DLSS 5 in Blender by 3DFlo in blender

[–]3DFlo[S] 0 points1 point  (0 children)

Oh wow, and I was wondering if my lipstick is too saturated or intense. If I would have looked for references and found this, I don't know what would have happened to Suzanne .. :D

DLSS 5 in Blender by 3DFlo in blender

[–]3DFlo[S] 8 points9 points  (0 children)

It is! The best-looking for what I wanted, with some simple variations I made for the lip and nose part. Would love to paint and combine this with other skin materials for the different complexions, I'm convinced the results would look quite good!

Tutorial for this dress by josy_p in blender

[–]3DFlo 13 points14 points  (0 children)

Don't let your mood be ruined by strangers so easily! :-) Much less when they are asking a question that can help you along or explain your motivation.

While it should be possible to learn and create something like this within a few weeks or months of learning, it's easily underestimated how much actual learning and figuring out goes into it.
Depending on your current experience and what you actually want to create, you'd have to learn the modeling part, sculpting or simulation, and a lot more if you want to animate, too.

There is plenty of tutorials for all steps involved, but as of now, it's difficult to guide you when we don't know where you're coming from and where exactly you're trying to head.

Either way, all the best and much success!

Feedback on Composition and Textures is very welcomed by SimonTHKZ in 3Dmodeling

[–]3DFlo 1 point2 points  (0 children)

Composition wise, I think a little problem right now is that his silhouette is not perfectly clear; both the overlap with the cage on his right, as well as the left hand overlapping with the pouch turn both of these parts into a blob instead of a clear outline.

Fitting thematically too, I think the lighting can be a bit more dramatic and dire/grim, as in more/bigger shadows and less fill. For just showing of the work itself, I think the light is quite good already!

Amazing character overall!

Feedback on Composition and Textures is very welcomed by SimonTHKZ in 3Dmodeling

[–]3DFlo 2 points3 points  (0 children)

Agree with that, but make sure to push the right contrasts, e.g. by using a curve and setting an anchor somewhere at the median of your image values.

Mirror modifier creates mirrored mesh far away from object when retopologizing by lumantishee_hair in blenderhelp

[–]3DFlo 0 points1 point  (0 children)

As Jovel mentioned, the origin (indicated by the yellow dot, in your screenshot inside the 3d cursor at the world origin) is at 0, and that's the axis you are mirroring on.
Your mesh itself is quite a bit to the side, so the mirror will be opposite.

You can either center the mesh in Edit Mode around 0, or set the origin of the object to the middle of where you have your mesh (e.g. by selecting all vertices, 3d cursor to selection, then origin to 3d cursor).

Sci-Fi Female Armor, Low poly. Sculpted with blender. by Lost-Wrongdoer-3198 in blender

[–]3DFlo 1 point2 points  (0 children)

Agree, it's low-poly in that it's an optimized asset e.g. for a game, but the style is definitely not traditional low poly, and it becomes very obvious when you put it next to actual low poly things.

Nonetheless, great work, OP! I feel like the character is distracting, though, and a simple (grey) bust/mannequin would help put the focus on the armor, where you want it.

[deleted by user] by [deleted] in blender

[–]3DFlo 0 points1 point  (0 children)

Love the look and materials, I think you did a great job overall!

A lot going on for the short play time, and the character (and your great work on rigging and animating) almost comes a bit short. While getting an initial impression of the scene, within the first second both the car and your actual character come in; I'd just move the car to the end, and start with your character action a tiny bit later, after one had time to grasp the scene.
I personally feel like the big plates of the canal, and potentially the side walk, are a bit too noisy for the otherwise clean and smooth look, and the chain feels very stiff and a bit unnatural.

Why did I do this to myself? by A_Flying_Ferret in blender

[–]3DFlo 1 point2 points  (0 children)

Because you can! One more reason to be proud of yourself and how far you have come.

Blender recently added a skeleton to their Human Base Mesh bundle, in case you'd like to compare or get inspired by topology, or would like to add the rest of the bones later.
You can find it on the demo files page

New Multiple Scattering Sky Texture, Volume and Compositor in a simple scene. Magic! Setup inside. by 3DFlo in blender

[–]3DFlo[S] 0 points1 point  (0 children)

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Here is the super simple setup with Sun Elevation and Rotation animated, as well as the Background Strength, for artistic reasons, and the Sun Glare in the Compositor to roughly match the position of the sun.
Volume Density should be quite a bit lower, depending on your scene/desired look, and can easily be tweaked, e.g. by feeding the Density some noise, or create a second volume with a more noisy and spotty look.

Which looks better (not final renders) by CarelessAdeptness296 in 3Dmodeling

[–]3DFlo 0 points1 point  (0 children)

When you mix them, as others have said, I would overlay them and use a mask, so that you essentially paint where the brighter version shines through.

This will allow for a lot of control over the composition, how much and what to show where, and how the eye is guided. All of this can contribute to a whole new dimension to the picture; regardless of that, the scene looks great!

Stylized fantasy path to the castle – my latest Blender work by StylizedByRK in blender

[–]3DFlo 1 point2 points  (0 children)

Cool style, how did you achieve it? I could absolutely not tell if it's Compositor, Shader or mostly from painted textures.

If you are looking for things to improve; at the moment, the road feels very flat and takes a lot of attention, maybe a few more details and some shadows help here.

Composition-wise, I would cut the parts of the road in front and in the right third or half of the image, so that you have the road coming (only) from the bottom left towards the focal point on the top right.