quick script to have the empty face the viewport camera import bpy def look_at(obj, viewport3d_view_location): loc_obj = obj.matrix_world.to_translation() direction = viewport3d_view_location - loc_obj # point objects y, and use Z as up rot_quat = direction.to_track_quat('Y', 'Z') obj.rotation_euler = rot_quat.to_euler() def copy_rot_from_view3d_cam_to_scene_cam(self, args): area = bpy.context.area if area.ui_type == 'VIEW_3D': for space in area.spaces: if space.type == 'VIEW_3D': obj = bpy.context.scene.objects['Rig center'] look_at(obj, space.region_3d.view_matrix.inverted().translation) return handler = bpy.types.SpaceView3D.draw_handler_add(copy_rot_from_view3d_cam_to_scene_cam, (copy_rot_from_view3d_cam_to_scene_cam,()),'WINDOW', 'POST_VIEW') Not the best script, but, this works for me (Won't work in multiple windows, have to restart blender to remove it etc.. someone more familiar with blender scripting will have to come fix that). So you don't have to worry about ctrl-z, make sure the empty's rotation is set to euler xyz
I've not worked with scripts before- do I just paste this into Scripting and press Run Script? Does this still function in Blender 3.5? It doesn't seem to be working for me but maybe I misunderstand how to set it up. EDIT: nvm, for anyone else having this issue make sure you've deleted the constraint on the Rig center 😅 [and of course it is named exactly 'Rig center']
So nice to watch this. It's incredible to watch someone with such skill at technical knowledge lay it out so nicely. Thank you! I subscribed to Outgang for a bit but stopped after I couldn't really invest more time into my art. Think that will stop me from watching this 40min video? No way! II always learn new stuff from you, even if don't use this right away. This video is also reinforcing the idea that Blender is a lot more useful and accepted than it used to be.
Does anyone know if Laura is using a texture on the model? It seems to react to the light differently than me. Mine isj ust like middle gray and shadows without much highlighting if at all. Is it a computer thing at this point? I followed all the steps. Thank you!
There's no texture used on the model but I did tweak the mat parameters a bit. Lowered albedo, lowered roughness and added a touch of subsurface. Hope that helps.
Always fascinating to see how a professional ZBrush sculptor makes use of Blender in their workflow. Couple of tips for you though, Laura: 1. You can just hit 'T' while your mouse is in the timeline (and the relevant keys are selected) in order to access the animation interpolation curves, without needing to jump into the graph editor. 2. While you're sadly correct about there being no way to access the transform data of the user perspective camera, the lighting behaviour you want for it is actually still achievable to a lesser extent, by opening the viewport shading dropdown menu (where you alternate the default HDRI's) and toggling off the little world icon to the left of the rotation slider. This will lock the rotation of the HDRI to the user perspective while still enabling you to offset the rotation however you like. If you wanted to take this a step further, you could even bake your physical lighting setup into a 360 degree radiance HDR using the Cycles render engine and saving out and importing it as a custom default HDRI alongside the originals. This too would then lock to the user perspective in the same way, with the caveat that you lose the functionality of the rig you created. Might be a little extreme but food for thought :)
Great tip for #1, cheers! For #2, the turntable is less to rotate the HDR and more to rotate the actual lights in the scene. Let's say that I bake that 360 radiance HDR like you mention using Cycles and used it as an HDR, wouldn't I lose the chance to manipulate the lights in the scene? (light position, intensity, color, ect.) and wouldn't the lights that are part of the HDR stop casting shadows? Sounds like a major loss in functionality if that's the case.
@@Outgang You absolutely would, yes, hence the caveat at the end :P There's ways of blending and customising HDRI's using world shader nodes, but it's complex and finicky and probably overwrought for the purposes you have here. It's just the only way to parent (any) lighting to the user perspective at the moment.
literally craaaving for you to talk about tertiary details in blender! since the killer worklflow thing isn't really meant for blender, it can choke a bit with high poly count, and the pore brushes sometimes do weird things like push the overall area in or out, i'm dying to hear what you have to say about it! 😁
In in/out thing with alphas on the draw brush isn't too hard to solve, I had a lot of success with setting texture -> Colors -> Brightness to 0.5 and disabling Clamp. Also making sure the alpha is set to Linear Color Space and not SRGB and finally, making sure the mid-level color is neutral gray in Photoshop. Good luck!
Thank you Laura for all that energy you spent helping dummy guys as me ! As classical painter and sculptor, your tips are very helpful to switch to computer creation. By the way, is there a code still available for Outgang studio courses ? Ramon (France)
Love the new look Laura, looking gorgeous as always! Thanks for more blender content :) Was wondering if you might do another video where we take a look at an industry made character model like you did with the final fantasy vii remake. Would be cool to take a look at something different maybe less photorealistic and more stylized or maybe something non-human. Hopefully those ffvii remake videos did well in the algorithm but if not i understand.
This technique resemble real life clay modeling, It make sculptor much more easy to read the form by light. Very cool, thanks for sharing. B3.5 seems to have some great grooming tool, would love to see your comment of it.
Oh damn, this makes me want to try out sculpting in blender! Do you have any thoughts on how Maxons render integration into Zbrush might look compared to this? I don't know much about it as of yet, but they seem to be boasting pretty hard... Unsure if it has any real time potential though. Also new haircut is looking fab! Might have to get Andreea Scubli back in to demo it!
Thanks a lot 🙏 & Yes, you can access the position and orientation of the viewport view in Blender 3D. You can get information about the view from `RegionView3D` which can be accessed via `space_data.region_3d`. There are utility functions available in the `bpy_extras.view3d_utils` module. You may get the view direction like this: `r3d.view_rotation * Vector((0.0, 0.0, -1.0))`, the up direction should be: `r3d.view_rotation * Vector((0.0, 1.0, 0.0))`, and the view location: `r3d.view_matrix.inverted().translation`¹.
Hello, I am totally a fan of your work and I love the way you work. I would have liked to subscribe to your site but being French, if there are no French subtitles in your videos, it will be wasted money for me because I will have a lot of trouble following with a disability. Thank you for your RU-vid channel, it's very cool and interesting to follow 😉😉👍👍
I have created a proof of concept script that creates a hidden camera and then makes it follow the User Perspective position and orientation in the chosen viewport. From there you can lock other cameras to it but you don't need to go into Lock Camera to View mode.
Could you do a breakdown of the character models from ff13? To me it's unbelievable how good the game holds up visually, considering it came out in 2009
I'm very conflicted about FF13. On one hand I see all the flaws, on the other hand I really enjoy the experience. It's a guilty pleasure and yeah, the character art is still phenomenal.
Anyone knows if it would be possible to bind some navigation hotkeys, like say Shift+MMB, so that by click and dragging we can scroll through the timeline and rotate the lights, but all while inside the 3D view sculpting? And, if the answer is yes, how exactly to go about it in the hotkey editor? And to you Laura, thank you again for providing such top-tier content to RU-vid! Pushing the quality bar higher and higher:)
Try the addon "Grease Pencil Tools", there is something called "Timeline Scrub" that lets you do that ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hh4zt0Yu1gc.html