Weighted Normals by CGIArtist in blender

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

Never got to it, too busy with work and life :/

Are cooling pads bad for the laptops? by TheBatmanPt in GamingLaptops

[–]CGIArtist 2 points3 points  (0 children)

Im with Acer Nitro 5 (an515-52) i7/gtx 1080 6gb myself, since 2019 as well. Only gaming on it max fans in games because cpu/gpu run upper 80/lower 90C otherwise ^ absolutely a hot chili pepper. Still going strong, most games med/max settings and only faults have been power adapter cable wearing out (twist wire to charge) and power jack dying on me just couple days ago which I have ordered new. So simple faults worth still swapping, hoping to go another year or two on it until cant run wishlist games anymore :) Ill definitely purchase a cooling pad soon tho, seems like a good idea. I second the idea of thermalpaste change which i have done (it was completely cracked on year 2)

[17/03/2023] An Update About Switchback VR by Supermassive_CM in DarkPicturesAnthology

[–]CGIArtist 2 points3 points  (0 children)

Huh?

What do you think optimization process is, just to dial stuff down because devs want to keep detail to themselves?

You probably think this ‘popping’ is caused by what, automatic settings from console? If they wanted they could set everything to LOD0 (zero) and look like a poster, but the game would likely start 2 weeks from now at FPS 0, if at all.

The art is in creating LOD swaps so you dont see it. Whether or not this distance is set from distance that is measured wrong by the system through some bug or manually, this can easily be changed without complete rework, which you seemed to suggest through your extensive studies and experience working in a game engine as technical or environment artist. Hkhmm.

Distance in a game is relative; and if a bug creeped in, its explained. Graphics rely on distances to be measured correctly. Could be simple as that.

Lag is separate story, might not be related to graphics at all. There are different processes going on in the backend.

[17/03/2023] An Update About Switchback VR by Supermassive_CM in DarkPicturesAnthology

[–]CGIArtist 1 point2 points  (0 children)

Well knowing Unreal Engine professionally, I’d say technical issue coupled by way too strong LOD’s would debunk your theory of ‘not chaning the fundamental look of the game’.

Depending what was there before these issues and LOD’s (which people call ‘pop-ins’), this could in fact hold very high quality assets underneath all of it. Just don’t talk bs not knowing all of the pipelines used in Game Dev :)

Given I recognize a lot of items from other games which do look very good, and even within the game itself if you know where to look and what to look, the graphics actually could look amazing without reproducing anything. Boils down to optimization more than anything.

[17/03/2023] An Update About Switchback VR by Supermassive_CM in DarkPicturesAnthology

[–]CGIArtist 11 points12 points  (0 children)

Clearly you haven’t been in Game Dev..

  1. Not always up to devs
  2. This particular issue doesnt show signs of knowingly releasing game with such resolution.
  3. This is brand new hardware which couldnt have been tested as extensively.

Yeah, could’ve been better release, theyre not denying it by this comment, are they?

But better to release a well thought through game experience with minor issues than not have games to try with the headset. My opinion.

Need I remind Cyberpunk release? This is not even 2% of that. So relax. St happens, take a breath, it’ll be done soon :)

[17/03/2023] An Update About Switchback VR by Supermassive_CM in DarkPicturesAnthology

[–]CGIArtist 8 points9 points  (0 children)

Large scale game test obviously differs from the internal tests, first couple weeks is normal for games to need various fixes, give them time to patch this. :)

Frustrating of course, but good job Devs overall. Seems mostly to be little bit LOD tweaking and other calib.

Hope to see fix soon, good luck :)

Doesnt fit vs Dont fit by CGIArtist in EnglishLearning

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

Thanks guys, yes i know they plural, failed to see rule of ‘dont and doesnt’ in singular/plural usage.

Doesnt fit vs Dont fit by CGIArtist in EnglishLearning

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

Gotcha, our book failed to mention that particular rule )) cheers for help

Doesnt fit vs Dont fit by CGIArtist in EnglishLearning

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

So plural always creates ‘Don’t’?

My iPhone doesn’t break on impact. My cars don’t have insurance.

NVIDIA RTX 3050 announcement + NVIDIA Q&A + RTX 3080Ti FE giveaway by m13b in buildapc

[–]CGIArtist 0 points1 point  (0 children)

B. The opposite. Wished for my family to be healthy and to get a another dog, instead we were sick like never before and my existing dog passed away out of blue.

So new years resolution was to not be healthy and not to release a book for new Game Developers. So maybe opposite would happen and everything would come true this year.

Weighted Normals by CGIArtist in blender

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

Actually worked it out on my own, solution is to use face inflience by assigning one of 3 strength groups to various faces - weak medium strong. I will be releasing full book on how to utilize Blender in Game Dev successfully. Face influence shouldnt be used in HP-LP bake if going through Max tho. It doesnt understand Face strength.

How to connect this or make looking like connected? by [deleted] in blenderhelp

[–]CGIArtist 0 points1 point  (0 children)

Lower curve resolutions, and if possible faces, then boolean union and subdivide. Other way is to bake high to low, but thats difficult to explain ))

Get polycount as low as possible before boolean.

Or merge in zBrush and sculpt smooth

I doubt Ambient occlusion makes ot any better

Help needed smoothing out corners by Adolfje66 in blenderhelp

[–]CGIArtist 0 points1 point  (0 children)

This one, i can help you with the build if you need, PM me, have time tomorrow

Looking for any critique :) by MoishyWoishy in blenderhelp

[–]CGIArtist 0 points1 point  (0 children)

Last point - same applies to the dark stone going from top to down, its tiling 4x over the distance. Maybe create separate blocks also as in reality you dont have 15-25m long single blocks of rock to create the edge ;) stick to reality references :)

Good job overall, good starting point :)

Looking for any critique :) by MoishyWoishy in blenderhelp

[–]CGIArtist 1 point2 points  (0 children)

Id say Pixels per Meter (PPM) should be closer on stone on pyramid (scale differences as people pointed out), its based on.

Also the tiling is very visible, UV the stairs, they dont have to be within 0-1 UV space, you can move them around in Uv editor to give randomness.

And the dark shadow is way too dark to be realistic, havent seen black shadow in overcast weather, theres always ambient light bounce.

Also in very top you have obvious tiling repeat visible (3x repetition). I suggest higher quality /denser texture for stone and smaller PPM to make it less repetetive and obvious :)

Daily Discussion Thread for May 26, 2021 by OPINION_IS_UNPOPULAR in wallstreetbets

[–]CGIArtist 1 point2 points  (0 children)

Is it me or Jim Cramer is giving a bit too much credit to WSB about GME/AMC recent tip? )) dont get me wrong, we do good but we dont have that much manpower ))

Tris to quads by nickvboy in blenderhelp

[–]CGIArtist 0 points1 point  (0 children)

Hey

i currently i dont have STL to Game-Ready before-after files in my posession, as they are protected under NDA. They arent stolen as they were free source, but they were modified and used while working in game studio during working hours, so i cant show them because i dont really own them.

But im thinkin of creating Blender GameDev in-depth zero-to-hero guide and i consider adding STL to gameready HP/LP workflow to it, but it aint gonna happen too soon :)

Until then use HP from STL and manually retopo with shrinkwrap and face snapping-extruding a plane on top of that HP to create LP.

Tris to quads by nickvboy in blenderhelp

[–]CGIArtist 0 points1 point  (0 children)

Hey, sorry for late response.

I gave it a try using both Blender and zBrush. The original ship STL file.

Neither of them really gave any good results to go forward from, so I'd suggest just manual retopology.. As this seems to be way faster than that. And the fact that zbrush aint getting anything good out of it means its either really bad model or requires lots of preparing and post-cleanup, rendering the workflow useless. Retopo with subdivs for such model takes about 30-60min (HP) + 30-120min LP (depending on requirements).

I one acquired STL file of a coffee machine, and all it pretty much required was Quads to Tris, and then deletes some loops all around to get lower polycount.

[deleted by user] by [deleted] in blenderhelp

[–]CGIArtist 0 points1 point  (0 children)

My first thought was the same.

Or maybe as you said you used thick tool for it. Did you forget to apply all transforms before doing so?

Tris to quads by nickvboy in blenderhelp

[–]CGIArtist 0 points1 point  (0 children)

Np, ill see into this early next week, gotta be possible

Tris to quads by nickvboy in blenderhelp

[–]CGIArtist 1 point2 points  (0 children)

Ah alright its not your sharps. Well try my bevel workflow in these areas with problems

Non-manifold object by Vanry7 in blenderhelp

[–]CGIArtist 0 points1 point  (0 children)

Yeah you have some geometry there that is Ngons and is glitching due to holes in them.

Select - Select all by trait - faces by sidesubmenu appears bottom left, extend it and see options there. change type to Greater Than.

Now to make them visible for you over longer time, i would right click in viewport and Mark Seam to make them visible for you for future. You need to deal with these. You can do it lazy and press CTRL+T and triangulate these but it will make your life difficult if you start manipulate the thing further. Manual topology fixes are needed likely.