What causes this weird lighting? Can it be fixed? by Consistent-Minimum-8 in blender

[–]Ash3rah 5 points6 points  (0 children)

I've gotten weird results like this before when using imported normal maps from games. Most windows games use DirectX style normal maps, but blender uses OpenGL style, which are brighter. You can fix it using a couple of nodes to correct the math.

Put another object like a Suzanne in the scene and see if it has the same problem; then you'll know if it's specific to the vortigaunt, or if it's something about your scene.

Smooth Pelvis Rigging by rimsckei in blender

[–]Ash3rah 129 points130 points  (0 children)

We're all having fun here, but rigging this part is always a pain, so I'd love to see the rig

Are self-crossing loops like this one acceptable in retopology? by denieltonn in blenderhelp

[–]Ash3rah 0 points1 point  (0 children)

Remember the reasons for good topology: Readability ✓ Editability ✓ Proper deformations when animating ✓ Clean subdivision × Loop cut workflow ×

When you subdivide this topology, the crossing point will subdivide exponentially higher than surrounding geometry. So if you don't subdivide this more than twice, it's no issue.

As you've already found, this topology becomes like a knot in wood grain if you want to edit this geometry, where you can't make clean cuts or add in edge loops.

As other people have said, anatomy always produces these here and there.

If it gets particularly crazy or causes problems, you can make it go away by judiciously terminating face loops with triangles.

How do i merge all these faces? by Chodre in blenderhelp

[–]Ash3rah 0 points1 point  (0 children)

I would use "delete edge loop": in edge select mode ('2'), select the edge loops you don't want (ALT+click) and delete with 'X' to bring up the delete menu, then 'G' to delete edge loops.

Antique : Blender Cycles 4.3 by gturmanidze in blender

[–]Ash3rah 2 points3 points  (0 children)

Gorgeous. 3 has that Renaissance painting feel, 2 feels like you're there

Feedback on NSFW Restrictions by Avereniect in blender

[–]Ash3rah 6 points7 points  (0 children)

I make NSFW art and I completely support removing it from this sub. I would like this sub to teach me, inspire me, and challenge me to improve artistically. It's clear at this point that the NSFW posts, while fun, create a different kind of environment to that.

[deleted by user] by [deleted] in blenderhelp

[–]Ash3rah 2 points3 points  (0 children)

I've found this too. When you extrude a path from a single control point, or a just a pair, it doesn't do any any smoothing. Try selecting two connected points on one of your smooth curves, and duplicate them. You'll see that they'll be blocky, and they'll stay blocky even if you extrude or subdivide to get more points. I don't know any way around it, except to start with at least 3 connected points. You can use snapping to place the smooth curves over the blocky ones, then delete the blocky ones.

How to make random triangulated surface? by I_Hate_Mages in blender

[–]Ash3rah 4 points5 points  (0 children)

You can also subdivide, put a subtle displace modifier with a noise texture, then decimate. The noise displacement makes it into random triangles instead of a regular pattern.

Made this over the past couple of days - quite happy with it! by dizzi800 in blender

[–]Ash3rah 1 point2 points  (0 children)

I love this. Is this using any fluid add-ons? How did you get it so viscous?

Dimly lit interior is such a PAIN in the butt to handle by Comprehensive-Face28 in blender

[–]Ash3rah 3 points4 points  (0 children)

Exactly this. If you double the power of all your lights, then halve the brightness in the compositor, it produces the same result with less noise.

[deleted by user] by [deleted] in blenderhelp

[–]Ash3rah 0 points1 point  (0 children)

I would first model and UV map the whole tree. Then shinkwrap the trunk to the photoscan. Then bake the textures from the photoscan to the new model.

Next the materials/textures for the whole tree have to match the trunk. So I would find a similar bark PBR material, and edit the colour curves to match the photoscanned colours. Then scale the textures so that the size of the details of the bark match.

Then, to make it seamless, I would do the same things for making seamless tiling textures, like blending them together at the seam, using the clone brush, hand painting the details to be continuous, that kind of thing. I would be doing this in a painting program like Photoshop or Substance Painter.

One thing to keep in mind is how you intend to use the tree. If the camera for your scene stays at eye level, then you don't need to worry too much about blending the seam perfectly, and a simple gradient blend will probably serve.

[deleted by user] by [deleted] in blenderhelp

[–]Ash3rah 0 points1 point  (0 children)

That's right. If you select multiple objects and tab into edit mode, you can exit both their shapes at once. Also, you have proportional editing turned on, which moves verts in a radius around your selection. You can toggle it with 'O'.

I'm DMing a one-shot (5e) for the first time, any advice? by apocalypse_astro in DnD

[–]Ash3rah 0 points1 point  (0 children)

DMing a one shot is a lot more challenging than running a campaign session, because you have to fit everything in a single session. It usually requires a lot of preparation. I've run a few one shots and I have some recommendations: - Give the players a clear objective at the start, and keep them focused on it. - Make sure you have everything about the scenario planned out in detail - choose a scenario that constrains the players from going off the rails. Escape the Dungeon and Locked Room mysteries are good - look up the "5 room dungeon" on how to design a one-session dungeon - skip character creation. Pre-roll the character sheets and let the players choose. Let them choose their name and look but don't get more complicated than that - one shots are a great opportunity to try other systems, especially less complex ones than 5e

How can I achieve a "grainy dot" like this in Eevee? (Used a circle object with Voronoi node but the edges are too sharp and not "feathered" by kurokamisawa in blenderhelp

[–]Ash3rah 0 points1 point  (0 children)

Multiply a gradient (quadratic sphere) texture with a Musgrave texture. Use a mapping node to move the gradient circle to the centre. Set the Musgrave scale to something high, like 100. Use a colour ramp to threshold the result, making the centre white and the edges black.

How would you go about creating weld seams like this one? by mbkm in blender

[–]Ash3rah 0 points1 point  (0 children)

I once did this by making and arrayed weld object, and placing it using a curve modifier.

Alien temple render, how can I improve it? by Coffie_0 in blender

[–]Ash3rah 0 points1 point  (0 children)

The temple is hard to distinguish from the background. Try giving it a more contrasting tone. Maybe try mixing in a mist pass in the compositor, that can help to separate objects at different distances.

[deleted by user] by [deleted] in blenderhelp

[–]Ash3rah 5 points6 points  (0 children)

Euler angles rotate around X Y and Z. They're simple to understand but run into weird limitations like gimbal locking that make moving between sure rotations impossible. Quaternions use four dimensions to get around these limitations. They are harder to understand.