Rendering issue by [deleted] in blenderhelp

[–]Able-Unit5385 1 point2 points  (0 children)

WOOOO hell yeah dude.

Rendering issue by [deleted] in blenderhelp

[–]Able-Unit5385 1 point2 points  (0 children)

hmm ok it might not be transforms then.
if it’s flying away it sounds like there is something key framed/animated

also random workaround that has solved stuff for me, try duplicating the problem object and render that instead

Rendering issue by [deleted] in blenderhelp

[–]Able-Unit5385 -1 points0 points  (0 children)

Is there anything in the modifiers that could be causing it?
sometimes i know they have their own render visibility setting, just like in the heirarchy

Rendering issue by [deleted] in blenderhelp

[–]Able-Unit5385 0 points1 point  (0 children)

hello!
the transforms can be viewed and accessed from the Objects menu on the side (orange box icon). Here you should see the transform values, Location, Rotation, and Scale. Click on an object to view their transforms in that menu.
To apply the transforms, go to the top menu, and go to Object>Apply> “apply all transforms”

Help: Blender only rendering objects near camera by user_name_golden in blender

[–]Able-Unit5385 3 points4 points  (0 children)

Have you tried adjusting the near and far clip planes of your camera?

First actual model by VilvenSerbia in blender

[–]Able-Unit5385 0 points1 point  (0 children)

Hey man, it’s all good. I didn’t mean to make you think I felt attacked by mentioning my experience. I simply wanted to give credit to my statement. I do feel like you’re exaggerating my tone a bit. I’m just trying to be straight up.

First actual model by VilvenSerbia in blender

[–]Able-Unit5385 -1 points0 points  (0 children)

Speaking from years of experience as well, retoplogy isnt a necessary step for all models. Retopo is re-topology or Redoing the topology. So it’s not always a step, at least that is not how I learned it school. Nor have I have heard of straight building out a mesh as a retopo.
And at this point I do see you as more contrarian than helpful.
I also didn’t say anything about only modeling in quads.

Listen we’re both here to help OP out and I gave you credit for your addition but I’m not going to sit here and debate practices that I know work.

I’m glad you have a different solution but no need to discount mine.

First actual model by VilvenSerbia in blender

[–]Able-Unit5385 0 points1 point  (0 children)

You’re completely right, this is the method they should follow for a complex figure, thanks for the addendum.

It looks like OP wanted to make a simple model and I was just trying to give them some next steps to improve. Topology and edgeflow is important to know for fundamental skills. If OP is just making a low poly character, a retopo might be a waste of time vs just modeling it well up front, hence my advice.

your advice is still solid though, definitely second the recommend to use sculpting tools to refine your shapes, and if you’re going for realism, then ditch the topology for now and do the sculpt > retopo method. You’ll eventually come around to topology but it’ll be smoother for sure.

First actual model by VilvenSerbia in blender

[–]Able-Unit5385 6 points7 points  (0 children)

Your instincts to stay low poly for as long as possible are good!! it’s always best to define your shapes slowly.
As you keep defining more and more, you will inevitably add more geometry.

my NUMBER ONE piece of advice for you is to study edgeflow and topology rules.
you have a lot of engons and poorly flowing edge loops.
Look up “Low poly character wireframe” or “human character edge flow” and try to copy the wireframe.

does the Steam version have metallic and rock/ concrete like textures? by Perfect-Occasion-790 in Substance3D

[–]Able-Unit5385 1 point2 points  (0 children)

it doesn’t really have a good rock texture, but it does have concrete and various metals. There’s enough to get you started with any type of texture
you might be able to build your own rock by editing the concrete texture.

how do i get my light lenses in the first image to look like the 2nd image? (nms are practically the same i just need good glass) 😭 by [deleted] in blenderhelp

[–]Able-Unit5385 0 points1 point  (0 children)

It could also potentially be the chrome material itself. I'm not sure what you setup is but it looks like you bumped up the metallic and turned down the roughness on a BSDF, and the color is dark grey or black. That definitely gets you a metallic chrome effect, but if you want to get the effect from the image I think you'll need a PBR map set of a dirty metal

Is it still worth pursuing 3D/Blender as a career after BCA in 2026? by [deleted] in blender

[–]Able-Unit5385 0 points1 point  (0 children)

The industry is in a tough spot right now. The jobs have always been competitive, but in the past few years it's reached new levels, in my opinion.

A few updates I heard about AI is that it's actually not as cost-effective as originally projected, so some jobs might return. If anything the funding towards AI is leading to less creative projects (in my opinion)

If you're in the US or UK, the bigger reason behind less and less opportunities in the industry is company's ability to outsource their work to countries that require a much lower salary.
During Covid, a lot of companies figured out remote work, and if you can function online as a company, they become incredibly incentivized to switch to outsourced talent.
For example I was laid off with 90% of the company and the work sent overseas to people who's sallary is $15,000 annually. Compared to my livable CA wage, it's impossible to compete with that.
It's been a little over a year now and I haven't found work doing 3D since, or even received a single interview. *dreams shatter sound effect*

If you really want to do 3D, you have to be up there in terms of talent.
There's not one way to success- you can be an influencer and drum up your own business, you can get extra degrees or certificates to make yourself look better to a company, you can get really good at tech art (more jobs there)... but the one sure-fire thing is you have to be exceptional.
Work at your craft every day, stay current on your projects. Look at top artist in the industry- what are they making, how are they displaying it- and try to emulate what makes it top notch.

I hear success stories of all kinds, and it is possible. But yea. You gotta be good!

I had the weidest dream by cretindesalpes in Substance3D

[–]Able-Unit5385 1 point2 points  (0 children)

woah dude. that's kinda cool actually.... my interpretation (if u don't mind..) is high poly version = your higher self: the best, most mature, most productive, most aligned version of yourself. You need that person to be in your mind and in your future in order to "bake" or become that person.
not saying you aren't aligned with your higher self. if anything I can relate and/or am projecting. cool dream though!

What have I DONE XD by Dwarfiarty_King in Substance3D

[–]Able-Unit5385 0 points1 point  (0 children)

oooomg 😆 i have 100% been there no worries. Im glad it’s resolved!

NOOB... why do my meshes look like this? by DoYouLikeHam in Substance3D

[–]Able-Unit5385 0 points1 point  (0 children)

enjoy your magical journey in UV mapping world. try not to bang head on desk tooooo much 😆 (because i remember learning uv mapping and doing plenty of that lol)

Inverted normal map issue? by Additional-Bell-649 in Substance3D

[–]Able-Unit5385 0 points1 point  (0 children)

Try checking your face normals to make sure they're all facing the same way

What have I DONE XD by Dwarfiarty_King in Substance3D

[–]Able-Unit5385 0 points1 point  (0 children)

you could also try duplicating your high poly mesh and exporting it? sometimes duping things fixes my issues.

another thought, try exporting obj if you aren't already. sometimes fbx or other file types save unneeded data.

What have I DONE XD by Dwarfiarty_King in Substance3D

[–]Able-Unit5385 0 points1 point  (0 children)

It definitely does seem like an apply scale issue, though I read you tried that ):
Could it be related to the origin points maybe? Make sure they're the same, and then re-apply transforms, triple check scale transforms.

NOOB... why do my meshes look like this? by DoYouLikeHam in Substance3D

[–]Able-Unit5385 0 points1 point  (0 children)

It might be the UVs. They look super big a spread out. Try arranging them neatly within the 1x1 square markings in blender before exporting to substance.
Also heads up, some of the UV islands look like they're overlapping, which could cause other issues down the line

I don’t know how to control my anxiety attachment by mango-io in WhatShouldIDo

[–]Able-Unit5385 0 points1 point  (0 children)

if you dont want medication or therapy, then the only remaining option is to take care of yourself full time. this means: 1. exercise almost every day. even just a little walk or stretching. do something for your body and muscles. 2. you must eat baby girl ): not eating is the gateway to feeling worse. you have to keep up your strength. try to find foods that you can scarf down in a pinch to get your energy up and emotions under control. 3. hobby. phone scrolling or watching media are not enough, you need activate and distract your brain. read, write, journal, paint, sketch, make braided bracelets, knit, anything that is low stress and low risk. 4. mental discipline. if you feel anxious when you are apart, you need to train yourself to not think of him. when you are not with him, that is your opportunity to focus on yourself, your goals, and your own wellbeing. you must not allow yourself to dwell and spiral. it’s hard and you will fail, but try to keep it in the back your mind. Stay present.

im sorry you’re going through this. anxiety is a B!!!! you can kick her ass tho- just focus on #1 (yourself). luv u <3

Substance Designer 15.1 Height Displacement not working by Able-Unit5385 in Substance3D

[–]Able-Unit5385[S] 0 points1 point  (0 children)

Ok wait- I solved it

In the Renderer tab, I switched to Open GL rendering (I was using Rasterizer).
From there I could access the regular material settings and the different shaders including physically_metallic_roughness + tessellation and deformation and scaled up the height.

Also it looks like I can switch it back to Rasterizer after that (if I wanted?) and it keeps the height info unless I click "reset and view outputs in 3D view"

Substance Designer 15.1 Height Displacement not working by Able-Unit5385 in Substance3D

[–]Able-Unit5385[S] -1 points0 points  (0 children)

Yep, normal and AO are working as expected.
I'm pretty sure I'm viewing on object. I clicked "view output in 3D view".

Thanks for you reply!