RampantParanoia2365

joined 2 years ago
[–] [email protected] 2 points 28 minutes ago

To be fair, he did say something about ending daylight savings.

[–] [email protected] 3 points 3 hours ago (3 children)

Nope, for me my bottom teeth touch my upper lips.

[–] [email protected] 6 points 3 hours ago (1 children)

.....why would you assume this was all for a stupid AI?

[–] [email protected] 2 points 16 hours ago

check out my update, it was just the shader, which was creating a lot of variation for the hair. Apparently it made some of it transparent.

[–] [email protected] 1 points 16 hours ago (1 children)

I figured out it was the shader I was using, creating too much variation, and those parts were transparent. I put a simple shader on the short parts and it all looks a lot smoother.

[–] [email protected] 4 points 20 hours ago

ha, and you probably noticed "bad genes"

[–] [email protected] 4 points 22 hours ago* (last edited 21 hours ago)

you are more flattering from the front I think. just look at those pretty eyelashes...

[–] [email protected] 8 points 23 hours ago

I'm thinking of creating a community called Mysteries of the 3D Realm, for inexplicable issues I seem to have on the reg. This will be post #1.

[–] [email protected] 4 points 23 hours ago* (last edited 23 hours ago)

Nope, and that doesn't effect how the hair spawns, anyway. thanks, appreciate it regardless!

[–] [email protected] 5 points 23 hours ago (2 children)

so the scalp mesh is just a duplication of the original head mesh, and i have it shrinkwrapped to the head. The hair is only growing out of the scalp, which is the target, and even if I isolate it, the hair is just not there. and you can see in the first image where the guide curves are, which Blender interpolates, and even if those were missing, it shouldn't do this. i hope i answered you!

[–] [email protected] 8 points 1 day ago* (last edited 1 day ago)

my weight maps and edit mode, no blue spots or funky geometry, no double verts...

51
submitted 1 day ago* (last edited 16 hours ago) by [email protected] to c/[email protected]
 

I'm getting these bald spots on the back of my separate scalp mesh. The hair is not combed behind the scalp, it's just not there at all. Weight painting is totally red for both density and length, and I've tried disabling modifiers like frizz and noise, and every other one. Does my model just have bad genes?

UPDATE: The shader was the culprit! The missing hair was simply transparent, but I've switched the short hair to a simple node, and it's all a lot smoother. The complex setup is still on the longer hair.

 

I get that just running straight is usually faster and he can run on water, but if he wanted to, could he leap via momentum? Has he ever used a Flash Glider?

11
submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]
 

I have a human character with hair and facial hair (beard, eyelashes eyebrows) made with curves from separate meshes like a scalp. I am attempting to rig my character, but when I select automatic weights for the base meshes, the hair doesn't move at all, and the hair itself can only be parented to a bone. This is fine for the head hair, but not so much for the rest.

Is it possible to achieve rig deformation with curve hair?

 

I tried searching for this, but to no avail. Previous versions of Blender had a Sculpting brush toolbar hotkey, Shift+Space, for bringing up the brush slection in the Viewport. It seems to have changed with one of the latest update, does anyone know the new one?

 

I have been working on a likeness sculpt of Dean Winchester/Jensen Ackles, from the show Supernatural. I believe it’s come along nicely, but I would love some feedback, and please, feel free to tear it apart!

 

Working on a likeness sculpt of Dean Winchester/Jensen Ackles, from the show Supernatural. I believe it's come along nicely, but I would love some feedback, and please, feel free to tear it apart!

 

I've been working, lately, on a character model of Dean Winchester/Jensen Ackles. After some feedback from the community, I believe the likeness has gotten pretty close. Next step will be adding his jacket, real texturing, and rigging.

 

A couple months ago, I posted this sculpt of Jensen Ackles/Dean Winchester, and today I have an update. I hope the anatomy is a lot better, even if the likness isn't perfect. All the textures, eyeballs included, are procedural.

 

Just a little project to reacquaint myself with sculpting after some time away from Blender. I'm pretty proud with how this one turned out.

 

I'm looking for something mid-weight and a little rugged. These look great, but a tad pricey.

 

I'm starting Scar in season 2, and the recap scenes show Starbuck in uniform requesting to lead a rescue, and both Adama and Roslyn rejecting her. Roslyn "appreciates what shes trying to do". I don't remember when this happened, and can't figure out which episode it possibly could have, between the initial trip, Pegasus, and Roslyn getting ill? Can someone please help me out?

 

I'm about 8 hours into Death Stranding Director's Cut, and I just can't do this. I love the meditative, lonely feel of the gameplay, and I'm always down for a bonkers and absurd Kojima story. I truly hope future games implement a similar traversal system where you really need to watch your footing. But this game is heavily reliant on menus, and this is the worst UI/UX of any piece of software or media I've ever experienced in 40 years. Every single aspect makes my head hurt, from the insane amount of useless information on each screen, to the menu flow, to how directives are communicated.

I'm a little surprised purchasers never filed a class action lawsuit, and I'm more than a little pissed every recommendation I've seen didn't have a caveat for the UI.

Fuck this game, and fuck Hideo Kojima for the headache I now have. After MGS5, and this, I'm done.

/rant

view more: next ›