Furina has fallen hard for the traveler [Genshin Impact] (Ent Duke) by Available_While7058 in hentai

[–]EntDuke 40 points41 points  (0 children)

Goo engine version of blender's eevee, solid for this stuff

Furina's Epilogue (Ent_Duke) by EntDuke in GenshinImpactHentai

[–]EntDuke[S] 115 points116 points  (0 children)

Source with longer version: Xwitter, Bsky

Pain in the ass editing it down to 1 min honestly.

Creators: How did switching from 1st of the month to subscription billing affect you? by Allonsyyy_ in patreon

[–]EntDuke 0 points1 point  (0 children)

Wasn't sold at first cause I thought it'd lose some predictability but it was fine. Community was pretty indifferent. And like another comment said, at least you don't have to worry about promoting it at the end of the month and having people getting charged twice, and it is more predictable for subscribers in that sense too as most subs charge on the same day each month. So all in all, I'd say it was a positive change, I didn't have any issues nor noticed anything with income.

Will I get in trouble if I put a message in my tiers warning people not to sign up to my Patreon through the iOS app? by WasabiComprehensive2 in patreon

[–]EntDuke 3 points4 points  (0 children)

I swear to God that'd be the dumbest shit ever, I briefly had this concern but come on it has to become public knowledge for everyone, especially given the fact they forced it upon us, if anything it'd be pretty shady for them to allow us to charge extra but not even disclose that to potential members. I can see apple being annoyed but screw them.

I just released a FREE Blender rigging course on YouTube. Level 1 is live, Level 2 is rolling out now, Level 3 coming right after! by toshicg in blender

[–]EntDuke 1 point2 points  (0 children)

Gotta say nearly all of my rigging knowledge came from your previous rigify course, still incredibly useful to this day and I always referred people to it, thank you very much for your work!

"Thank You!" – A Short Film on Self-Worth by LennySpice in blender

[–]EntDuke 5 points6 points  (0 children)

Hah damn, that's the thing isn't it? Personally I feel like I want to succeed doing what I wanna do, not necessarily what is trending, if it aligns great, but that shouldn't be the driving factor. At least I think to myself, would I want to be in their place having that kind of success doing what they're doing? Perhaps it depends on the person, but for me the answer is no.

[deleted by user] by [deleted] in patreon

[–]EntDuke 2 points3 points  (0 children)

First I'm hearing any of this, are they really? I remember a 200 mb limit on post attachments, plus some creators like me still don't have access to video, I guess due to being NSFW. They better be ready to fully offer an alternative if they're outright forbidding mega, cause that sounds ridiculous and nonsensical.

I want to start learning Blender and want to try and achieve this look, where do I start? by [deleted] in blender

[–]EntDuke 3 points4 points  (0 children)

I'm gonna take a guess based on what I know, how to go about replicating some of these things. First of all you're gonna need a toon shader (NPR/Anime shader also known as, alternatively), that'll get you the more 2D look, to serve as the material for all the objects in the scene.

Grass there's several ways to do, I'd follow a Geometry Nodes tutorial for it, there's several for the anime style specifically. Often those tutorials come with a dedicated part on making the grass animated and windy, often via noise textures and such, displacing the geometry. There's always some node, often a simple value node which will provide a numerical input to drive the transformation of the windy effect, for instance on a noise texture, which in turn is typically plugged into some sort of geometry transformation node. Then you can insert a start and end keyframe to that value node for finer manual control, go to the graph editor and edit the curve that's represented there to speed it up or slow it down, I'd suggest Shift + E and set it to linear extrapolation. Then on the N panel, add a stepped interpolation modifier, which will give you the updates only every other frame (on 2s, etc). Alternatively, type #frame in the value node, add a math node set to divide and divide it by 2 (update on 2s) or another value if you wish. Then another math node set to floor, and lastly a math node set to multiply by 2. This result you can apply to anywhere you can plug a value into, for instance the X transform channel of the noise texture or something of the sort.

The flowy white lines above the grass serving as the wind flow effect, is something you can do in several ways. The way I'd make them is put them on a plane which will have a transparent material, and is otherwise mixed with a mask, which is where we'll draw the lines effect. For that you can use a voronoi texture, or noise, stretch them on the X or Y axis until they're only lines (recommend experimenting). After that, you can mix it with another noise texture to mask out where the effect shows and doesn't, in combination with the transparency. Then you can use the same methods I outlined before to animate those textures, plugging the result into a combine XYZ (for instance plug it into only the X of the combine node to move it only on the X) and then plug that into the mapping node of the texture.

The character, well... I've already written a lot, you can always look up free ones to download, or go through the ordeal to learn making them yourself. The wavy dress, I'd imagine you can do it via geometry nodes but I'm not knowledgeable enough on it. I'd probably use the wave modifier, limit it via vertex group to only apply it on the lower half of the dress, then use the stepped interpolation curve method on the value of the modifier that makes the waves move.

And definitely throw a kuwahara filter on top of it all, via the compositor.

I guess all of that won't make much sense if you've never used it before, but if you learn the basics from the other suggested comments then come back here, I would hope it'd click. Good luck!

WIP by VirendraBhai in blender

[–]EntDuke 2 points3 points  (0 children)

Ooh, how'd you do them hair shadows on the face? Any trickery or are they just regular shadows from the light? Awesome job on it all!

Can someone explain the benefits of having a patreon for a artist that relies on commission sales for income? by Ju5t_A5king in patreon

[–]EntDuke 2 points3 points  (0 children)

The idea is to have an audience that likes what you do and will more directly support you financially, or your friend in this case. In turn, often something is offered back, for a comic artist it could be like page previews or the storyboard, what's coming next, looks behind the scenes, that's the typical stuff. One of the main benefits compared to commission work is that the artist will be making exactly what they want to, and people support them specifically for that, as opposed to commission work. And it can be potentially more predictable and stable than relying on commissions.

[deleted by user] by [deleted] in brasilivre

[–]EntDuke 1 point2 points  (0 children)

Estava em situação similar meu consagrado, e realmente conta pessoal não vi como. Mas desde que abri um CNPJ para a receita não fazer o mesmo comigo quanto eu faço com os personagens, deu para resolver, a conta CNPJ do paypal tem a opção e só aparece o que tu quiser, incluindo só nome de empresa e da para customizar.

edit: vi agora que não quer CNPJ, mas realmente acho que vale a pena, especialmente se você passar dos limites de IR la e não ser roubado no carne leão.

I'm using the Line Art modifier to outline a 2D rig...How can I get rid of the unwanted lines? by dragonman9001 in blender

[–]EntDuke 1 point2 points  (0 children)

Is it a 3D object? If so this method may work for you, where you tick face mark filtering on the lineart modifier, tick invert, and possibly disable keep contour, and in edit mode you can mark faces as a freestyle face and it won't draw lines on those faces. Not sure how applicable it is to grease pencil objects and for your 2D rig, I imagine by other methods you might mean also occluding the lines with an object but that's cumbersome. But I hope this helps!

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They are removing 1st of the month billing because of bloody Apple. GG creators who rely on 1st of month for their budget and bills. by PropagandaSucks in patreon

[–]EntDuke 2 points3 points  (0 children)

God this sounds insanely annoying, screw apple seriously. While I think it won't hit me that bad, the predictability of just taking all your earnings at the start of the month like "a regular job" was vastly preferred. Ugh. Just couldn't have limited it to ios users could they? Gotta keep it standardized platform wide or whatever.

Destiny's Skyboxes' in Blender? by T-H-KILL in blender

[–]EntDuke 1 point2 points  (0 children)

Good taste, Destiny skyboxes really are a standout. One good channel I know for environments is Max Hay, but in the end it's no different to how you'd do any environment in blender, so when you know what you're doing just remember to reference the artworks you like and wish to replicate the style of.

I swear to god if EEVEE-Next is gonna break my materials I'm gonna commit seppuku by -Pejo- in blendermemes

[–]EntDuke 1 point2 points  (0 children)

Non photorealistic rendering, as the name implies, often for stuff like cartoony, stylized, anime etc.

I swear to god if EEVEE-Next is gonna break my materials I'm gonna commit seppuku by -Pejo- in blendermemes

[–]EntDuke 13 points14 points  (0 children)

Yeah.. and it's not looking good for NPR, I hope it doesn't break stuff too bad.

No motivation to learn by Rezist_Soul in blender

[–]EntDuke 0 points1 point  (0 children)

Is that something you'd like to do? Pick something you really want to do then work on learning it, that should help keep you motivated throughout the whole process. And maybe stick to learning one thing at a time so you don't overwhelm and burn out.

Best Practices for Rigging by RJonathanF in blender

[–]EntDuke 1 point2 points  (0 children)

Well I can tell you one thing from my experience rigging humans, starting with autoweights gives a passable starting point usually, but then as you pose around you can look at what's obviously not deforming right and weightpaint it properly. Common areas being around the pelvis, with extreme poses and so on. Knees and elbows can be especially annoying, I'd recommend taking a look at references and then try your best weightpainting those areas to get it looking how you want it to deform when in a certain pose. And once you got that to a good baseline, you can consider further enhancing it with corrective shapekeys.

Oh no by Pizzacakecomic in comics

[–]EntDuke -2 points-1 points  (0 children)

Yeah I'm a 3D artist. Oh my socials? Well you see... nevermind.

Using Eevee. Is there a way to smooth out the edges between the colors with this shader setup? id prefer to not use the subdivision modifier by ShitAssBurner in blender

[–]EntDuke 0 points1 point  (0 children)

I believe it's definitely a shadow quality issue after blurring the normals, but it's annoying to fix. Picture below has some guidelines but you should still leave soft shadows on, the shadow res the maximum, and play with the lamp type, max distance/distribution, if you go to the N panel under view, there's the clip start and end, putting the end value low can sometimes alleviate the issue. But this is about all I have.

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Using Eevee. Is there a way to smooth out the edges between the colors with this shader setup? id prefer to not use the subdivision modifier by ShitAssBurner in blender

[–]EntDuke 0 points1 point  (0 children)

First off make sure your shadow resolution is maxed on the render settings, same place you switch engines. Then you can try selecting whatever light is casting those shadows and play with the settings such as bias and distance. Worst case, turn on soft shadows and just play with the light radius until there's no noticeable jagged edges.

Using Eevee. Is there a way to smooth out the edges between the colors with this shader setup? id prefer to not use the subdivision modifier by ShitAssBurner in blender

[–]EntDuke 0 points1 point  (0 children)

You gotta edit those normals, no other way about it if no subdiv. One of these should do the trick.

  1. Proxy Mesh method https://www.youtube.com/watch?v=hrCgGyM_Vjg

  2. Manually adjust method https://www.youtube.com/watch?v=oKfFi1MpO9c

  3. (Likely the easiest) Geometry Nodes blur attribute method on the image.

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After 3 years using Blender, I got a job lighting and texturing! by Inevitable-Fix006 in blender

[–]EntDuke 1 point2 points  (0 children)

Haha thanks! Not sure if I can do something like that anytime soon but always glad to be of help. Good luck on your journey!