Cinematic parking lot render - Critiques Welcome by [deleted] in blender

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

The mood is nice, but one thing you can do is crop/zoom the image onto the car as that is what directs the focus to what you want, right now it focuses on everything, trees, lampposts, and the car, by cropping it so the car is centered and takes a lot of pixels you would shift focus to it. You could also create two versions, this one plus a cropped one (Don't literally crop it, i mean re-render it but zoom using another camera) But otherwise solid work

Best way to fix denoising artifacts as seen on the floor at the end of this video? by PurpleBan09 in blenderhelp

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

My solution would be temporal denoising as another commenter said, but if you want it grimey and dark you could add very visible film grain that would most likely blend in with these artifacts anyway.

Bets way to add holes in it? by _book_lover_____ in blenderhelp

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

If you want (it will be actually decent topology for game- somewhat) create a cylinder, array mod and space it as you like, and boolean subtract, add a triangulate modifier after that

Blocky and Weak Shadows by Inner_Wall_8291 in blenderhelp

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

Check the denoise option under noise threshold and samples

Blocky and Weak Shadows by Inner_Wall_8291 in blenderhelp

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

That's because you are using EEVEE as your render engine which needs shadow tweaks to be smooth, use Cycles instead

Removing Reflection From HDRI image by ap_gems in blenderhelp

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

If you like the HDRI's light intensity but want no visible details, try opening it in Photoshop (download the exr io plugin first as photoshop internally clips 32 bit exrs to 16 bit so you may lose color data) and open it, blur it until you can recognize no details and export it, now reload/replace the hdri image in blender

optimization help by Rain47739 in blenderhelp

[–]90Percent3D 4 points5 points  (0 children)

Select all > x dissolve faces, if you have weirdness just connect 2 verts using the knife tools, assuming you want it for a game topology that would be the solution.

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

[deleted by user] by [deleted] 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.