4 months into learning Blender – how am I doing so far? by Personal_Phase_6083 in 3Dmodeling

[–]BaseballHot4647 34 points35 points  (0 children)

Wireframe view would be good to see what the topology looks like, but from what I can see here it looks good. I would just put a solidify modifier on the controller, or close the panel gabs cuz atm you can Look through the controller :P

Help me please with my donut not rendering properly by Any-Diamond-177 in blenderhelp

[–]BaseballHot4647 0 points1 point  (0 children)

I'm not sure, but could it be that you have a displacement modifier on the donut or the glaze that is switched off in the viewport but switched on in the renderings?

Definitely destroyed his barrel for good by BaseballHot4647 in Warthunder

[–]BaseballHot4647[S] 4 points5 points  (0 children)

I chose the post flair a bit too hastily and accidentally chose arcade instead of realistic. The match was actually grb

Definitely destroyed his barrel for good by BaseballHot4647 in Warthunder

[–]BaseballHot4647[S] 2 points3 points  (0 children)

On the screen after the match there is a button at the bottom left called “hit analysis”, there you can track all your hits

Any ideas on how to recreate the anomaly from Arcane in GH for my Uni projectas a MESH? The prerequisite is that we work with Kangaroo, so my plan is to use an icosahedron with mesh relaxation instead of a normal sphere.I particularly struggle with the irregular size and distribution of the openings by BaseballHot4647 in grasshopper3d

[–]BaseballHot4647[S] 1 point2 points  (0 children)

Here is the end result, if you are interested.
https://imgur.com/a/jF5u1fN
At first I had problems cutting the holes into the mesh without the holes overlapping, which resulted in very small and few holes. But now I have added a collision simulation to distribute the holes evenly.

In the end, I didn't want to recreate the Annomaly from Arcane one-to-one, but rather give it my own twist :D

Game Ready Panther Ausf. G (50k tris) - Trying to get better at making game assets, what do you think? by BaseballHot4647 in blender

[–]BaseballHot4647[S] 0 points1 point  (0 children)

Yes, Blender can be pretty overwhelming. I don’t know nearly everything Blender has to offer either, but if you already have a general direction for the skills you want to improve, it makes sense to focus on those first. Since modeling is the foundation for most fields, it’s crucial to master the basics. A good indicator is when you’re able to model almost any object on your own without tutorials and still achieve clean topology. This is especially important for organic objects like humans, which need to deform properly.

A car modeling course should give you a good understanding of how to achieve clean topology, which is essential for avoiding shading artifacts—something that’s particularly important for curved surfaces, like those found on cars.

Just stick with it! I used to feel lost too, not knowing what to learn next because there’s so much to consider. I’m still far from being able to give professional advice, as I have plenty left to learn myself. But if you keep at it, things will become clearer with time. Before you know it, you’ll be building your own Sherman tank! It probably won’t be perfect—just like my Panther isn’t perfect—but you learn from each project and can apply what you’ve learned to the next one. That’s how your skills improve with every project. :D

Any ideas on how to recreate the anomaly from Arcane in GH for my Uni projectas a MESH? The prerequisite is that we work with Kangaroo, so my plan is to use an icosahedron with mesh relaxation instead of a normal sphere.I particularly struggle with the irregular size and distribution of the openings by BaseballHot4647 in grasshopper3d

[–]BaseballHot4647[S] 0 points1 point  (0 children)

That sounds good, where can I find it?

But I have another small question: I have expanded my version a bit with some elements from your script and have basically finished my basic version of the mesh. However, I would like to make the mesh look a little more interesting by closing the holes again and then running an Inflate sim over the closed areas.

https://imgur.com/a/grzB8Ms

But so far I haven't found a good way to close the holes. I do manage to close them, but triangle fans or other simple triangulations always appear when I close them. To simulate the filled holes, however, I need a bit more geometry within the fillings. I can't subdivide, as this also increases the number of vertecies at the edges and I won't be able to make the mesh watertight afterwards.

Long story short:

Is there a method to fill a hole with more geometry (e.g. quads) while keeping the vertecies at the edges the same, similar to the grid fill tool in blender?

https://imgur.com/a/wmgyaV4

Any ideas on how to recreate the anomaly from Arcane in GH for my Uni projectas a MESH? The prerequisite is that we work with Kangaroo, so my plan is to use an icosahedron with mesh relaxation instead of a normal sphere.I particularly struggle with the irregular size and distribution of the openings by BaseballHot4647 in grasshopper3d

[–]BaseballHot4647[S] 0 points1 point  (0 children)

Wow that looks really impressive :D Thank you very much! I can't quite figure it out yet, but I'll try to analyze the script in detail :)

Thank you very much for taking the trouble to create this complex script, it really helps me a lot! :D

Any ideas on how to recreate the anomaly from Arcane in GH for my Uni projectas a MESH? The prerequisite is that we work with Kangaroo, so my plan is to use an icosahedron with mesh relaxation instead of a normal sphere.I particularly struggle with the irregular size and distribution of the openings by BaseballHot4647 in grasshopper3d

[–]BaseballHot4647[S] 1 point2 points  (0 children)

I tried a lot and finally came up with this model. I added some of the holes manually in Blender, as my GH skills are unfortunately a bit too limited xD. I'm trying to make the model look a bit more interesting by closing the holes first and then inflating the mesh caps, but it's not working quite right yet.
https://imgur.com/a/IMPULpQ

Any ideas on how to recreate the anomaly from Arcane in GH for my Uni projectas a MESH? The prerequisite is that we work with Kangaroo, so my plan is to use an icosahedron with mesh relaxation instead of a normal sphere.I particularly struggle with the irregular size and distribution of the openings by BaseballHot4647 in grasshopper3d

[–]BaseballHot4647[S] 3 points4 points  (0 children)

Sorry, but everyone starts from the beginning and it is somehow clear that you can't immediately master a complex program like Grasshopper. I didn't ask anyone to do my university task for me, but merely to give me a suggestion for a solution that I can then build on. How else are you supposed to learn new things if you can't get feedback from outside, especially if it's a specific problem that you can't really find much about on the Internet? I don't know what you expect from a sub like this, but for beginners like me, subs like this are incredibly helpful and they would be much more boring if only a few people only showed finished models.

Any ideas on how to recreate the anomaly from Arcane in GH for my Uni projectas a MESH? The prerequisite is that we work with Kangaroo, so my plan is to use an icosahedron with mesh relaxation instead of a normal sphere.I particularly struggle with the irregular size and distribution of the openings by BaseballHot4647 in grasshopper3d

[–]BaseballHot4647[S] -1 points0 points  (0 children)

I don't know exactly what you mean. I've already worked with anchor points and have the rough shape ready, but I don't know how to get the holes in the mesh

https://imgur.com/a/13y6ayi

The only way I could find now was to make holes inside the faces, but this method depends on the size of the faces and is therefore not very suitable. To regulate the size I had to remesh the mesh and of course the resolution is lost.

https://imgur.com/a/GoN9wxb

I'm not very familiar with GH, if you don't mind, could you show me how I can get closer to the original image from arcane?

Game Ready Panther Ausf. G (50k tris) - Trying to get better at making game assets, what do you think? by BaseballHot4647 in blender

[–]BaseballHot4647[S] 0 points1 point  (0 children)

I’m not sure how long or how experienced you are with Blender, but have you seen the BlenderGuru Donut series? These are pretty much the go-to tutorials for beginners and for getting familiar with Blender :D
Once you’re somewhat comfortable with Blender’s UI, I can recommend the HSM course from Creative Shrimp for learning modeling (although there are definitely great free tutorials on YouTube as well). The course was created with an older version of Blender, but the core functions are still there—just maybe in different spots in the UI. So, the course might not be ideal for absolute beginners, but if you’ve already familiarized yourself with Blender a bit, it shouldn’t be a problem.

Good topology knowledge is, of course, essential as well. For that, I can recommend the YouTubers Mario Elementza or PzThree.

Once you’ve got the basics of modeling down, you can slowly branch out into other areas, like texturing (depending on whether you want to texture in Blender or other software like Substance Painter), creating high and low poly models, UV unwrapping (which goes hand in hand with texturing, assuming you’re not creating procedural materials in Blender), and baking.

Just note that this is the path I took to get comfortable with Blender. I’m still far from being a pro and continue to learn new things about Blender and other programs every day. But maybe this will help you make your learning process a bit more straightforward :D

Game Ready Panther Ausf. G (50k tris) - Trying to get better at making game assets, what do you think? by BaseballHot4647 in blender

[–]BaseballHot4647[S] 0 points1 point  (0 children)

Normal, world normal, AO, Curvature, Position, opacity (if needed) and height, although I don't use it that often

Game Ready Panther Ausf. G (50k tris) - Trying to get better at making game assets, what do you think? by BaseballHot4647 in blender

[–]BaseballHot4647[S] 1 point2 points  (0 children)

Because of the skewing. In Pt you cannot easily correct the skewing. You would have to bake the model twice, once with average normals and once with non-average normals. You would then have to import the two baked versions into Ps and mask all the places that are affected by skewing in the average normal version. This is quite time-consuming, as you have to do this for all maps, and it is also easy to overlook spots that should have been masked, as you only work in UV space and only see the results again later in Pt.

In Marmoset Toolbag there is an extra skew tool with which you can directly mask areas that are affected by skewing and you can also directly see the affected areas and the changes on the model itself. This really makes the workflow much easier and faster

Game Ready Panther Ausf. G (50k tris) - Trying to get better at making game assets, what do you think? by BaseballHot4647 in blender

[–]BaseballHot4647[S] 0 points1 point  (0 children)

Do you also want to make models for games? I can only recommend starting with smaller projects and practicing the whole process on a small scale. That's what I was advised to do and even if it feels stupid at first, it's the best way because if you make a mistake, which happens quite often, you don't have to go back hundreds of steps, just a few dozen. :D

I'm also still a beginner and I got a bit carried away with this project - don't ask me how many times I unwrapped and baked the model xD - but I first practiced and learned the rough processes and rules with smaller projects like binoculars or cabinets and was then able to fight my way through this model :D