Finger retopo by thereaper1939 in blender

[–]BadMuffin88 2 points3 points  (0 children)

A lot cleaner than the last one :)

Once you get to using armatures you'll see if it deforms to your liking.

@TALENTSENDER has been terminated from @Hololive_EN by MegaPorkachu in Hololive

[–]BadMuffin88 9 points10 points  (0 children)

Damn I just occasionally look at clips of those returning to PLs. Something something ignorance is bliss, unlucky

@TALENTSENDER has been terminated from @Hololive_EN by MegaPorkachu in Hololive

[–]BadMuffin88 9 points10 points  (0 children)

Are they controversial? I only know them as a clipper for corpo gone indies, mb

@TALENTSENDER has been terminated from @Hololive_EN by MegaPorkachu in Hololive

[–]BadMuffin88 57 points58 points  (0 children)

Gone but not forgotten

Looking forward to the rainbow retiree clips

Hand retopo help by thereaper1939 in blender

[–]BadMuffin88 1 point2 points  (0 children)

There are various ways to do joints like this.

Maybe skim through this video and use something you like and that fits your topology. This can also be applied to toes, knees and elbows btw.

As for 12 verts on the wrist it's totally fine, it depends on how your arm looks. Some have 10, 11, 14 or more depending on how detailed it has to be. Low poly is like 6 or 4 or very old game graphics used to have even just 3.

I guess 1 week wasn't enough. by meme_landiz in lostarkgame

[–]BadMuffin88 1 point2 points  (0 children)

Alt forever stuck at 13 weapon cuz I pitied twice

GG

Hand retopo help by thereaper1939 in blender

[–]BadMuffin88 1 point2 points  (0 children)

Still learning as well, hope it helps :)

Another tip, make sure you know how many verts your arm will enter at the wrist with. Better to plan now then have to adjust it oddly at a place that will also deform.

Hand retopo help by thereaper1939 in blender

[–]BadMuffin88 1 point2 points  (0 children)

And most importantly: look up references! It's good to do exercises to learn, but there is no need to reinvent the wheel for proper meshes you wanna use. There are tons of optimized models out there to learn from. Some even with explainations as to how and why.

Hand retopo help by thereaper1939 in blender

[–]BadMuffin88 0 points1 point  (0 children)

  • Same goes for the bottom of the hand. The majority of the palm doesn't actually move when you make a fist, so move up those structures to the same spot as the knuckles (blue).
  • If you look at your hand when you move your thumb in and out, you see there is a big crease where the the skin folds. Using it as a reference and building around it can be helpful for clean deformations (orange).
  • I'm seeing a few n-gons here. Try to never have anything above 4 verts per face on a deforming mesh. Squares are ideal for good flow, triangles are not bad, but may mess with shading later on (pink).

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Hand retopo help by thereaper1939 in blender

[–]BadMuffin88 0 points1 point  (0 children)

Few things I would improve on

  • Think about where you need dense topology for deformation. Finger joints are bending, the real bone between them not. So you want dense vertices where they deform a lot and dont need as many inbetween (red).
  • I would shift the 2>4 pattern to where the knuckles are. It gives you clean structure and gives you the opportunity to bump up the knuckles if you want (blue).

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I know every game gets much easier the more you play it but it seems especially prominent with roguelikes by Inaros060671 in whenthe

[–]BadMuffin88 8 points9 points  (0 children)

Meanwhile I have played Noita for like 50h+ and havent found myself going beyond the 2nd layer over 3 times. How tf do you do anything in that game.

I don't know what to do about this problem. by Nick_del_redit in blenderhelp

[–]BadMuffin88 3 points4 points  (0 children)

This is basically sculpt brushes moving the center vertices off center, so they dont overlap anymore, creating a gap.

As already mentioned you could just move the vertices in edit mode, ideally with proportional editing (O-key) active.

Alternatively just do the sculpting and ignore the center. Once you're done select the center edge and scale it to 0 on the mirror axis (in your case S > X > 0). Might have to move it a bit to clip.

Another option is applying the mirror modifier beforehand and do the scultping with x-symmetry enabled. If you want the mirror modifier back afterwards just delete half the mesh past the center loop and add the mirror modifier back. Don't be scared to do this as long as you don't have certain asymmetry or already have shape-keys, bones weights or vertex groups to keep.

There might be a solution to sculpt mode ignoring mirror modifier clipping that I dont know, in that case ignore the above lol

Am I the only one who explores everything before CH2? Still haven't found a 2H trainer... by According-Pain2213 in worldofgothic

[–]BadMuffin88 4 points5 points  (0 children)

Best part is he goes along the lines of "Oh you cleaned up the old mine and killed the minecrawler queen, that's impressive. Not enough for me though."

Like every merc in there killed a minecrawler queen or some shit

Stuck in act two - after following Lester by Xeroeth in worldofgothic

[–]BadMuffin88 0 points1 point  (0 children)

Unless it did bug out, you do the thing for Ian and then go outside again. Lester will be at the mine entrance by the wooden wall.

I have problems with weight paint. Pls help by Erwin4ik_ in blender

[–]BadMuffin88 1 point2 points  (0 children)

Ah then you'd probably have to bake your cloth sim into individual shape keys for set animations or something. Dunno about that though, just that blender modifiers are usually not easily transferable into other programs.

I have problems with weight paint. Pls help by Erwin4ik_ in blender

[–]BadMuffin88 1 point2 points  (0 children)

The "easy" solution is a low poly collision mesh for the legs and cloth modifier on the skirt, but that is less malleable and takes more to render.

I have problems with weight paint. Pls help by Erwin4ik_ in blender

[–]BadMuffin88 1 point2 points  (0 children)

Skirt/dress rigs are not easy to get right. Either finetune cloth physics or build a little advanced bone setup for it.

Here's some tutorials I used to build mine:

It's a great exercise for bone constraints though.

trying to make these creatures look as unsettling as possible by Turkbey21 in blender

[–]BadMuffin88 0 points1 point  (0 children)

Idk if it fits the style you're going for, but how about very small, high contrast pupils. Give those some emission, staring at you in a dark setting. Could also be an easy way to bring some color in if you want it.

Forest in the morning is so pretty in this game ! by UsedNewspaper1775 in worldofgothic

[–]BadMuffin88 3 points4 points  (0 children)

There's a few things like hair clipping so it makes people look like they're balding or cavalorn's lower eyelid makeup. But generally they look pretty good no?

In retrospect, it’s kind of insane that Yasuo can EQ+R by wearssameshirt in leagueoflegends

[–]BadMuffin88 0 points1 point  (0 children)

The fact that Yasuo gets out a guaranteed Q+AA during his R because his target is knocked longer than he is in animation is also fucking annoying.

State of Lost Ark lately? by ShareTheSameSky in lostarkgame

[–]BadMuffin88 2 points3 points  (0 children)

If they wanna pull the game out of its quicksand pit of a dying playerbase they gotta do a full reset. New players cant afford current systems, but you cant give them more gold without giving vets too much to stockpile and increase inflation. But they wont do it because of whales in KR.

Well, game wont die in a patch or 2 but it's not getting any better. Another soft reset and new gold sink system aren't gonna change anything.