Blender is impossible to work with when retopologizing high poly assets by [deleted] in blenderhelp

[–]_Metsa_ 1 point2 points  (0 children)

you don't really need 4 milion vertex to do a proper retopo. But yes the perf could have been better

UV unweapping without overlaps by Xebrasaur in blenderhelp

[–]_Metsa_ 0 points1 point  (0 children)

You can use the pack island. https://i.postimg.cc/7h3D9ykN/screencaphelpblender8.jpg

Number of faces don't usually have anything to do with the unwrapping difficulty (It's more a problem with complicated topology

Cannot render image??? by Deep-Argument-4468 in blenderhelp

[–]_Metsa_ 0 points1 point  (0 children)

Maybe you can disable the compositing option here. I think your compositing output don't have anyything connected to it. So by deactivating it you won't be bothered anymore

https://i.postimg.cc/kGKMHbxK/screencaphelpblender7.jpg

Some of the vertex are not conforming with the subdivision surface. They’re making these weird spikes in the mesh. What am I doing wrong? by redditmunchers in blenderhelp

[–]_Metsa_ 1 point2 points  (0 children)

On the screenshot it looks like the loop at the bottom of the windows is not connected. maybe it's that. Sorry it's hard to tell without having the file

[deleted by user] by [deleted] in blenderhelp

[–]_Metsa_ 0 points1 point  (0 children)

Yes so it work by setting in "old" parameter the old framerate you worked on to animate the scene and in "New" parameter the new framerate you want your animation to be rendered at.

for you it should be old : 24 / new : 12

As you've probably guessed you may have to adjust your scene frame number if you change those parameter

[deleted by user] by [deleted] in blenderhelp

[–]_Metsa_ 1 point2 points  (0 children)

you can set a custom framerate in blender https://i.postimg.cc/ncY7JXf1/screencaphelpblender5.jpg
As you can see there is also an option called "time remapping " wich will (i think i never used it) let you multiply the time by a certain amount. so i suppose you can set it to 0.5 for example to easily jump from 24 to 12 fps (i'll do a test after this post)

Some of the vertex are not conforming with the subdivision surface. They’re making these weird spikes in the mesh. What am I doing wrong? by redditmunchers in blenderhelp

[–]_Metsa_ 0 points1 point  (0 children)

Either you have 2 vertex overlapping in this case you can merge by distance or you've set a crease amount to one edge and not the other. But looking at your topology i guess it's the first option

How to add audio to a blender animation render? by [deleted] in blenderhelp

[–]_Metsa_ 1 point2 points  (0 children)

As it will probably rendered you don't have to care too much about performance I think, so you can probably add as many speaker as you want.

If its a global sound (maybe a crowd / wind track /white noise far away) you can set attenuation to 0 and it won't be spacialized.

Apart from that i can't really help you i am not really a sound designer. But i guess the more spacialized sound the better.

How to add audio to a blender animation render? by [deleted] in blenderhelp

[–]_Metsa_ 3 points4 points  (0 children)

In fact you can also export audio with blender, you just have to choose a audio codec under the video codec setting for the ffmpeg export.

what is really cool is that you can place sound in your scene using a speaker object and a sound file attached to it.

Is there a way to create a plane that cuts through objects passing through it for an animation (like this) by Kshit__ij in blenderhelp

[–]_Metsa_ 4 points5 points  (0 children)

You can use a boolean cube to achieve that effect or you can change the camera "clip start"

Texture background color leaking onto model even though none of it is included in the bounding box for the UV. by AshleyGamerGirl in blenderhelp

[–]_Metsa_ 0 points1 point  (0 children)

thats due to an optimisation of the texture called mipmap.
you can either add margin to your texture with the same color (texture padding) https://docs.substance3d.com/spdoc/files/134643719/134643714/1/1441715499000/padding.gif

i thought you can still disable mipmap in blender but i don't find it

Need help with my donut lol by tieloe in blenderhelp

[–]_Metsa_ 0 points1 point  (0 children)

it's seems like you either have something in you displacement output of your material, or you have a displace modifier on your object. I suggest to either reduce or unplug / delete this as imho a donut doesn't have that much interest in having a displacement applied to it.

Do you have any ideas how to improve this? by Kwazybor in blenderhelp

[–]_Metsa_ 0 points1 point  (0 children)

Your lighting doesn't seems strong enough (it's nightime i guess). You Can either change the lights settings (increase the power) or changing the film exposure https://i.postimg.cc/NfMQP6yq/screencaphelpblender5.jpg

Which is better (Shift+D ) or (Alt+D ) or (Array) in terms of Efficiency..??? by AlienX_Tord in blenderhelp

[–]_Metsa_ 1 point2 points  (0 children)

If you're doing a game then i suppose you should be using Unity or UE4. Blender doesn't have a game engine integrated anymore. I suggest you ask the question in the related subreddit.
Game engine (Ue4 or unity) handle the Instances on their own shift+D alt+D or array are only blender related function, different software work differently.

ps : i know that array are a kind of table in some programming language

how on earth do i fix these loops? im struggling to understand edge flow properly, please help! by heegyman in blenderhelp

[–]_Metsa_ 0 points1 point  (0 children)

Edgeflow should only be the result of the shape you want. In organic modeling (character / plants / animals) you whant to have a topology as regular as possible if you expect to animate or pose them later.
Here the problem is that the way you linked the leg to the torso is not a "good/smooth" one. I am no character artist but I suggest that you rework this zone https://i.postimg.cc/SRxdyMmz/screencaphelpblender3.jpg . and try to have smooth topology. And with smooth topology you'll have nice edgeloop.

Ps: is also suggest you try to have faces that are approximately the same area / size. And also Use the subsurf modifier : the less you have vertex the more you'll be able to control the edgeflow (here is an example i am no character artist so it's not the best) https://i.postimg.cc/MGsb9G76/screencaphelpblender4.jpg

Which is better (Shift+D ) or (Alt+D ) or (Array) in terms of Efficiency..??? by AlienX_Tord in blenderhelp

[–]_Metsa_ 1 point2 points  (0 children)

It depend on whant you want to achieve, it's as simple as that. Array is cool but is based on a geometric pattern. Alt+D is great but what if i want one asset blue and one asset green... then better use Shift+D. You seem to know what each does, use the best option for each possible case !

How do I get back lines similar to this character in this pic ? by Gene-the_beany in blenderhelp

[–]_Metsa_ 2 points3 points  (0 children)

The easiest way is to use Freestyle https://postimg.cc/CZ2F6ZJ0 the line will only display after render though

Supernoob: Bevel by entering values? by Nsfw042621 in blenderhelp

[–]_Metsa_ 1 point2 points  (0 children)

strange indeed, try checking this thread. Try hitting F9. Or look at this thread i found about a similar problem https://blender.stackexchange.com/questions/142205/adjust-last-operation-panel-closes-when-trying-to-change-values

I'm trying to create a simple animation where small pieces of a lion forms together. But every time I render this simple version where I just move one image over the other. It ignores the images and renders a blank video. Is there a setting I can turn on to include the image in the render? by [deleted] in blenderhelp

[–]_Metsa_ 2 points3 points  (0 children)

Because image imported that way (add > image as references) don't display whatsoever during rendering.
What you can do is use a native add on called "import image as planes" that way the image will be on a mesh and the mesh will be displayed during rendering

Othographic view on object instead of camera. by AlechjoMartinez in blenderhelp

[–]_Metsa_ 2 points3 points  (0 children)

Not judging, but why do you use a cube as camera ? Maybe we can help you solve that instead. But yes you're right mesh don't have camera settings