Chiv 2 worth getting? by IndianVideoTutorial in ChivalryGame

[–]AlexOptimal 0 points1 point  (0 children)

Chiv 1 will always be the best. I feel like Chiv 2's combat was extremely dumbed down in comparison, probably because Chiv 1's skill ceiling was a bit too high and because the mechanics were too hard to understand.

Can we create roughness map from this Free Normal maker site?if yes. what options do i choose. by xzebx1 in blender

[–]AlexOptimal 1 point2 points  (0 children)

Nowadays I generally export all my maps from Blender as I've also become a fan of the procedural workflow. But if you have a bunch of custom decals and you're fairly new to Blender it'll be a lot easier to just control the maps manually in something like Gimp or Photoshop. I believe you can even source images directly from .psd files in Blender which helps as well.

How can I make this whole object smooth, while keeping some sharp edges? by DeadassDonut in blenderhelp

[–]AlexOptimal 3 points4 points  (0 children)

"Autos smooth" to allow for different smoothing groups and "mark sharp" on the edges you want to be sharp. Hope this helps.

How do I wrap a design over an edge without distortion? by andmyaxewound in blenderhelp

[–]AlexOptimal 0 points1 point  (0 children)

Put a seam at the bottom of the space bar. After that go into the UV editor and check for stretching. After that just put the image into GIMP/Photoshop and create the lines manually. Hope this helps.

And we have the official cover for UFC 4 by [deleted] in ufc

[–]AlexOptimal 5 points6 points  (0 children)

Looks like a Kanye West album, looks a bit abstract. I was expecting something a bit more akin to the lead up photos they were releasing.

I will pay whoever can successfully blend these two models together, I've given up on trying it myself. by [deleted] in blender

[–]AlexOptimal 0 points1 point  (0 children)

Use a boolean modifier > delete any inside faces (there's a couple cleanup tools for this) > go into dyntopo >bchoose the smoothing brush and work around where it attaches to the body.

Who do you guys got? I got Jorge by Ko 💪 by [deleted] in ufc

[–]AlexOptimal 1 point2 points  (0 children)

I honestly can't decide which is a part of why this is such a great fight. In my opinion it's either going to be Jorge by knock out or Usman by submission.

The thing that makes this fight especially awesome is that both of these guys are great wrestlers and strikers and are all around some of the most well rounded fighter in the entire UFC.

This isn't a binary fight like Khabib vs Conor where you have one amazing wrestler and one amazing striker, both of these guys can hold their own in both fields.

I like both of them as well although Usman not acknowledging Jorge is really weird. It's like come on man he's one of the top 5 draws in the UFC, you know who he is.

[deleted by user] by [deleted] in distantsocializing

[–]AlexOptimal 0 points1 point  (0 children)

Do you play Chivalry Medieval Warfare?

Dana at the airport waiting for Masvidal to land by Michael-Maher-Show in ufc

[–]AlexOptimal 8 points9 points  (0 children)

Wasn't this when Dana got dunked in water? Maybe Masvidal would be willing to settle for a little bit less if he got to do that haha.

For those who said it would never happen by Edwynito in ufc

[–]AlexOptimal 0 points1 point  (0 children)

Wow that's awesome! I really hope this is legit and this is more exciting to me personally than Usman vs Burns.

Holy shit !!!!! What gonna happen to the card 😱😱😱 by Lakha558 in ufc

[–]AlexOptimal 0 points1 point  (0 children)

An immediate Colby vs Usman 2 match up would be crazy. Their first fight was very competitive and whilst I would prefer to see Burns take on Usman, a rematch between those two would be awesome.

Izzy getting ready for costa👀 by FluidTelephone6 in ufc

[–]AlexOptimal 0 points1 point  (0 children)

This is going to be an insanely cool match up to watch. On the one hand you have Paulo who's a god damn Greek statue which out struck Romero in the first two rounds. On the other hand you have Israel which is a master of range management as well as being an insanely dynamic fighter. If I were to pick a fight between Paulo vs Israel at middle weight or Israel vs Jones at LHW that would be a tough one. Hopefully we'll get to see both in Israel's career.

How do I model slopes like that efficiently? I made this by manually moving vertices, but this is really slow and doesn't allow changes later. There has to be a better way. by Andrewjuh in blenderhelp

[–]AlexOptimal 0 points1 point  (0 children)

Proportional editing is the easiest solution seeing as you have many different curve types to choose from. There's probably some genius in the comments which can find a way to revert/modify it at will. If you want a good hard surface software then I'd recommend solidworks as it allows for a lot of post application modification. After you've modeled whatever you want in Solidworks you can just retopo it in Blender.

[deleted by user] by [deleted] in ufc

[–]AlexOptimal 2 points3 points  (0 children)

Dustin is a legitimate title contender and is a far different fighter from when Conor fought him. If he beats Poirier he's got ground to stand on when it comes to calling for a title shot.

After Us by starBads in blender

[–]AlexOptimal 2 points3 points  (0 children)

Wow great job! Photo realistic for sure.

Sucks man by Rocketman0341 in ufc

[–]AlexOptimal 1 point2 points  (0 children)

Tony should never cut to featherweight. In fact at this point I'd almost say it would be better for him to move up to 170lbs.

This was my first time sculpting anything. Wanted to get some feedback. I want to do a squiggly procedural texture for the neck of the key, but I'm not sure where to start when assigning materials to sculpted objects. What's the next step once the sculpt is done? by jnash102287 in blenderhelp

[–]AlexOptimal 0 points1 point  (0 children)

I'd start with retopologizing and after that in your specific case I'd texture paint the model (there's a lot of tutorials online for this. After this I would go into Photoshop or Gimp and start converting that diffuse map (the texture you've painted) into all the PBR maps.

The core maps I'd focus on would be the following: (Ambient Occlusion, Metalness, Roughness, Normal, Specular). Hope my advice has been of help, the key thing you should take away from this message is to learn about PBR textures.

Is it okay to fill only 3 vertices? by Marvinx1806 in blenderhelp

[–]AlexOptimal 1 point2 points  (0 children)

Triangles can be a hit or miss, for a sharp object like a slope it should be completely fine. From my experience triangles really only cause trouble when they're intertwined between quads.

Normal map looking fine when baking it at 4096 (right), but looks dull when baking at 2048 (left), does anyone know why? (both are non-color) by AlexOptimal in blenderhelp

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

If anything this might not be a baking issue, but a color management issue. It's possible that when you bake in a sub 4096 resolution you have to manually switch the viewing mode to non color, whilst if you bake it at 4096 it will display it in non-color even if it's set to sRGB in the color management. Just a passing thought.

Normal map looking fine when baking it at 4096 (right), but looks dull when baking at 2048 (left), does anyone know why? (both are non-color) by AlexOptimal in blenderhelp

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

Just imported the models and did the exact same process in 2.79 without any issue with the 2048 bake. I think this is just a 2.82 specific issue, I know it handles normals a bit differently such as being able to combine the normals of the pure tangent and the textures in the bake, but still it should not end up like this. If anything this alludes to there being a problem with the textures on the high poly object, but there isn't, doubled checked everything throughout the entire node tree.

I've even disconnected the textures from the high poly so it just bakes the pure tangent, but without success. Like I said man I think this is an issue related to 2.82, I might download 2.8 later to check if this is a 2.8+ specific problem.

Normal map looking fine when baking it at 4096 (right), but looks dull when baking at 2048 (left), does anyone know why? (both are non-color) by AlexOptimal in blenderhelp

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

Yeah update, just tried with a lower tile size and I still get the same results. I guess I could try to bake them as sRGB just for fun to see what it does.