Chris Chuipka

157 posts

Chris Chuipka

Chris Chuipka

@ChrisWillC

Character/Creature modeling Supervisor. Zbrush and Blender Lover.

Toronto, Ontario Katılım Ağustos 2010
63 Takip Edilen322 Takipçiler
Kent Trammell
Kent Trammell@khtrammell·
Almost done recording the pore-detail chapter of my #b3d portrait course! I'm feeling really good about the 9+ hours of video so far. Likely another 9+ more to go 😬 I'm nerding out hard on this one.
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Chris Chuipka
Chris Chuipka@ChrisWillC·
@khtrammell Fantastic work Kent! You've definitely leveled up with this one 👍
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Kent Trammell
Kent Trammell@khtrammell·
Skin texture + shader progress. Hand-painted color and a couple variations of random walk SSS mixed together. Facial hair is next! #b3d #portrait
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Chris Chuipka
Chris Chuipka@ChrisWillC·
@khtrammell This should work. Object -> Apply (ctrl-A) -> Make Instances Real
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Kent Trammell
Kent Trammell@khtrammell·
I should clarify: I have a complex model file where individual parts are linked in by their respective collections. I want to make all linked collections AND their contained objects to be made local as if I appended the collection.
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Kent Trammell
Kent Trammell@khtrammell·
#b3d question: Does anyone know how to make linked collections local to the assembly .blend file? Object > Relations > Make Local doesn't seem to do anything..
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Raf Grassetti
Raf Grassetti@rafagrassetti·
Ok I’m learning Blender this week..
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Pablo Dobarro
Pablo Dobarro@pablodp606·
Sculpt Vertex Colors, the new vertex painting system, is now in Blender 2.90. The initial commit includes a new brush engine, smooth and smear brushes, color filter, new color picker, voxel remesher support and data conversion utilities. #b3d #devfund developer.blender.org/D5975
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Pablo Dobarro
Pablo Dobarro@pablodp606·
Probably the most important milestone in Sculpt Mode so far. Blender 2.90 has smooth detail propagation and unsubdivide in Multires. You can now import files, sculpt in all subdivision levels and use all tools to deform high resolution meshes preserving the details. #b3d #devfund
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Infinite-Realities
Infinite-Realities@8Infinite8·
Here's a sneak peek at IR's AeonX 4D scan data processed using R3DS Wrap4D(Beta)! Captured with our 56x machine vision 60fps system (50GB/s!) The system is designed to capture human subjects for machine learning applications and VFX! vimeo.com/413146149
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Magdalena
Magdalena@Intervain·
I have decided that the only poly modeling software on my computer is going to be Blender. I've uninstalled all else [except for Zbrush obviously] and I'll just brute force my sorry arse through this learning process ... no excuses...
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Pablo Dobarro
Pablo Dobarro@pablodp606·
New operator to create simple subdivisions in Multires. With this feature, Catmull-Clark and Simple subdivisions can be combined in any order to sculpt on hard surface objects without manually smoothing the edges. #b3d #devfund developer.blender.org/D7415
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Pablo Dobarro
Pablo Dobarro@pablodp606·
Multires Unsubdivide can rebuild all subdivision levels and displacements of basically anything. It works on meshes with non-manifolds, triangles, ngons, disconnected elements, and all triangles topology. #b3d #devfund developer.blender.org/D7372
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Pablo Dobarro
Pablo Dobarro@pablodp606·
Pose Brush Scale Mode With this new deformation mode for the Pose Brush you can easily change the general proportions of a mesh. It works like the regular Pose Brush, so it does not need any setup, masking or transform manipulators. #b3d #devfund developer.blender.org/D7374
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Pablo Dobarro
Pablo Dobarro@pablodp606·
The Pose Brush now works on full character models with clothing and props in different meshes. Everything is calculated in real time across all meshes. You just need to define a maximum distance to affect extra elements when deforming the base mesh. #b3d #devfund
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Pablo Dobarro
Pablo Dobarro@pablodp606·
New operator to initialize all Face Sets in a mesh at once. It can create different Face Sets by mesh connectivity, material slots, face normals, UV seams, edge creases, sharp edges, edge bevel weights and face maps. #b3d #devfund developer.blender.org/D7209
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Majestic 🚀
Majestic 🚀@MaxPuliero·
found the answer in the Arnold page that says: Randomwalk v2 This method scatters more accurately and deeply through highly-transparent/ optically-thin objects, which produces SSS with more saturated colors around fine surface detail and heavily backlit regions of an object.
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Majestic 🚀
Majestic 🚀@MaxPuliero·
in Arnold what's the difference between Randomwalk and Randomwalk v2? thank you.
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