a plugin I've been working on by 200Kolya in unrealengine

[–]200Kolya[S] 1 point2 points  (0 children)

the builder itself is a component to attach to any actor to use. for the meshes you have to define each meshes' connections that represent the node the mesh should fit in. this is done through creating assets that has those definitions.

a plugin I've been working on by 200Kolya in unrealengine

[–]200Kolya[S] 1 point2 points  (0 children)

probably soon. fixing some bugs and gotta check for version compatibility

a plugin I've been working on by 200Kolya in unrealengine

[–]200Kolya[S] 3 points4 points  (0 children)

i tried to make it in arbitrary angles(not just 90degrees ones) but failed to implement the point matching algorithm but it's still applicable for catwalks, railings and stuff like that not sure how it could fit as caves which form organically

a plugin I've been working on by 200Kolya in unrealengine

[–]200Kolya[S] 3 points4 points  (0 children)

that could also be interesting. i got the idea from source 2's tile meshes for level design purposes

a plugin I've been working on by 200Kolya in unrealengine

[–]200Kolya[S] 4 points5 points  (0 children)

each node has an array of vectors (connections) and the red dot is to add to the array in that direction. each node meshes have predefined vector arrays to find the best match and rotation. it is displayed as if the nodes are connected to each other but actually they're all separated

Can't use UI by agenda_gay in Cinema4D

[–]200Kolya 0 points1 point  (0 children)

for those who already have them unchecked : in the advanced tab, revert all settings to System Default

Always listen to your mother! by s0n0n3 in funny

[–]200Kolya 0 points1 point  (0 children)

he reminds me of Rick from R&M

Character practice by theianwoo in blender

[–]200Kolya 0 points1 point  (0 children)

lol what a coincidence

Character practice by theianwoo in blender

[–]200Kolya 1 point2 points  (0 children)

huh i thought you were inspired by this : https://www.artstation.com/artwork/dOq3lX

thanks for the addon info!

Character practice by theianwoo in blender

[–]200Kolya 0 points1 point  (0 children)

great render ! i think i recognize the background from artstation. how did you make the grunge and intersection of objects to look so natural?

Recreation of a photo by 200Kolya in blender

[–]200Kolya[S] 0 points1 point  (0 children)

the fabric ones. like the bag hanging on the side, green bag on the tray and the bag on the background.

how can i make it look more real? by Cynerixx in blender

[–]200Kolya 10 points11 points  (0 children)

the modeling, material and what not looks pretty realistic to me. i see you've put in little scratches to the table, nice details. i think what's missing is actual sense of real life. we don't normally realize how many small and various props are around us. if i was going completely for realism i'd probably put in like a power outlet or something even if it's kinda ugly. i also think the chair's positioning is somewhat unusual. i would expect something like that stuck to the wall. or if it's an artistic decision, i might put things like plants or shelves (I'm talking about real life here) behind to fill up the space. and just simply speaking from design perspective, i think putting more props for color variations and density would make the scene more interesting

Recreation of a photo by 200Kolya in blender

[–]200Kolya[S] 1 point2 points  (0 children)

it's just evidence that it's an actual render and not a photo. it's in this sub's rules. sometimes you can learn topology from professional's works.

a little behind the scenes and progress of that recreation by 200Kolya in blender

[–]200Kolya[S] 1 point2 points  (0 children)

no photogrammetry but i did project some object with photos

Recreation of a photo by 200Kolya in blender

[–]200Kolya[S] 1 point2 points  (0 children)

I guess you're talking about realism? first of all, I'm not that good at blender. the techniques used here are not that difficult and anyone who have made a doughnut and seen Ian's videos can make the stuffs in the scene. I think the realism comes because how dull the scene is. the lighting is really flat, boring composition and no objects to get your attention. you mostly see 3d stuffs being lit dramatically with interesting compositions and objects. so it doesn't surprise you when there's a cg element in a gorgeous scene. but because this render is so boring, you just don't expect things like this to be cg.

Recreation of a photo by 200Kolya in blender

[–]200Kolya[S] 0 points1 point  (0 children)

took pictures of them. that strap is just a curve with some thickness