Blender Mega Thread

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  • Justo
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    Justo interpolator
    @xdaniel I know some of those but I'm curious to check the rest. Thanks for sharing those links Daniel!

    In regards to your sharp/smooth edge frustrations, I feel your pain. Of the first things I did when getting into Blender was bash together a script that would deal with this, smoothing and setting edges automatically.

    I do have to wholeheartedly recommend you Hard Ops though. It focuses specifically on this, and expands on what my scripts were doing tenfold! It also replicates Max' nondestructible SGs+Chamfer+TS workflow and improves on it. I only just began using it this morning, but I've already replaced my original tools with it.
  • So3Datel
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    So3Datel polycounter lvl 3
    sorry for my English
    I hope for your help, because I see that there are a lot of advanced users.
    Does Blender have the same fast and convenient analogue to shift-extruder as in 3ds max? When you press Shift and drag the gizmo, and the edge is extruded.

    I know about ctrl+RMB, E+axis, E+MMB, Shift+D
    In max it’s very convenient and fast, you just click and drag, click and drag.
  • Udjani
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    Udjani polycounter lvl 2
    @So3Datel You can hold E for extrude, it does the same thing.
  • rollin
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    rollin polycounter lvl 15
    Udjani said:
    @So3Datel You can hold E for extrude, it does the same thing.
    The "same thing" would be:
    "Hold Shift and then use the (move/rotate/scale) gizmo with your mouse"
    Imo this should become a natively supported feature in blender soon.
  • FourtyNights
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    FourtyNights greentooth
    RN said:
    Hi @FourtyNights, thank you for your interest.
    That's right, the mesh updates after you confirm any transform operation on the curve knots, such as move/rotate/scale, tiilt, shrink/expand etc.

    This doesn't hold you back in any way though, you end up not noticing this behavior once you're familiar with it.
    You can buy BMS with confidence: if you don't like it for any reason, send me an email and I'll get you a refund no sweat.

    Alright, I'll probably get it at some point, since it's useful in many ways anyway. ;)
  • ant1fact
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    ant1fact polycounter lvl 6
    @So3Datel @rollin I don't see the need to have this exact shift + click and drag feature in Blender when you can just press E and move your mouse and click. It's faster then clicking a gizmo. Nevertheless, @maxivz has already built the shift click thing into his addon Maxivz's Tools. When you rely heavily on gizmos in blender you end up crippling yourself because the power comes from interacting with keystrokes and mouse movement (IMHO)
  • Defunct
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    Defunct polycounter lvl 5
    @Udjani is right. you get the same result. If the edge is at a weird angle you can align the view with shift+numpad 7

  • rollin
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    rollin polycounter lvl 15
    @ant1fact , @Defunct
     This is the same old blender-style discussion we had for more then a decade - sorry. It's not about the end-result. Of course I can select with the right mouse button. But that is not the point and it will never be.
  • ant1fact
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    ant1fact polycounter lvl 6
    rollin said:
    @ant1fact , @Defunct
     This is the same old blender-style discussion we had for more then a decade - sorry. It's not about the end-result. Of course I can select with the right mouse button. But that is not the point and it will never be.
    I get your point and I hope that eventually you will all get the features in Blender that you want to have. At the same time it can be worthwhile to get out of one's comfort zone and adopt seemingly unorthodox workflows every now and then. At work I have to use Maya and I understand that it is a different piece of software than blender and that similar actions are invoked in a different manner. After a while my brain is used to accessing different parts of my memory when I use Blender, Maya, or even ZBrush. And again I get your point, I just also wanted to make mine :)
  • Udjani
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    Udjani polycounter lvl 2
    Is possible to set the auto smooth to be 180° by default instead of 30°? 
  • Justo
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    Justo interpolator
    Udjani said:
    Is possible to set the auto smooth to be 180° by default instead of 30°? 
    By default? Not that I know of; that's hardcoded stuff. Of course, everything is modifiable depending to what lengths you're willing to go haha. Activating AS, setting it to 180 and applying Shade Smooth (and then sharpening edges by my preferred angle) was one of the things I did with my own scripts before using Hard Ops. I might go back to them too depending on my experience with HO. If I'm wrong though I'd love to hear otherwise.
  • Udjani
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    Udjani polycounter lvl 2
    @Justo I am using an addon to add all of that too, was just wondering if there was an option hidden somewhere where i could change it.
  • So3Datel
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    So3Datel polycounter lvl 3
    @Udjani, @rollin, @ant1fact, @Defunct, Yes, you are right.
    I can go into the orthographic side view and just press E to extrude. But this is not quite what I had in mind. I was hoping that there are experienced Max users here who are well aware of what shift-extrude is capable of.
    Maxivz's Tools It seems like what I need, but I did not understand how it works and how it is better than standard features. I need to click every time Smart Extrude for this?
    sorry for my english
  • Justo
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    Justo interpolator
    @So3Datel

    Maxivz's Tools It seems like what I need, but I did not understand how it works and how it is better than standard features.

    I use Max' smart extrude script, and without any doubt I can say that if anything, his script is by no means "better than standard features". You can do a lot more with the standard features. Max' script only works in the move tool, and doesnt support snapping or moving the extruded edge in 2 axis. I think if he finished this and added scale tool support these would become invaluable tools, but we have what we have for now...

    So yeah, it's just a matter of preference at the moment. You can do a lot more with pressing E no doubt. Personally speaking though I haven't completely embraced the idea of having to press 3-4 different keypresses to do the extrusion I want, so I like to cut those down as much as possible.
  • sinhead
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    sinhead polycounter lvl 5
    Hi Guys, For 3d Modelling only - for a new Blender 2.8 user, does it make sense to use Blender 2.8 default keymap or industry compatible keymap.

    I have used Maya.  I dont mind learning the new shortcuts etc if they make modelling in Blender faster than Maya.

    When i follow Blender 2.8 tutorials, simple tasks like - edge-slide along a particular axis/ direction leave me confused if I use the "industry compatible keymap", because the Tutorial guys are using Blender 2.8 default keymap and shortcuts.



  • FourtyNights
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    FourtyNights greentooth
    Hi Guys, For 3d Modelling only - for a new Blender 2.8 user, does it make sense to use Blender 2.8 default keymap or industry compatible keymap.

    I have used Maya.  I dont mind learning the new shortcuts etc if they make modelling in Blender faster than Maya.

    When i follow Blender 2.8 tutorials, simple tasks like - edge-slide along a particular axis/ direction leave me confused if I use the "industry compatible keymap", because the Tutorial guys are using Blender 2.8 default keymap and shortcuts.



    I'd say if you don't mind learning Blender's keyboard shortcuts, go for it. Since most of the tutorial material out there is based on those keyboard shotcuts anyway, so it's faster to learn new tips and tricks.

    I'm an old-school Blender user (since 2012 with 2.65), so I'm using the 2.79 shortcuts, and the transition from 2.79 to 2.8 was smooth for me.
  • kanga
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    kanga interpolator
    @musashidan, MACHIN3 and FourtyNights. Thanks guys!
  • So3Datel
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    So3Datel polycounter lvl 3
    @"lenin.arya"
    It seems to me that industry compatible keymap are designed for people who work in several programs at the same time, since switching between several hotkey logics is very unpleasant.
    For example, I use standard keyboard shortcuts, but I changed the viewport navigation to Maya navigation shortcuts (alt+lmb, mmb, rmb). Because many programs use navigation as in Maya, and using different hotkeys to rotate the viewport is very confusing for me
  • Justo
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    Justo interpolator
    @So3Datel One thing that's great about Blender is that you can quickly switch to those default presets any time you want :) So when you hear people tell "oh you do that by pressing this..." without saying what it actually does (it is kind of frustrating imo, even though they are helping), you can always go back to the default hotkeys, and check by Key Binding what does the shortcut they're talking about do.



    Right now my entire keyboard is set up very differently to any of the default ones, so I do this constantly!
  • Blendermonkey
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    Blendermonkey polycounter lvl 6
    Add-on that hides hair during posing and playback.
     


  • Chunkey
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    Chunkey polycounter lvl 15
    Really enjoying 2.8 release, and currently working on an environment peice (a race track for Assetto Corsa) and something I take for granted in Max, I can't find in Blender, which is to know the U and V co-ordinates for a vertex. I want to get my track surface UVs exact on the u and v co-ords so there are not seams but I haven't found the means of doing this.

    Any advice would be much appreciated! :) 
  • Newfang
    Guys, I'm kind of stuck on this...

     I'm trying to figure out what to do exactly with the subdiv modifier on my models in blender. I've read that you can essentially merge a low poly (no modifier) version and a high poly version (Modifier applied) together in substance painter, then export this mesh. I've tried to find tutorials with clarification on how to do this but maybe I'm wrong. I've also noticed, when I import my low poly mesh into Zbrush - immediately unwrap - duplicate - make one high poly and leave one low poly, I can merge the two, no problem. But occasionally I run into this error in Zbrush that says that there are closed shells in your UVw... That should mean I haven't fully unwrapped the model and it causes problems... No matter what I do, once that error shows up, I cannot get it to go away. How can I just use the modifier in blender instead of normals to smooth out my model?

    I appreciate the help!
    Thanks
  • m00k
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    m00k polygon
    @Chunkey
    You mean this? It's in the N-panel

  • POFFINGTON
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    POFFINGTON polycounter lvl 9
    Guys.....they did it...i can finally stop crying when I go to sleep at night.


  • zachagreg
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    zachagreg polycounter
    Which portion are you talking about mate? That's an hour long video lol
  • rollin
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    rollin polycounter lvl 15
    OUUUTLIINNEEEERRR
  • Justo
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    Justo interpolator
    at the 3:00 - about sync selection in the outliner. Isn't it like that already? If I select multiple objects in my outliner, it is selecting the respective objects in the viewport.
  • Mad_Llama
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    Mad_Llama polycounter lvl 2
    Guys don't overlook the remesh thing too! It seems like it's reliable, very fast and works wonders. You can certainly use this for boolean workflows. So this ancient technique becomes a few clicks in Blender now
    https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1

    At least from what I tried it seems that it deals with intersecting geo nicely, so you can give it shit geo with shit topology and it does wonders. Then smooth and decimate a little to keep polycount managed. Boom you've got the high poly!
  • Chev
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    Chev polycounter lvl 6
    I recently switched to 2.80 and it's been rather nice so far. However, is it possible to disable lighting when weight painting or vertex painting? There used to be an option for that in 2.79 but I can't seem to find it anymore.
  • zachagreg
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    zachagreg polycounter
    Mad_Llama said:
    Guys don't overlook the remesh thing too! It seems like it's reliable, very fast and works wonders. You can certainly use this for boolean workflows. So this ancient technique becomes a few clicks in Blender now
    https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1

    At least from what I tried it seems that it deals with intersecting geo nicely, so you can give it shit geo with shit topology and it does wonders. Then smooth and decimate a little to keep polycount managed. Boom you've got the high poly!
    I haven't started using blender for sculpting as Zbrush is still my go to but it may be worthwhile in some other form or for quick edits that don't require me to go to zbrush. 
  • RN
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    RN polycounter
    Chev said:
    I recently switched to 2.80 and it's been rather nice so far. However, is it possible to disable lighting when weight painting or vertex painting? There used to be an option for that in 2.79 but I can't seem to find it anymore.
    I know what you're talking about, it makes it easier to see nuances in weights.
    In 2.79 it was key Z by default, which toggled between solid and wireframe viewport display (and wireframe mode in Weight Paint is actually solid+shadeless).

    In 2.80 key Z brings up a pie menu for all display modes, do any of them help with that? In case they don't, you can try making an emissive material (equivalent to the "shadeless" option from 2.79): https://blender.stackexchange.com/a/142820
  • Chev
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    Chev polycounter lvl 6
    Indeed, although the display modes didn't have what I was searching for, on the other hand an emissive material or, alternatively, directly binding an RGB color set to white to the output do the trick fine. Thank you very much!
  • VertexPainter
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    VertexPainter polycounter lvl 4
    @Chev

  • FourtyNights
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    FourtyNights greentooth
    For weight painting in Blender, I recommend his tools. I bought them, and I love the visualization for weights with color gradients per bone (a.k.a. in the style of Softimage): https://gumroad.com/l/weight_paint_tools

    Haven't used them in 2.8 yet, will see later with one of my projects.

  • Chev
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    Chev polycounter lvl 6
    @VertexPainter Aw yes, that's exactly what I need! Thank you!

    @FourtyNights I'll have a look at it then

    Thank you all for your help!
  • SnowInChina
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    SnowInChina polycounter lvl 10
    OH MY GOD
    i just discovered that you can right click menu`s to create a hotkey for it

    i mean, i've been only using blender for like 15years now ?
    i always looked up the python command and added them manually to the hotkeys in preferences....


  • RN
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    RN polycounter
    @VertexPainter thanks for that tip, it's way simpler than using a material.

    Shameless plug of an additional weight painting tool for troubling areas where it's easier to use a selection rather than painting: https://gum.co/adjust_vertex_weights
  • Chunkey
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    Chunkey polycounter lvl 15
    m00k said:
    @Chunkey
    You mean this? It's in the N-panel

    Aha! That's more like it! I'm still at the point where I am getting comfy with the basic modelling tools and textools have been useful too, but now it's time to start learning how to step up further and get as good as I was in max :)

    Also for any old school modellers out there who need vertex animation for their project, anim-all has been updated for 2.8. Just wish I'd bookmarked the thread I found it on...
  • musashidan
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    musashidan insane polycounter
    @Mad_Llama it is not great at all. Not on par with Dynamesh (yet)The VDM addon gives much better results due to its smoothing features.
  • MACHIN3
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    MACHIN3 sublime tool
    @Mad_Llama it is not great at all. Not on par with Dynamesh (yet)The VDM addon gives much better results due to its smoothing features.
    Yes, I've found it to be pretty bad for hard surface design. 
  • Defunct
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    Defunct polycounter lvl 5
    @POFFINGTON Yo, that new denoiser is insane. they should make that the default.

  • IxenonI
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    IxenonI interpolator
    @Mad_Llama it is not great at all. Not on par with Dynamesh (yet)The VDM addon gives much better results due to its smoothing features.
    @musashidan
    Where can I find the VDM addon? Would love to take a look at it.
  • MetinSeven
  • IxenonI
  • MetinSeven
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    MetinSeven triangle
    You're welcome. Like @musashidan I recommend the add-on. It's yields the smoothest OpenVDB results within Blender at the moment. The Sculpt Mode Features branch also offers OpenVDB, in the shape of a Remesh function and an enhanced Remesh modifier, but currently they both show very visible Moiré / interference artifacts.
  • Mad_Llama
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    Mad_Llama polycounter lvl 2
    @musashidan ooh thanks for sharing, haven't seen this one yet. Sure the Blender's remesh isn't dynamesh's quality but it's still a good step in the right direction and I think it's just good enough for a lot of use cases, especially if you're baking stuff down later down the road.
  • sinhead
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    sinhead polycounter lvl 5
    Thanks guys! (FourtyNights,  So3Datel) . I have decided to use the defaults for now. To follow tutorials properly and I am already getting comfprtable. Will adjust hotkeys , UI navigation later on.

    I am following a car modelling tutorial. I dont understand the logic behing this "Guide Mesh" workflow. A guide mesh is made, then a another mesh which is wrapped or shrink wrapped on the guidemesh.
  • xrg
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    xrg polycounter lvl 7
    The guide mesh is to avoid pinching/rippling issues when adding details to curved surfaces.

    This video explains it pretty well:



  • RaphaelBarros
    Maybe not the focus of this forum, but if anyone needs a (free) Build of blender with great Cycle speed up features, such as:

    "Cycles:

    • Light Groups passes
    • Dithered Sobol
    • Scramble Distance
    • Adaptive sampling (that can be used with the two previous features, it was not possible before)
    • Auto Tile: a little feature we implemented following the course from BliBluBli (Mathieu), I recommend to enable it in case you are rendering just with GPU or just with CPU, disable it for GPu+CPU and configure yoru tile sizes to 16x16, and configure the render order with "From bottom to top"

    Modifiers:

    • Two new options inside the Remesher modifier:
      • Voxel: based on OpenVDB, it includes also OpenVDB boolean operations, it includes an option to mesh particles.
      • Metaball: based on Metaballs, ability to mesh both meshes/vertices and particles, a bit slower than Voxel in some cases, but it also carries Motion Blur information for fluids."


    Here's a build from Bone-Studio:
    https://blender.community/c/graphicall/kdbbbc/




  • Justo
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    Justo interpolator
    Practice model of today and a few questions that I wasnt able to find an answer to while making this:


    1-Is it possible to import an image plane mesh and be able to see it in the Solid Display mode? If I use the default addon to do this the resulting plane looks gray and can only be seen in LookDev and Render modes...
    2-How to move a cluster of subelements along their individual normals? If I select isolated elements (Orientation: Normal & Pivot Point: Individual Origins) Blender respects the individual normal directions. But if the elements are connected to each other, it averages it all to one direction. Being more specific, for example moving the highlighted edges along their individual normals:

    3-How would you quickly obtain a face selection like this?

    4-Lastly, how would you achieve the bended text as shown in the concept image above, in that middle section of the bullet?
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