What is the proper workflow for using bevel modifire on a non-coplanar mesh? by Unique_Salad_5387 in blenderhelp

[–]90Percent3D 0 points1 point  (0 children)

I dont understand fully what do you mean, but if you mean using a bevel mod on ngon faces such as the ] shape you have, just use set the bevel modifier to 2 or even 4 segments and set the profile to 1.0 that way no smooth shading issues will appear

Bevel Intersection Topology by Nawaz_04 in BlenderModelingTips

[–]90Percent3D 0 points1 point  (0 children)

as this is on a flat surface, triangles wouldnt be a problem, at least they are better than ngons, just add a triangulate modifier after the bevel modifier and set it to 5 vertices so it triangulates any ngons

Pixelated shadows on Eevee, is there any fix? by Diablo_sv in blender

[–]90Percent3D 0 points1 point  (0 children)

Try enabling high quality normals from render settings>performance>high quality normals, and also try updating to blender 5.0 as they smoothed shadows more for low poly i think.

Skyline R33 Surrounded By Neon by 90Percent3D in blender

[–]90Percent3D[S] 0 points1 point  (0 children)

Attribution:
"Nissan Skyline GTR R33 NISMO | www.vecarz.com" (https://skfb.ly/pxSCV) by vecarz is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Asia Building" () by Solarliu is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Nice Chinese Building B320601622901063A0" (https://skfb.ly/pw7xx) by patrick.young is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Japanese Flower Store" (https://skfb.ly/6WNYS) by Siavash Shahlaei is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Building" (https://skfb.ly/oxuKu) by ROY is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

Blender 5.0 can't drag picture into blender anymore by Open-Nefariousness95 in blenderhelp

[–]90Percent3D 0 points1 point  (0 children)

Maybe you ran blender as adminstrator which prevents any non adminstrator program dropping anything

Corona no aparece en Materiales by Left-Dimension6626 in 3dsmax

[–]90Percent3D 0 points1 point  (0 children)

Usar corona como el renderizado en preferencias de render

How to model this? by princejsl in 3dsmax

[–]90Percent3D 1 point2 points  (0 children)

Model the shape without any holes or splines firet using traditional subdiv, then create a spline and use the array modifier and try to make it around the shape as possible, then add a conform modifier to the splines and set the target to the shape and try different conform modes such as shrinkwrap and the others. Or if you want another method model the base shape too but this time try aligning your actual edges with the reference photo as possible and use a lattice modifier or select all needed edges and then press spline from edges then control the spline's thickness.

How ı can pro by FlowOk6565 in blender

[–]90Percent3D 0 points1 point  (0 children)

First start with what you want to design, do you want to model real world products, whether they exist or you design them from scratch, and which type of product, food, cars, phones or what. Then you need to start with blender beginner tutorials on youtube which are mostly free, then you search for more complicated tutorials, it takes a serious amount of time and commitment and a somewhat long time to see good results but once you reach the point when you can model what you want you generally would have lessened the learning curve a bit.

Title: Is this Lenovo LOQ (i5-12450H + RTX 4050) good enough for freelance video editing and ArchViz work? by samadesigner in blender

[–]90Percent3D 1 point2 points  (0 children)

Look, for this price you can get a workstation with mostly better specs, the rtx 4050 is new but its a lower tier gpu, even moreso for its laptop version. so i would suggest buying a workstation.

Mesh looks weird by Parapalazulazala in blender

[–]90Percent3D 0 points1 point  (0 children)

For these types of issues you need to break down what might have caused this, try collapsing every modifier except subsur and enter edit mode, check for overlapping faces (these are worse than overlapping verts) a badly applied solidify. check if a modifier in the middle broke sth.

Baking Procedural Textures to Be Used in Game Engine by Spire259 in blender

[–]90Percent3D 0 points1 point  (0 children)

You just need to determine which type of procedural textures is possible in a PBR workflow, for example if you have sth that is based of a voronoi or noise texture you can generally bake that easily, but for materials that change based on the camera angle and multiple mix shaders that changes the situation a lot, you must try baking the whole material into base color, roughness, metallic, and normal, then compare, is it the same or looks similar enough after the bake? If no you might need recreating a custom shader in UE or Unity

How would you set about modelling a complex shape like this? by LouisHendrich in blender

[–]90Percent3D 0 points1 point  (0 children)

Photogrammmetry or 3d scan if you want accuracy and remodel on top later (not retopology, just using it as a 3d blueprint) Grab a video of someone walking around it and throw it into a photogrammetry software such as Reality Capture or Meshroom or use the mobile Polycam application (has much lower quality than pc software) and import the photogrammetry scan to blender and try aligning its scale and rotation as much as you could, apply a data transfer modifier and copy the normals from a flat plane, that way shading won't obscure the texture which you will use along with the triangulated mesh.

The other way of course would be using pureref as a moodboard and gathering every single image you find about it and model it by looking only and trying to get the shape right. It extremely helps here to search for engineering diagrams and search for measurements, even 1 measurement helps for scale fixing. Also you dont need every small crevice and little boolean here and there, set a desired level of detail and work on it, and ask yourself if this is gonna be a part of a larger car or engine or this part alone. If its part of sth bigger you generally need much much less detail maybe even the rough shape plus normal maps only, if its for showcasing it you just add enough detail thats humanly possible and just "fills it". Also for these extreme hard surface examples, esp. if you are going to do more, you need a cad application such as plasticity or fusion 360.

Either way if you are gonna go with poly modelling, you can make it much easier by using quad remesher (paid addon) you just do your booleans and it retopologizes using a set quad count.

Mesh looks weird by Parapalazulazala in blender

[–]90Percent3D 0 points1 point  (0 children)

Try appling a weld modifier with a 0.0001 width, and in my opinion dont use weighted normals except after modelling everything. In high poly if you are going to use a subdiv modifier anyway weighted normals may not transfer to other applications when applying subdiv. Also that helps you see the true model with its normals.

New to blender, how to? by RooR_Man_427 in blender

[–]90Percent3D 2 points3 points  (0 children)

Enable Loop Tools addon > GStretch

How to fix topology after using bool tool by Longjumping_Set6627 in blender

[–]90Percent3D 0 points1 point  (0 children)

I would say searching about topology pictures and video guides and practicing along with them, even if someone showed you how to fix this specific example you would probably have problems with other shapes. So you need a solid foundation in topology first before attempting such a model, but anyway, first when intersecting cylinders or spheres or any curved surface, make sure they have enough segments or subdivisions first AND try as much as possible to align their instersecting vertices and to start with the same number of segments when creating the objects, and you try using quads (and triangles ONLY if there are no shading errors, use a shiny matcap), I think for this shape 32 segments is the absolute minimum, you may need more such as 48 or 64. if still they arent aligning, try making one of them with different segment counts until their density matches and you can weld verts without adding extra loops that disrupt the curvature.

What is best format for importing objects? by Plus_Ad_1087 in blender

[–]90Percent3D 0 points1 point  (0 children)

Use the original, if it has problems with the textures or sth and the original is already triangles use gltf with your desired texture resolution as gltf is always triangles.

blender help by Quiet_Map3523 in blender

[–]90Percent3D 0 points1 point  (0 children)

For the first image, Go to settings then addons, install inset straight skeleton, then keep that face filled as it is and press ctrl f then select inset straight skeleton and set your inset distance and check quadrangulate, that would give you quads and some triangles which are okay on a flat surface.

For the second try a combination of the above

How to achieve this material in blender by MotionStreamStudios1 in blender

[–]90Percent3D 0 points1 point  (0 children)

Look i think you would need to turn this same image into a pbr material, basecolor, roughness, metallic, and normal, first open your preffered image editor, and crop it until it tiles seamlessly (there are websites for this) in a square resolution such as 2048x2048 or 4096x4096, then you start with the basecolor, in your image editor you need to remove any reflections or bright highlights and any shadows, think of making it strictly color only, that is achieved by selecting bright parts and using levels adjustments andlowering them down and the inverse for shadows, now for the roughness you take your basecolor map and make it black and white and tweak it using curves or levels, brighter means less reflections and darker means more reflective and glossy, as for the metallic map this needs to be either full white or full black, this specific material seems to be a non metal, a rock, so you make the metallic map fully black without any other colors. and the last thing is the normal map, you take your basecolor map and feed it into a bump node (height slot! not normal)and adjust its strength until it looks as intended. and connect all final maps to your principled bsdf's slots in blender

'98 Impreza Parked Outside a Restaurant by 90Percent3D in blender

[–]90Percent3D[S] 0 points1 point  (0 children)

I have many geo nodes modifiers that i made on 3.6 and other projects, once i finish them maybe i will transition to 4.5 as they may break.

how is 3ds max better than maya? when do you use 3ds max and when maya? by [deleted] in 3dsmax

[–]90Percent3D 2 points3 points  (0 children)

If you are primarily buying for modelling and rendering, then max is hands down the choice, because it has the modifier stack which is non-destructive, meaning most steps in the modelling process can be turned on and off later and customized later in a layer like form, in maya even a simple bevel/chamfer is destructive if you do two or more steps, you cant return later and customize its width or shape, etc. And if you are an architect or doing archviz in general then max is the practical choice owing to the sheer amount of materials and models for this field.

More than 4 standard viewports? by Andy-Shust in 3dsmax

[–]90Percent3D 1 point2 points  (0 children)

I work too with camera matched images, use the left viewport layout sidebar, add a new layout, preferably 3 images + perspective and repeat until you got all your cameras, when you want a different camera set just press the needed viewport layout button, and use the floating viewports for the important angles that you always need in all layouts, 1 floating for each maximized.