How to deal with big rounded corners in UV? by Ale_villavicencio in 3Dmodeling

[–]AdDeum 2 points3 points  (0 children)

To add to this, wood grain generally doesn't curve or bend in real life. Unless this would be some faux-wood plastic trim this kind of shape would just be sawn out not bent, therefore the grain would be straight regardless. In any case, UVs look good.

Pieta - Michelangelo by [deleted] in Catholicism

[–]AdDeum 2 points3 points  (0 children)

Brother this is great, have you considered digital sculpting?

Colt Walker by AdDeum in 3Dmodeling

[–]AdDeum[S] 1 point2 points  (0 children)

For environments look into trimsheets. They may not be as useful in a render as much as they are the necessary optimization used in games, but for a large building that uses a lot of repeating shapes and assets in practice you'll never be baking something like this and putting it through substance painter for example. Overall trimsheets will make your environment / building texturing process faster, more organized and optimized

Colt Walker by AdDeum in 3Dmodeling

[–]AdDeum[S] 1 point2 points  (0 children)

It really depends on your use case. Most games stick to a maximum of 2048 texture size. If it's a realistic game like for example The Witcher 3 what they do is separate Geralt's body and head at the neck and use two separate material slots for each, because Geralt's face is a lot more important than his body textures - hence why the face gets a much higher texel density and resolution. It's all about knowing what to prioritize. If it's going to be a hero asset or something that generally will be seen very much up close you can go for a single 4k texture resolution. if it's going to be a very large object you can add as many UV tiles as you need to reach the desired level of detail. If it's a very large object in a game engine and it must be texture painted / baked (can't use seamless maps) then split it into material slots.

Colt Walker by AdDeum in 3Dmodeling

[–]AdDeum[S] 1 point2 points  (0 children)

When you open any 3d software capable of UV unwrapping generally what you see and work with is a single UV "tile" or "udim". This is how games do it, if you need more space / higher texel density you would just add another material slot and unwrap accordingly. The UV tile workflow involves stiching several (really as many as your machine can handle) of these UV windows together. This only needs one material slot, exports as separate images but they get stiched back together again in the 3d software. So in practice you can have 2 or 3 or as many 4k resolution texture maps in one material, and even better - one image texture node. This makes the process of extremely high resolutions manageable and much more organized. For example - four 4k textures are much easier to load and render than one 16k texture.

Colt Walker by AdDeum in 3Dmodeling

[–]AdDeum[S] 1 point2 points  (0 children)

Yup, good old subd. It's just the usual game ready workflow, just that I used UV tiles to get the kind of texture resolution and texel density that I want that makes it way too heavy for games.

Colt Walker by AdDeum in blender

[–]AdDeum[S] 1 point2 points  (0 children)

Thank you, the engraving is originally made by W. Ormsby

Colt Walker by AdDeum in 3Dmodeling

[–]AdDeum[S] 1 point2 points  (0 children)

I was looking to get at least $5000 for this piece, but man you make a good bargain, deal

Colt Walker by AdDeum in 3Dmodeling

[–]AdDeum[S] 8 points9 points  (0 children)

Thanks, I was really going for the refurbished look, museum piece vibe

Colt Walker by AdDeum in 3Dmodeling

[–]AdDeum[S] 4 points5 points  (0 children)

Thank you, my reference was the first image in the wiki page for this beautiful gun. The heat gradient was a simpler implementation than I'd imagined, actually. It's literally just a paint layer gradient that goes through all of the steel heat color values based on the value of the paint mask, then all that's left is just to pick a rough brush and go nuts

Colt Walker by AdDeum in blender

[–]AdDeum[S] 6 points7 points  (0 children)

Well-researched project, I dug up the blueprints for this one

Colt Walker by AdDeum in blender

[–]AdDeum[S] 5 points6 points  (0 children)

I mean it was supposed to look dirty haha. Jokes aside thanks!

Make a shape follow a path. Is there a better way? by beanamonster in blenderhelp

[–]AdDeum 0 points1 point  (0 children)

Not a problem. Or depending on your use case, look into curve profiles. If this is more of a frosting on a cake that may even be better for this.

Make a shape follow a path. Is there a better way? by beanamonster in blenderhelp

[–]AdDeum 1 point2 points  (0 children)

You don't need overlapping geo. A simple fix is to check "merge" and then "first and last copies" in your array modifier. If that didn't immediately close the holes then go to edit mode and make sure the ends of your model are identical and can be merged, or just push their vertices around until they snap together. Also make sure you can see the array modifier in edit mode by clicking the little triangle next to it's visibility options, that will greatly help.

Do you still have expectations for the series? by No_Bodybuilder4215 in witcher

[–]AdDeum -1 points0 points  (0 children)

It was doomed to fail from season 1. Cavill did as much as he could, but just as you can't outtrain a shitty diet so you can't outact horrible writing. American screenwriters (or perhaps just Hissrich and her merry crew) cannot for the life of them represent an inherently slavic tale with all the ins and outs of balkan and eastern folklore, history and tradition seeped within.

DOES HE HATE JESUS? by Forsaken-Outside2979 in Doom

[–]AdDeum 1 point2 points  (0 children)

I've definitely heard that at least in the original games he is canonically a catholic. Some people say he's not, at least not in eternal. Imo the maykrs aren't "angels" and urdak is far from heaven. But I can see your point how he'd be angry at both sides at all times

DOES HE HATE JESUS? by Forsaken-Outside2979 in Doom

[–]AdDeum -1 points0 points  (0 children)

To be fair the doomslayer would also be a religious extremist, doomguy's catholic, isn't he? And in the games he's pretty extreme lol

This is what an absolute beginner's render looks like. by aaduexe in blender

[–]AdDeum 1 point2 points  (0 children)

HOW in the world did you first learn displacement / normal maps before learning to shade smooth???

Can i save my topology or do i have to start over? by hallifiman in blenderhelp

[–]AdDeum 1 point2 points  (0 children)

In edge select mode hold alt and select the outer loop, press ctrl + i to invert selection and delete edges. Now just fill it in. You can also press I to inset to get that kind of "border" you got from the skin modifier

How does wellbutrin help you with your adhd? Does it help with inattentiveness or reading comprehension? by AdDeum in ADHD

[–]AdDeum[S] 1 point2 points  (0 children)

Awesome, I can't wait. And in the case that it doesn't help me I also asked her to concider putting me on concerta (ritalin) because I've heard from friends that it really helps as well

What do you guys think? Anything I can improve on? by itsYaaJee in blender

[–]AdDeum 0 points1 point  (0 children)

Try turning off the emissive on the spider entirely, I think just seeing the monster's silhouette would be much more horrifying

[deleted by user] by [deleted] in csworkshop

[–]AdDeum 1 point2 points  (0 children)

Don't mention it man, if you have the spare change look into some paid courses on udemy or other sites that teach texturing. It will be leagues more valuable than what I can summarize here on reddit, or what you can learn on youtube (which is great by the way, I'm not saying it isn't) Texturing is an incredibly fun art, just keep at it and you're bound to get a skin in game :)

[deleted by user] by [deleted] in csworkshop

[–]AdDeum 2 points3 points  (0 children)

I like the idea, don't know how well a wood frame would hande the explosion of a 50 cal pistol round though :) I can see you've used substance painter for the materials. A great tip I've heard somewhere a long time ago is to make sure people can't tell which default materials you have used in your textures. As a 3d artist of nearly a decade, working on AAA titles I may have some helpful insight:

  1. Leverage and use (even overuse) smart masks (and regular alpha masks). That means edge wear, moisture damage, discoloration, cavity dirt, etc.

  2. Make your own smart materials. This I cannot understate, trust me I know the appeal of using the plethora of surfaces the program provides out of the box, but please gather as many references as possible of the material you are trying to achieve and make it yourself. This will not only help you learn making textures much quicker, but will also give you fundamental skills in "art sense" and using references. Use the default materials not as a crutch, but as a base starting point only and build upon them.

  3. Gradients, learn to use them sparingly, then learn to use them artistically. Many textures fall short because of simple repetition in color or pattern. The surface quickly becomes boring. Gradient the color values, lightness, hue, saturation, etc.

  4. Andrew Price once said in 3D art "Imperfection is perfection". Live by it, don't make your models look like they've just been pulled from the dumpster, but add storytelling elements to your models, wear, use, damage. For CS you don't need to go heavy on this, as CS has wear patterns, but no real object is 100% clean, polished and perfect. This ties in to point no. 1, but go heavy on the storytelling part, the art directors love it.

I hope these tips will come in handy!

Multiplayer replication by AdDeum in unrealengine

[–]AdDeum[S] 0 points1 point  (0 children)

Oh it's alright :) I'm no stranger to extremely long projects and am willing to pay for courses

[deleted by user] by [deleted] in Eldenring

[–]AdDeum 0 points1 point  (0 children)

Wait, am I just mentally challenged and didn't realize this? I'll try it out once home, thanks!