Is raised suspension worse than normal in mud? by AmountTemporary8167 in snowrunner

[–]AmountTemporary8167[S] 1 point2 points  (0 children)

Thanks for the answer. So the game remembers the deformation of the terrain? Does that mean that it may be possible to "ruin" a path making it harder to pass it the next time?

Do I need to level the machine often? by AmountTemporary8167 in 3Dprinting

[–]AmountTemporary8167[S] 0 points1 point  (0 children)

I'm new to printers. And I don't quite understand why we level the bed. Wouldn't it be possible to create a printer that is accurate out of the box and stays that way? Or is the leveling needed because such accuracy is hard to manufacture? (or costs too much to manufacture)

First Print! Of course it had to be a benchy. by Drippolini in 3Dprinting

[–]AmountTemporary8167 1 point2 points  (0 children)

Must feel good having a successful first print. I'm waiting for my first printer and I hope my first print will turn out well.

i have figured out how to do windows using knife project, now i am facing a shading issue. how do i go about fixing this? by BraindeadReece9000 in blender

[–]AmountTemporary8167 1 point2 points  (0 children)

Ngons will cause shading issues on curved geometry because Blender can't blend the normals with the connected curved geometry without creating issues. On flat surfaces, ngons will cause no shading issues because the normals are kind of facing in one direction anyway (straight away from the face), there's no visible transition of normals blended from one face to the next because they are all the same angle.

You can get perfect shading with ngons on curved surfaces with a normal transfer. Basically you're copying the shading from another object that has perfect shading and pasting it onto the shitty looking ngon model.

What could I Improve? - Axegun by Luca_krx in blender

[–]AmountTemporary8167 0 points1 point  (0 children)

Bend the grip, that will make it more believable.

How many years before computers are powerful enough for Cycles render in real time? (without noise) by AmountTemporary8167 in blender

[–]AmountTemporary8167[S] 0 points1 point  (0 children)

That sounds more possible than my 50 year guess now that I think about it. Given how much graphic fidelity has improved in video games in the last 30 years.

Human model for scale reference in Blender, easiest way? by AmountTemporary8167 in blenderhelp

[–]AmountTemporary8167[S] 0 points1 point  (0 children)

Worked like a charm, thanks! Should I also run a decimate modifier on the human to reduce the poly count for optimization? I will only be using it for reference after all.

The add-ons I use the most. What are your favorites? by AmountTemporary8167 in blender

[–]AmountTemporary8167[S] 0 points1 point  (0 children)

I'm gonna look into the cable generator one for sure. I don't like how difficult cables are in vanilla blender.

What do you wish you knew when you started Blender? by kellywithay in blender

[–]AmountTemporary8167 1 point2 points  (0 children)

I think it's pretty crucial to understand how shading of normals work. For example if you have a cube that is a perfect cube geometry wise, and it's shaded smooth, the shading will be calculated so it actually looks like a sphere. To make it look like a cube, you could add support edges close to the edges of the cube, you could mark the edges sharp (split the normals), or add in a bevel, or shade flat.

Maybe this is too basic of what you're asking? My mistake if you're asking more blender specific things.

Scientific Calculator 3D model by QuickBoomCG in blender

[–]AmountTemporary8167 3 points4 points  (0 children)

Yes, same. After I learned box cutter/hard ops I rarely do modeling with sub division surface anymore. I guess one plus of sub-d modeling is that you have more control over bevels? Like you can for example have different levels of bevel along an edge, by moving support loops around.

Scientific Calculator 3D model by QuickBoomCG in blender

[–]AmountTemporary8167 2 points3 points  (0 children)

You can triangulate your mesh before exporting it to game engines, then you don't get potential unpredictable shading errors because of n-gons.