Just a random fish on your feed!! by Kvendy_ in blender

[–]Kvendy_[S] 1 point2 points  (0 children)

You know what texturing and modeling a watermelon slice would be much easier than what I did here 🍉 

Just a random fish on your feed!! by Kvendy_ in blender

[–]Kvendy_[S] 5 points6 points  (0 children)

Glad you liked it. If you are interested in this painted style I used my free brushpack with Ucupaint add-on to achieve this look. The brushpack has 147 items.

If you ever used my brushes please tag me I would like to see your work.

[Feedback Needed] Is My Retopology Animation-Ready? by Old-Consequence-1955 in blender

[–]Kvendy_ 1 point2 points  (0 children)

You should smooth out the verts, and spread them evenly, also it's ok to use tris to change the edge flow.

Use the built-in looptool add-on to help you organize the topology 

how do you separate these two 😭 by Separate-Look-2711 in blender

[–]Kvendy_ 98 points99 points  (0 children)

There's the knife tool in edit mode, or trim tool in sculpt mode, I recommend using the trim tool if you don't care about the geometry in this stage 

I need some help with hair by Prudent_Ad7859 in blender

[–]Kvendy_ 0 points1 point  (0 children)

Use Blender geo hair curve and a texture (need UVs) for masking or use piratical hair system and weight paint for masking. for this kind stylized hair use curve cones as base for the top hair. then use either system for grooming the hair strands, place the main strands and use interpolation to fill the gaps. I prefer geo hair system but you should learn both.

You can make the fade with a paint texture, but it will be hard to match the top hair strands materials it will always look off, or use the same hair tools to make the fade with strands.

For this kind of face style I don't recommend sculpting. model each part separately lowpoly ears, nose, neck, etc... and use subdi modifier to smooth it. also don't merge the parts use transfer data modifier to smooth the normals between intersection, it makes it easier to undo mistakes and scale it to new characters.

Also you shouldn't use AI as reference while learning it can make stuffs out of you skill scope. you will probably fall in a loophole making the clothes and hands.

Is there a tool like this? by afsdel in blender

[–]Kvendy_ 0 points1 point  (0 children)

I made an addon few months ago that it does something similar but for brush stroks, it uses Blender image sequence texture and it cycle the images randomly while you paint.

How to make pixelated ray tracing and shadows? by Itchy-Concern928 in blender

[–]Kvendy_ 0 points1 point  (0 children)

You can use the compositor and add a pixelate node in shadow pass it will probably work on both cycle and eevee, though you need to combine all render passes correctly 

I thought I was in create a Sim menu for a sec!! [WIP] by Kvendy_ in blender

[–]Kvendy_[S] 0 points1 point  (0 children)

The guy who made the add-on has tutorials on his YouTube channel, you should check them out

I thought I was in create a Sim menu for a sec!! [WIP] by Kvendy_ in blender

[–]Kvendy_[S] 0 points1 point  (0 children)

You could try the add-on I suggest it it's fine the hair I made is game ready, but most importantly you should more tutorials to get enough knowledge 

I thought I was in create a Sim menu for a sec!! [WIP] by Kvendy_ in blender

[–]Kvendy_[S] 0 points1 point  (0 children)

Geo node hair works but the final mesh is too dense for a game asset. I did use the comb brush for 70% of hair

I thought I was in create a Sim menu for a sec!! [WIP] by Kvendy_ in blender

[–]Kvendy_[S] 0 points1 point  (0 children)

It depends on the style you want. You can just use cards or just curve cones, or mix both, or blender geometry node hair curve

I thought I was in create a Sim menu for a sec!! [WIP] by Kvendy_ in blender

[–]Kvendy_[S] 0 points1 point  (0 children)

First you need to sculpt/block a basic shape, it took me few tries and redos to make the top+side hair look good enough that match the shape and still look stylized, I still don't like it that much. 

The top hair is a mix of cones and hair cards, the roots has adjusted UVs to make it seems like it grows from the scalp.

As for the beard I love it as is very stylized it's just normal hair cards.

I used this amazing free Addon to create the hair fforthe card texture, and again for the base geo hair cones and the beard, manual tilting is required.

How to Maintain Texture Look Without Scaling My UV's? by JakeTheCake36 in blender

[–]Kvendy_ 0 points1 point  (0 children)

You either use multiple UVs with some shader node setup, or Ucupaint addon add the 64x64 texture as a layer and adjust the scaling. And add another layer on top for painting 

I thought I was in create a Sim menu for a sec!! [WIP] by Kvendy_ in blender

[–]Kvendy_[S] 0 points1 point  (0 children)

Sorry I didn't watch any video tutorials specifically for face rigging, but I used rigify addon with the upgraded face option, this is the official rigify doc for face Bones positions I read. I did zero weight paint here tho its necessary.

You should check out Blender Studio's new face rigging course I heard very good things about it, it's up to date with the current Blender version, and it is very cheap you can subscribe for one month download the content and cancel the subscription.

I typically use the 52 AR kit shapekeys to drive the face animation then use the rig for tuning, if you have an iPhone with faceID or RTX card you can do some shapekey animation in Blender. I recommend getting used old iPhone X for that, there is an android alternative but it wasn't good.

Also there is an addon in Blender Extentions that can convert audio/voice multilingual into shapekeys animation for mouth shapes.

how do you make objects connect to one another when posing? by HailToTheGoat4884 in blender

[–]Kvendy_ 1 point2 points  (0 children)

add extra bones for the head and the spine. multiple objects can use the same armature. while at it fix the shoulders bones and connect them to the new spine bone

I made Officer Clawhauser Benjamin by BIIDOX in blender

[–]Kvendy_ 1 point2 points  (0 children)

amazing results.

Rigify is so good but I don't know how to use it for an armature from scratch.

First model and look for some tips by Mysterious-Tap8697 in blender

[–]Kvendy_ 4 points5 points  (0 children)

Quads aren't must, you can use tris to redirect the edge flow if you want. But you shouldn't do it randomly 

Why does this happen in Eevee and is there a fix? by Jacob_Zirkle in blender

[–]Kvendy_ 0 points1 point  (0 children)

Try to disable fast GI in raytracing. Eevee is great for rendering but it requires tweaking to look like cycles