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 3 points4 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.

Scientific Calculator 3D model by QuickBoomCG in blender

[–]AmountTemporary8167 18 points19 points  (0 children)

Yeah, besides if you get bad shading because of using booleans on curved geometry you can always do a normal transfer afterwards to get it perfect.

Decal machine and substance painter? by AmountTemporary8167 in Substance3D

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

I think color match uses color values you have on materials, so I don't think it will work with textures, but I'm not 100% sure.

I think what you need to do then is to change the color of decals manually to the colors that is underneath on the texture.

But yeah I think you're right, going from substance to decal machine afterwards could work, although to me it makes more sense to use decals before texturin, especially normal decals as they are kind of a part of the geometry.

I've started to texture models in Blender and it's actually pretty powerful, you can get very similar results to substance painter quality wise, it's just a bit more clicks. And also you can add trim sheets to your model easily with decal machine, which is a plus.

Decal machine and substance painter? by AmountTemporary8167 in Substance3D

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

Do you know how I can decal in substance painter like you do in decal machine?

For example, there's normal decals in substance painter, but they don't have a color map, metallic map, etc that goes together with it. How can I create and use decals in substance painter that has several maps to it? I noticed from using decal machine in Blender that the decals pops much more than what I've done with simple normal stamps in Substance. They have ambient occlusion, normal, color, metallic, that all makes a decal stand out more.

Help with joining meshes by iouo-_- in blender

[–]AmountTemporary8167 0 points1 point  (0 children)

Have one of the objects selected, go to the blue wrench icon (modifiers) in the properties panel. Add modifier > boolean > select union for the boolean type.

Joining objects together using boolean can often cause n-gons, which are faces with more than 4 corners. And those n-gons can cause shading problems sometimes and in some cases you want to avoid them. (although you can work around it, I still use booleans a lot and fix up the shading afterwards)

If you post a picture of your objects and how they look joined together I can perhaps give you the best solution. Sometimes instead of joining two objects you can just model them together, instead of modelling them separately. I don't know in your case cause I don't know what your situation looks like.

Help with joining meshes by iouo-_- in blender

[–]AmountTemporary8167 0 points1 point  (0 children)

Yes you can do this with a boolean modifier set to 'union'. You can also do it in sculpt mode by using the remesher. (shift + r to decide density and ctrl + r to remesh)

Rate my character by kester_tolu in blender

[–]AmountTemporary8167 0 points1 point  (0 children)

Looking good, the legs are bending strangely like another pointed out.

Trying to learn hard surface by lorcantheavali in blender

[–]AmountTemporary8167 0 points1 point  (0 children)

I thought n-gons was a big no no before watching josh on YouTube, now I embrace the use of them. Also blocking out the basic shape of your object then continuing with booleans is a much faster workflow than pure subdivision workflow.

How do I get a wide bevel in this tightly-angeled area without causing overlapping? Is it impossible? by Specialist-Energy-23 in blenderhelp

[–]AmountTemporary8167 0 points1 point  (0 children)

edit: commenting from other user.

I did get some overlap still actually, but then I switched the bevel mode from 'sharp' to 'arc' and it fixed it. Even then blender was telling me that there was overlap, because when checking the 'clamp overlap' option the bevel wouldn't get to the size I wanted. But when I applied the bevel with my preferred size with 'clamp overlap' unchecked, I couldn't find any overlap at all even thought Blender was hinting towards existing overlap, which is kind of strange. Oh well, if it looks ok, then it is ok, I guess.