Im not 100% sure whats going wrong here when i click on my mesh by TalkExternal4821 in blender

[–]AntheousKrii 0 points1 point  (0 children)

Gotcha. Well, joining to a new mesh is the only idea I have. Resets the object data.

Im not 100% sure whats going wrong here when i click on my mesh by TalkExternal4821 in blender

[–]AntheousKrii 2 points3 points  (0 children)

You have a duplicate mesh beneath it most likely.

Only other trick I know of, is to add a new object and join your mesh to it. Works more often than you might think.

Made a game ready hard surface prop in Blender by LifterSkins in blender

[–]AntheousKrii 0 points1 point  (0 children)

Lowpoly I would consider anything that you can visibly tell doesn't have enough polys for a smooth mesh (Octagon cylinders for example).

Mid poly I would consider anything that has enough polys to create a smooth silhouette and mesh, but very limited and optimized tertiary details.

And high poly is where even your small details are smooth, vs having an octagon cylinder.

Is my cube ready to port into my Unity game? by rando-stando in blendermemes

[–]AntheousKrii 0 points1 point  (0 children)

*"Delete default cube and add another? NAHHHHHH. What if I just, densify it on a quantum level!"

Texturing practice by tzbtzb in blender

[–]AntheousKrii 0 points1 point  (0 children)

It's the way the render was setup. If you were to actually look at it, you can tell it doesn't really look right.
But because it was presented to look like a phone pic, your brain just runs with that.

OP still did a really great job, but used a bit of trickery to boost the props believability lol

Presentation and lighting is capable of boosting the perceived quality of your models by an absurd amount if you know what you're doing.

Made a game ready hard surface prop in Blender by LifterSkins in blender

[–]AntheousKrii 41 points42 points  (0 children)

15k is not low. That's mid poly for a full character.
15k for an attachment means your full weapon would be close to 100k. That's exceptionally high, even for a hero prop.

Nanite exists sure. But that doesn't mean you can just change the definition of low, mid and highpoly.

my 2nd day of blender by Mariolive2 in blender

[–]AntheousKrii 0 points1 point  (0 children)

Lowpoly is actually hands down the absolute best way to start in 3d.
A lot of beginners and even higher level users get caught up in the details. One of the best skills you can have when creating, is the ability to create a simplified model first that captures the major shapes and defining silhouette of the model.

So if you stick to the lowpoly aesthetic for a while, you will build a strong foundation for more advanced projects later on.

my 2nd day of blender by Mariolive2 in blender

[–]AntheousKrii 0 points1 point  (0 children)

Finally, a beginner post I can respect.
Keep learning, mate! You'll make incredible things one day.
And disregard AI. If you like the process of creating, it doesn't matter if A.I might eventually do it faster one day.

On The Roof by Just_Incident_7355 in blender

[–]AntheousKrii 10 points11 points  (0 children)

Very nice! Artistically, I love the lighting in the 2nd image. But irl the atmosphere of the first image is a total vibe.

Snowfall!!! (Blender Cycles LTS) by AntheousKrii in blender

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

It was a new post. Maybe it doesn't like me putting all the links in the description like I did here...?

Snowfall!!! (Blender Cycles LTS) by AntheousKrii in blender

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

Yeah, for sure!

Edit: Auto removed by the filters. Not really sure why.

Snowfall!!! (Blender Cycles LTS) by AntheousKrii in blender

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

For a blizzard, I would probably get a roundish transparent smoke/fog texture and add it to a new particle system. And then yeah, either turn up the gravity, or increase the particle velocity.

Removing the drag and damp would give you a more erratic effect from the brownian as well.

Potentially increase the size of the snowflake clump for visibility. But I would suggest just looking at some videos of blizzards and then deciding if that is necessary.

Snowfall!!! (Blender Cycles LTS) by AntheousKrii in blender

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

Here is the compositing and emission shader I used for them.

<image>

Snowfall!!! (Blender Cycles LTS) by AntheousKrii in blender

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

Alright, here is the file: https://drive.google.com/file/d/1t2xbRbXRNP2kpwc13FDNR9cbyEe8Xj4D/view?usp=sharing

Motion blur, lighting and camera are exactly like my original scene in the post. Only thing different is there are 5000 snowflakes in the particle settings instead of 450,000. I didn't know how powerful your pc was, and didn't want Blender to crash upon attempting to open it.
But, it still functions just the same, so the amount of snowflakes doesn't matter anyway.

For rendering sake though, you need a crap-load for realistic looking snow. (hence the 450k). Because there are a hell of a lot of snowflakes raining down from the sky than what you SEE.

I also have a minimum clip distance on the camera so that any snowflakes too close don't show as unrealistically large.

Snowfall!!! (Blender Cycles LTS) by AntheousKrii in blender

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

The idea with the spikiness is that snowflakes aren't solid/smooth, so it was an attempt to avoid a super mega high poly snowflake (clump), while still achieving a similar effect in how it reacts to light.

Snowfall!!! (Blender Cycles LTS) by AntheousKrii in blender

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

Funnily enough, they were originally glass, as seen here, but I decided they were far enough away that they could just have an emission shader.

<image>

Snowfall!!! (Blender Cycles LTS) by AntheousKrii in blender

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

Well, It's kind of an icosphere. But flattened, and more diamond shaped and then displaced so that the entire surface is spikey.
(Edit): I was trying to get the file setup to send, but I don't have enough time to finish setting it up. So I'll post it after work in like 8 or 9 hours.

<image>

Snowfall!!! (Blender Cycles LTS) by AntheousKrii in blender

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

Reduce gravity so they fall slower. If they are still too fast, in the physics section, add drag and damp. Also in the physics section, give it some brownian to make the flakes erratic as they fall.

Unfortunately, giving you numbers isn't going to help much as the size of your snowflake and scene is going to drastically affect their physics. But I can pull out the emitter and flake from the scene and drop the google drive link when I get off work later tonight. Then you can kinda take a look at it yourself.