it again looks way wobblier on the model for some reason. Trying to fix it in Texture Paint hasn't been successful

Am I gonna have to remesh the head/face?
Replies: >>1013631 >>1013652 >>1013676
Anonymous
6/14/2025, 1:07:14 PM No.1013604
>>1013588
>>1013590
I need a good desktop but I don't know much about computers anymore, I've been using the same laptop for 5 years and the numbers don't mean much to me
time for a field trip to /g/?
the chair nerd
6/14/2025, 11:51:44 PM No.1013631
>>1013603
Nice Blue sub no6 is top tier.
Replies: >>1013676
Anonymous
6/15/2025, 1:01:57 AM No.1013636
i can't even follow along in older tutorials because they keep changing shit
Anonymous
6/15/2025, 5:37:11 AM No.1013649
Skull
Skull
md5: cc9a3468312a8ee915395738174e923a๐Ÿ”
>>1013003
The mirror is based on the origin location of the object along the axis assigned in the modifier. If i were you here is one way how i would fix it based on the image posted.
>All operations are from front view.
1: delete mirror mod in side panel
2: object mode. select the unmirrored object, right click and set origin to geometry to reset origin location.
3:in edit mode, vertex mode, select bottom rightmost vertex and press shift+s then cursor to selected, then object mode, rightclick and origin to 3d cursor.
4: shift+s cursor to world origin
5: object mode- select object-shift+s, selection to cursor.
>your model should now sit on the axis at 0, with half on the side of centre.
6: apply mirror mod with correct axis selected in modifier panel.

There are many ways to do it, but if you are not yet used to how the origin relates to the mirror mod, or how to manipulate the origin and 3d cursor to move your objects into precision locations then those steps should help.
REMINDER
the mirror ALWAYS relates to the objects ORIGIN location (Orange dot when selected)
Replies: >>1013650
Anonymous
6/15/2025, 5:47:30 AM No.1013650
>>1013649
EDIT
noticed your object runs along Y axis, so when i say Operations from Front View i mean Looking at the object directly front on. The way your object is positioned numpad 3 would be your Front View rather than Numpad 1
Anonymous
6/15/2025, 6:05:42 AM No.1013652
>>1013603
Could be you need to recalculate normals (shift+N)
Or doubled verts/faces from an extrusion so try edit mode, vertex mode, A for all, M to merge by distance.
Or possibly the scaling needs fixing Ctrl+A apply scale.
Have you tried going into uv editor and moving thing around in there?
Might be worth setting seams around the areas in edit/edge mode for easy uv manipulation.
Not really used texture painting mode a lot myself so that is all i could think of.it may be a stretched uv issue so look up ways to fix that if needed, but if i ever had issues with textures it was on of the above.
Replies: >>1013676
Anonymous
6/15/2025, 9:12:22 PM No.1013676
Mutio-head
Mutio-head
md5: 80e0ee1dc793acc6c300f313e6e9e545๐Ÿ”
>>1013603
Head finished. God this retopo shit takes so long but it was pretty fun seeing it come together.
UVs really kicked my ass. There has to be a more effecient way of doing this... Also I noticed that "Project from view" always ends up with hidden overlapping UVs (I put the seam at the dewlap base)... Lots to learn

>>1013631
It's always funny to me how they had Range Murata design the humanoids, who does all these slick designs, then Takuhito Kusanagi makes some ultra grunge-ass demi-humans. Love the aesthetics of this show.
>>1013652
I was going to redo the head anyway since I want to learn some best practice for animation models. It was the UV arrangement plus the low res texture. I have a lot of work to do
Anonymous
6/16/2025, 6:49:07 PM No.1013778
Is there a way to "pin" vertices from one body to another? The verts are lined up exactly tbc
Like say eyelashes to an eyelid, or hair to a hairline
Replies: >>1013782 >>1013790
Anonymous
6/16/2025, 7:31:31 PM No.1013782
>>1013778
Do you have to? Why would that be useful?
Anonymous
6/16/2025, 10:17:07 PM No.1013790
>>1013778
Yes. Two ways:

-Using an armature, you can just weigh the two vertices to the same bones
-you can parent an empty to a vertex or face, then use a hook modifier to parent the child vertex or vertices to that empty
Replies: >>1013795
Anonymous
6/17/2025, 2:31:34 AM No.1013795
>>1013790
How to you parent an empty to a vertex?
Replies: >>1013808
Anonymous
6/17/2025, 4:22:36 AM No.1013799
this is my second modeling without tutorial continue to >>1013615

https://youtu.be/H_p_0Fnj4tM?si=KrtF5DaStnig1O_T
Anonymous
6/17/2025, 4:23:54 AM No.1013800
Axolotl
Axolotl
md5: a79ef51663b1e4450c5f289067e3ee2d๐Ÿ”
this is my second modeling without tutorial continue to >>1013615
[YouTube] THGE CREATION OF AN AXOLOTL (embed)
Anonymous
6/17/2025, 4:25:13 AM No.1013801
Axolotl
Axolotl
md5: 25d79534dc178411ee110ffa8ccc16c3๐Ÿ”
this is my second modeling without tutorial continue to >>1013615
https://youtu.be/H_p_0Fnj4tM?si=iSZhqtncydUV_91X
Replies: >>1013802
Anonymous
6/17/2025, 4:29:16 AM No.1013802
Render 3
Render 3
md5: d8eaa03c9d76eb3615e62307c64c3157๐Ÿ”
>>1013801
this one, with tutorial
Anonymous
6/17/2025, 6:56:38 AM No.1013808
>>1013795
Select vertex, select empty, ctrl+p, like any other parenting
Anonymous
6/17/2025, 9:54:36 AM No.1013810
sdsdv
sdsdv
md5: 1c8a81f2f7b03eda998a0f125d246548๐Ÿ”
how can i fix this
Replies: >>1013811
Anonymous
6/17/2025, 11:43:10 AM No.1013811
>>1013810
Merge the offending vertices to the ones on the right
Anonymous
6/18/2025, 5:13:43 AM No.1013840
file
file
md5: c32514fcee8f66489230b7e089eb03b8๐Ÿ”
>>1013510
Anonymous
6/18/2025, 5:16:41 AM No.1013841
sdsd8 121542
sdsd8 121542
md5: f205afb32c4ae618fae50f1cfb3ca6d5๐Ÿ”
>>1013510
..
Replies: >>1013842 >>1013913
Anonymous
6/18/2025, 5:30:56 AM No.1013842
>>1013841
Oh nice job!
Anonymous
6/19/2025, 2:23:30 AM No.1013878
>>1011239
hoping pablo get DEPORTED because we dont need him or his dog shit implementations
Anonymous
6/19/2025, 8:43:12 AM No.1013887
There's definitely room to complain about things, for example I'm trying to set up Blender on a new PC right now
I'm going to redo my entire keymap and settings because of how bad the asset settings are under the hood
All the shortcuts are broken and unfixable, they rely on brush name and file paths (and I am moving to linux)
Anonymous
6/19/2025, 10:07:27 AM No.1013890
I'm looking through blender courses. Is there a generally agreed-upon good int~adv blender course on realistic character creation/modeling?
Replies: >>1013947
Anonymous
6/19/2025, 9:02:43 PM No.1013908
Untitled
Untitled
md5: db9f95b10a72c4b9f38b683c4f9bda16๐Ÿ”
Which topology is better for assplay, left or right?
Replies: >>1014439
Anonymous
6/19/2025, 11:41:36 PM No.1013913
Screenshot from 2025-06-19 16-38-07
Screenshot from 2025-06-19 16-38-07
md5: ba068495b68423986b97f7a23808c489๐Ÿ”
>>1013841
The more I thought about it the more confused I was about how to model the caster so I gave it a shot and my first intuition was correct. Took me longer than expected though. Here it is under a sub-d modifier.
Replies: >>1013914 >>1013915 >>1013937
Anonymous
6/19/2025, 11:51:13 PM No.1013914
Screenshot from 2025-06-19 16-48-28
Screenshot from 2025-06-19 16-48-28
md5: cbdb702410a01f58540b0cecf4ef2af4๐Ÿ”
>>1013913
Here is the mesh without the sub-d modifier. I passed on adding the axel cap and it's not manifold, but you can see how I limited the number of verts and still kept it quads all around.
Replies: >>1013915
Anonymous
6/19/2025, 11:56:47 PM No.1013915
>>1013914
>>1013913
unless this is supposed to be hyper realistic, you are over complicating this. I can't think of any practical application for making that object one solid mesh. You could easily make that shape with multiple objects, drastically reduce the poly count while maintaining smoothness with a low 1 pass subdiv, then just combine all objects and you're done
Replies: >>1013918
Anonymous
6/20/2025, 12:06:18 AM No.1013918
>>1013915
>you are over complicating this
Maybe? I only know modeling for 3D printing, I really don't know how to use blender for anything else. All I did was make a 16vert cylinder, cut it in half, and manipulate it under sub-d, then join a 8vert circle to the top. That's pretty simple, no? I'm sure there are plenty of ways to do this, but that's what I would do if I planned to print it. I'm really interested in seeing a better way if you have the time.
Replies: >>1013932 >>1013947
Anonymous
6/20/2025, 3:36:54 AM No.1013932
>>1013918
Nevermind I didn't read it was for 3d printing. There's probably more specific software out there that will do the work for you though
Replies: >>1013940
Anonymous
6/20/2025, 4:16:42 AM No.1013937
sdd153904
sdd153904
md5: 5127bcae9040c782e05018259906d029๐Ÿ”
>>1013913
>>1013478
third attempt of mine
Replies: >>1013939 >>1013947
Anonymous
6/20/2025, 5:46:24 AM No.1013939
>>1013937
It's coming along nicely. A lot of decisions are really decided by the project scope so it's hard to say when a model is "done".
Anonymous
6/20/2025, 5:54:04 AM No.1013940
>>1013932
>probably more specific software
totally, this is better done in CAD software, not mesh modeling (and surely how the original part was made). I regret not learning CAD.
Replies: >>1013947
Anonymous
6/20/2025, 1:28:50 PM No.1013947
>>1013890
>generally agreed-upon
no such thing. I've heard good things about this course and it's the only one I know that focuses on realistic humans, but I haven't done it.
https://cgcookie.com/courses/human-realistic-portrait-creation-with-blender

>>1013918
>>1013937
>>1013940
you should look into a boolean workflow, it's more comfortable for hard surface and 3D printing.
Replies: >>1013958
Anonymous
6/20/2025, 9:29:45 PM No.1013958
>>1013947
>boolean workflow
Thanks! Lots of the stuff I 3D print is just primitives slapped together with bools and tons of n-gons. I just bookmarked some videos on boolean workflow in blender and I'll watch them later today.
Anonymous
6/21/2025, 2:22:41 AM No.1013964
image
image
md5: cd754635b71d536a8024b0ae70face0f๐Ÿ”
How should I teach myself cell shaded stuff. I want to explore cell shaded styles in blender, and have just learned that there are limitations with that. How can I keep using this look with the limitations that Blender has, I have a lot of ideas of how to make cell shaded art and I'm not sure how to go about bringing these to life. Iโ€™m kind of not sure where to go from here
Anonymous
6/22/2025, 5:50:16 AM No.1014015
How's the multires modifier in blender now? Is it still buggy?
Replies: >>1014022
Anonymous
6/22/2025, 7:21:24 AM No.1014019
file
file
md5: 90eaec8aff226f20cef8efc876b0a52d๐Ÿ”
I'm going to be living abroad soon and I want a workstation that is movable since I can't bring my pc. I'm unironically considering pic related. I'm aware at how retarded inflated prices are right now but I can't find anything even remotely close to these specs. am I stupid?
Replies: >>1014022
Anonymous
6/22/2025, 8:18:52 AM No.1014022
>>1014015
It depends, how buggy was it the last time you used it? They've done a lot of little performance improvements but still haven't made the next big change to it, that should come this year
https://code.blender.org/2025/05/projects-update-q2-2025/#layered-sculpting

>>1014019
If you really believe that you need those specs then yeah, you are stupid
Replies: >>1014023 >>1014026 >>1014031
Anonymous
6/22/2025, 8:23:30 AM No.1014023
>>1014022
can you recommend a laptop in that case?
Replies: >>1014024
Anonymous
6/22/2025, 8:42:40 AM No.1014024
>>1014023
Something like that? RTX 4070 and 32GB of RAM is pretty good for a laptop, but if money is an issue you'll survive with a 4060, more than 32GB of RAM is useless
I ran Blender for years on a GTX 1050ti and it didn't kill me
https://www.walmart.com/ip/Dell-G16-7630-Gaming-Laptop-Intel-Core-i9-13900HX-32-GB-DDR5-RAM-1-TB-NVMe-SSD-16-QHD-Display-NVIDIA-GeForce-RTX-4070-Backlit-Keyboard-W11-Pro-Metall/14878702501?classType=VARIANT&from=/search
Anonymous
6/22/2025, 11:16:08 AM No.1014026
>>1014022
I think it was 4 years ago, somehow the higher levels would get messed up after sculpting for a while. vertices would spike out from the surface.
Anonymous
6/22/2025, 1:30:06 PM No.1014031
>>1014022
Thanks for the link. The random artifacts, spiked vertices and undo/redo bugs were the ones that I experienced a few years ago. gotta just wait.
Anonymous
6/22/2025, 3:50:42 PM No.1014042
I've only been modelling for like 5 months, but I think I developed a weird wrist pain on my mouse hand. I've been staring at a computer my entire life playing videogames, doing wagie data entry jobs and occasionally doing the funny photoshop but this has never happened before. I grind 4ish hrs on a week day and 12 on a weekend. Will this go away on its own or am I speedrunning some sort of chronic pain?
Replies: >>1014043 >>1014051
Anonymous
6/22/2025, 4:06:22 PM No.1014043
>>1014042
maybe try a stylus. I switch between mouse and pen when I get this.
Replies: >>1014048
Anonymous
6/22/2025, 4:58:04 PM No.1014047
How do you replicate scroll wheel actions with a stylus?
Anonymous
6/22/2025, 5:00:49 PM No.1014048
>>1014043
How do you replicate scroll wheel actions with a stylus?
Replies: >>1014050 >>1014051
Anonymous
6/22/2025, 5:21:09 PM No.1014050
afafa
afafa
md5: 2f60863cf53fd6e468fe69d903f88c2d๐Ÿ”
>>1014048
Replies: >>1014051
Anonymous
6/22/2025, 5:36:59 PM No.1014051
>>1014042
You can get used to an ergonomic mouse, it only feels weird the first month

>>1014048
>>1014050
Or set the stylus button to middle mouse?
Ctrl+MMB to zoom in btw
Replies: >>1014054
Anonymous
6/22/2025, 7:01:23 PM No.1014054
>>1014051
Does this mean that every 3d modeler has fucked up wrists/uses a tablet/ergonomic mouse?
Replies: >>1014083
Anonymous
6/23/2025, 11:09:28 AM No.1014083
>>1014054
That's a good question, I don't personally know many people with 30+ years in the industry but most people I know who are over 50 have some sort of work-related condition or got promoted enough that they don't do real work anymore
Do your stretches, go to the gym once in a while, get comfortable equipment
Personally I had to change my mouse because my index finger would hurt from clicking too much
At least 3D modeling is not bricklaying
Replies: >>1014108
Anonymous
6/23/2025, 10:02:07 PM No.1014108
>>1014083
That makes sense. I've been using a computer at least 8 hours a day my whole life, but I've never felt this much fatigue in my arm. I guess its just a wrist intensive line of work
>Over 50
I didn't know there were 3d modelers that old
Anonymous
6/24/2025, 8:51:07 PM No.1014184
I realize that I'm actually at the top of what I do in blender because nobody's able to answer my questions anymore, and most people can't even understand what I'm asking in the first place...
and I'm not even that good
Replies: >>1014220
Anonymous
6/25/2025, 7:00:49 PM No.1014220
>>1014184
Grats Anon. I hope I can be as good as you someday.
Anonymous
6/26/2025, 12:59:05 AM No.1014240
Why do faggots here hate blender?
Replies: >>1014268 >>1014270 >>1014281 >>1014282 >>1014304
Anonymous
6/27/2025, 1:03:49 AM No.1014268
>>1014240
they're over 50
Replies: >>1014269
Anonymous
6/27/2025, 1:22:17 AM No.1014269
>>1014268
>they're over 50
What? I'm over 50 and I love Blender, been using it since v2.6. I learned Maya in school but it was way too expensive for my use case so I switched to Blender. Never had a problem with it.
Anonymous
6/27/2025, 1:35:56 AM No.1014270
>>1014240
One part "It's free, so it's common, so it's bad" and part this belief that Blender users are obnoxious, and think it's the answer to everything.
So seeing Blender used instead of a dedicated program for sculpting/texturing/rendering/etc, is about the same as loading a game and seeing the default 'made with Unity' logo.
Anonymous
6/27/2025, 7:14:28 AM No.1014280
Does anyone have a good, sexy foot model? I'm not a foot guy so I don't know what I'm looking for
Anonymous
6/27/2025, 7:15:29 AM No.1014281
>>1014240
It's called ragebait anon, ever board has it. Whatever gets replies
Anonymous
6/27/2025, 8:01:32 AM No.1014282
>>1014240
they're under 50
Anonymous
6/27/2025, 8:53:35 PM No.1014304
>>1014240
here? there are two cases
>experienced users who are annoyed by the flaws and quirks they know from using blender too long, and sometimes have a grudge against a specific dev
>that one troll who watched a documentary about the video game industry once
Anonymous
6/29/2025, 9:51:36 AM No.1014363
>>1011239
The fuck is Damstandard?
Replies: >>1014367
Anonymous
6/29/2025, 9:57:23 AM No.1014364
>>1011353
>Wtf is smutbase?
>Visit smutbase to check out
>Download model
>Jack off
>Nut
>Save smutbase in favorites
Anonymous
6/29/2025, 11:09:38 AM No.1014367
>>1014363
crease brush, but with a different falloff (sharp)
Replies: >>1014381
Anonymous
6/29/2025, 6:05:41 PM No.1014381
>>1014367
So ... We are missing nothing useful?
Can't really tell, because I don't use the pencil at all, but are more.into.hardsurface modelling and archviz.
Anonymous
6/29/2025, 9:18:05 PM No.1014402
kneebow
kneebow
md5: caf7e148a8108ec674e5ef36efa7726f๐Ÿ”
Can someone explain to me what "Good topology" for humanoid bodies is supposed to look like?
Every example I see looks wildly different and it's hard to judge what's actually good
Replies: >>1014403 >>1014511
Anonymous
6/29/2025, 9:19:08 PM No.1014403
1751224708350
1751224708350
md5: df6a0be649690de71b50fec13a3bf88b๐Ÿ”
>>1014402
also here's the full model
Anonymous
6/30/2025, 11:35:58 AM No.1014439
>>1013908
Asking the important questions, I see.
I'd say topology of left is better.
Anonymous
7/1/2025, 6:23:34 PM No.1014510
1666297398270707_thumb.jpg
1666297398270707_thumb.jpg
md5: e5555a58d6b78440902c75708f20a2e3๐Ÿ”
How is this being done? What do I need to learn to do this?
Replies: >>1014547 >>1014551 >>1014553
Anonymous
7/1/2025, 6:38:56 PM No.1014511
>>1014402
That's because much like everything in life there is no one true answer. Furthermore,the meaning of "good topology" will change depending on the purpose of the model.

In the example you provided I would say though the toplogy is quite poor. Ideally you want each 4 sided face to be a square or somewhat close to one. Here you can see in the legs especially, there are way, way too many vertical edges. This is bad because it will give the mesh a very ugly shape and not deform well in animation. It's also just unecessary addition of vertices. The "knee ring" is to assist in deformation when the leg is bent. Although it is pointless as the model is of such poor and low quality. What the legs really need is a reduction of around 3 vertical edges in the quad area, then instead of the knee ring just have 2 poles at the base of each side of the knee to reduce the vertical edges further as it moves down to the calves which are much smaller.

TLDR: Topology should be purpose-driven. Every face/pole for a reason. Then, square or close to square faces. Smooth edge flow, no jagged crap.
Anonymous
7/1/2025, 9:18:26 PM No.1014524
bent rectangles
bent rectangles
md5: 4028e07fffc283186a0fe4f66cb85608๐Ÿ”
How do I properly bend segmented rectangles so it always comes out like the one on the right?
I'd google it but I keep getting vids where they bend it like superman bends a bar. I want it to be the same width even when bent diagonally, but when I extrude> drag the edges and shift forwards it always ends up thinner.
Replies: >>1014538
Anonymous
7/2/2025, 2:01:16 AM No.1014538
>>1014524
look up how to use the shear tool
Replies: >>1014552
Anonymous
7/2/2025, 5:04:06 AM No.1014547
>>1014510
Could you add a cylinder in between the spherical objects? Just to test the deform haha.
Replies: >>1014550
Anonymous
7/2/2025, 6:10:39 AM No.1014550
>>1014547
That's the idea, if I can find out what system is making it happen
Anonymous
7/2/2025, 6:18:26 AM No.1014551
>>1014510
nevermind figured it out
Replies: >>1014553
Anonymous
7/2/2025, 7:37:15 AM No.1014552
>>1014538
Thanks Anon, that solves a bunch of my problems.
Anonymous
7/2/2025, 8:17:40 AM No.1014553
>>1014510
source?
>>1014551
link?
Replies: >>1014584
Anonymous
7/2/2025, 8:00:21 PM No.1014584
>>1014553
>source?
some retarded attention whore on twitter
>link?
its just physics tab stuff you can learn anywhere on youtube
Anonymous
7/6/2025, 6:21:00 PM No.1014785
1701127670149611
1701127670149611
md5: f92a5f8bdf85b424bb1afb590a69f37d๐Ÿ”
Anyone know where I can nab a free material library for Blender?
I'm looking for historical materials, stuff like wood, gold, copper, ivory.
...Does Blender even do material libraries? I've only seen Asset Libs
Replies: >>1014962
Anonymous
7/6/2025, 10:32:45 PM No.1014803
Please share your workflows for creating hair.
Anonymous
7/7/2025, 10:09:14 AM No.1014840
Does anyone know of a version of this plugin that works with newer versions of blender? https://www.braverabbit.com/braverabbit/tools/smoothweights/#1692861639282-78140420-6876
Replies: >>1014874
Anonymous
7/7/2025, 7:57:15 PM No.1014867
plane thing
plane thing
md5: 7b0c7c4d43b879c3f2702774b9b91774๐Ÿ”
I'm new and mostly self taught with a few tutorials under my belt. I have a problem and I don't even know what to call it. They probably teach this day one on blender school and I want to be free of it.
Basically, whenever I create angled planes, the surface isn't really... I don't know what to call it, 'flat' maybe?
The plane will look fine until I try to do anything with the shape like add loop cuts or try to shrinkwrap something into it. When I do, I can tell its fucked because the loop cuts add weird creases, and the shrinkwraps don't completely z-fight like they would a normal flat plane. How can I avoid/fix this?
I know I can do looptools>flatten will turn it into a proper flat plane, but I don't really get to control the direction, and it pretty much ruins the shape I'm going for. I guess learning to prevent it is more valuable, but I'm open to both prevention and solutions.
Replies: >>1014870
Anonymous
7/7/2025, 9:38:12 PM No.1014870
>>1014867
>prevention and solutions
It's pretty easy for things to get wonky when modeling so don't stress out. In your case, if you want to flatten a plane that's been rotated an arbitrary amount, first select all the faces you want to flatten, then change the Transform Orientation to "Normal" (your gimbal should change direction). Then, press S (scale), Z (the direction of the normals), then 0 (zero on the keyboard). This will flatten all the selected faces/verticies. Depending on how deformed your faces are you might need to nudge them back into place.
Replies: >>1014871 >>1015008
Anonymous
7/7/2025, 10:20:41 PM No.1014871
>>1014870
>then change the Transform Orientation to "Normal" (your gimbal should change direction). Then, press S (scale), Z (the direction of the normals), then 0 (zero on the keyboard). This will flatten all the selected faces/verticies.
Wow, I feel silly now. I've only ever used that to straighten faces that were perfectly flat to an axis, but it never occurred to me to use them with normal orientation. That's good advice.
Anonymous
7/7/2025, 11:40:02 PM No.1014874
Manifold boolean solver soon

>>1014840
I don't know about that addon, but isn't there a built-in smooth weight function?
Replies: >>1014875
Anonymous
7/8/2025, 12:53:14 AM No.1014875
>>1014874
>but isn't there a built-in smooth weight function?
Yes, but that addon has a few useful things like being able to smooth weights while retaining n max number of influences per vertex
Anonymous
7/9/2025, 6:39:12 PM No.1014962
>>1014785
BlenderKit? It has a free version that lets you drag and drop materials right in the program itself.
Anonymous
7/9/2025, 8:40:25 PM No.1014966
I heard Vulkan is going to be great for viewport performance, is that going to translate to sculpting performance?
Replies: >>1014971
Anonymous
7/10/2025, 1:12:28 AM No.1014971
>>1014966
I thought sculpting performance was determined by the CPU. Isn't Vulkan the Radeon GPU thing?
Replies: >>1014983
Anonymous
7/10/2025, 11:10:53 AM No.1014983
>>1014971
I think Vulkan is the multithreaded CPU graphics library? Every time I head about it I hear about CPUs and cores
Replies: >>1015116
Anonymous
7/10/2025, 10:06:59 PM No.1015008
>>1014870
I've tried this recently and weirdly enough, if you do the same operation (orientation to normal>select axis>scale to 0) it keeps giving you a different result. Is this normal?
Replies: >>1015010
Anonymous
7/10/2025, 11:05:59 PM No.1015010
>>1015008
>Is this normal?
Never seen that behavior. It could be that there is random vertex selected somewhere that shouldn't be selected. Or some normals in the group are flipped and should be recalculated. Hard to say without seeing an example of the behavior.
Anonymous
7/12/2025, 8:55:19 AM No.1015081
Can someone port this to 2.92.0 ?
https://files.catbox.moe/ytm4li.blend
Anonymous
7/13/2025, 2:39:03 AM No.1015116
>>1014983
Wrong Vulkan is a graphics library that's meant to replace OpenGL. It'll speed any operations that run on the GPU but won't really do anything for CPU dependent tasks.
Anonymous
7/13/2025, 3:49:02 AM No.1015117
test1
test1
md5: 2775ae582bd9903109231fae41cb6a9e๐Ÿ”
My first day/try, i liked it and continue to work on it
Although i use my potato laptop(intel i7 and 16gb ram) with 28 samples for render, result is pretty decent. I'm on my way to make goth mommy furry porn
Replies: >>1015145 >>1015163
Anonymous
7/13/2025, 2:00:23 PM No.1015141
https://www.reddit.com/r/blender/comments/1lupkfi/texturing_even_while_modeling_with_smart/
First off I'll start with
>Reddit
But I'm a beginner building a lot of machine stuff, and this looks like it'll save me a ton of work. I've only been learning for less than a year and I've barely touched materials, but how does this add on look to you guys?
Is there like, a free version out there, or maybe this add on is worse than what's being presented? Would I be better off in the long run doing my weathering by hand?
Anonymous
7/13/2025, 3:37:19 PM No.1015145
>>1015117
Not enough bloom, you'll never make it in the furry porn industry with renders like this
Replies: >>1015207
Anonymous
7/13/2025, 8:48:47 PM No.1015163
>>1015117
>goth mommy furry porn
I wish you good luck
Replies: >>1015207
Anonymous
7/14/2025, 4:01:38 AM No.1015207
>>1015145
I have alot of stuff to learn. Also didn't watch any tutorials yet and just "what this button do?", so yeah

>you'll never make it
As long i have fun, i don't care

>>1015163
Thanks
Anonymous
7/15/2025, 1:25:43 AM No.1015266
test 2
test 2
md5: d78a0ebe22925a20cba87e85358f8743๐Ÿ”
Anons, help. I imported from DAZ and it has that black screen issue. I followed a course.
Anonymous
7/15/2025, 3:07:29 AM No.1015278
What Linux distro is most friendly for blender and rendering in general?
I have mint cinnamon and fedora xfce on my mind but Iโ€™m not sure which or if there is a better one or if it really doesnโ€™t matter.
Replies: >>1015322
Anonymous
7/15/2025, 10:13:30 PM No.1015322
4.5 is out, don't forget to try enabling vulkan when you update

>>1015278
it probably doesn't really matter, it didn't seem to matter when I looked into it, you're good as long as your GPU drivers are good
Replies: >>1015350 >>1015372
Anonymous
7/16/2025, 7:59:17 AM No.1015350
>>1015322
>don't forget to try enabling vulkan when you update
What if I forgot to enable vulkan in Blender? I had to manually install this on my Linux Mint cinnamon edition.
I can't seem to find a button to enable vulkan.
Anonymous
7/16/2025, 5:21:22 PM No.1015372
>>1015322
>don't forget to try enabling vulkan when you update
Have you guys tested it?
I usually stay away from early versions that have fundamental system changes because of difficult to spot bugs that may drive you insane while working on stuff
Replies: >>1015405
Anonymous
7/16/2025, 9:40:26 PM No.1015405
>>1015372
>Have you guys tested it?
I mean I only have a couple hours on 4.5 since it just came aout, so far so good, for what it's worth
Vulkan has been experimental for a couple versions though, so it's not new-new
Gingee
7/17/2025, 5:29:14 AM No.1015432
ratwip
ratwip
md5: e30f7f2f679b3a1adc33a7d705e9e2e7๐Ÿ”
Slowly learning about character modeling, thoughts?
I'm 5117 btw
Replies: >>1015447
Gingee
7/17/2025, 11:39:19 AM No.1015447
ratupdate
ratupdate
md5: 004e489b71453a45d1c4ac7632aca59d๐Ÿ”
>>1015432
Update sorta, i still need to figure out how i can do those pointy hair things on the side and his ears
Gingee
7/17/2025, 12:54:57 PM No.1015449
ehhh
ehhh
md5: b491c6fdc2618aaa5b4fc4255a6ee430๐Ÿ”
Maybe?
Anonymous
7/21/2025, 9:58:10 AM No.1015590
Whose dick do I have to suck to get a feature implemented?
Anonymous
7/22/2025, 8:42:33 PM No.1015661
literally about to blow my brains out trying to make a simple forest scene
Replies: >>1015672
Anonymous
7/22/2025, 10:32:37 PM No.1015672
>>1015661
>simple forest scene
forests aren't simple though, relax
Anonymous
7/23/2025, 8:43:10 AM No.1015688
mask texture
mask texture
md5: beae37dd9077146c20dc1ec9a6873071๐Ÿ”
How dumb/impractical would this be?

I have a whole-body character mesh I'm exporting to a game engine. This character can have different equipment/armor worn over the body mesh. In order to prevent skin clipping I just export versions of the whole-body mesh with certain chunks of the body deleted. Basically each armor piece gets a custom body model to go with it. Standard paper doll workflow.

I wanted to instead generate a "mask" texture that would be placed in the skin shader to just mask out any sections of the skin that are supposed to be covered. Rather than deleting vertices I'm just not rendering portions of the skin.

Is this something worth perusing or does nobody do this for a reason?