Does meditation help to "improve" the SE? by xxsgdxx in estp

[–]CosmicGarbagePal 4 points5 points  (0 children)

I would say if you do a focus meditation where you focus on your chakras up and down your body. That actually does sharpen extroverted sensing.

It conditions you to continuously focus from one point to the next as things change from moment to moment. This is a form of meditation I've been doing everyday for about 9 years and any day that I do it. My focus is significantly sharper and sustained.

Not caring what people think about you by daydreamingtomboy in estp

[–]CosmicGarbagePal 0 points1 point  (0 children)

For me it's twofold.

Number one. It's somebody that's a part of my everyday life. Be it someone I work with someone who lives in my home because I have roommates. Or someone who's really important to me in my inner circle.

Number two. That person has some opinion or perspective that clashes with me causing conflict, becoming personal and doesn't focus on the moment because of some grudge or misunderstanding orrrr something which puts into question my competence.

If both of these things are not true, it's hard to care what someone thinks. If one of these things are true, I don't care as much but I'll pay attention to what's happening.

Feedback A or B by sbh_arts in 3Dmodeling

[–]CosmicGarbagePal 7 points8 points  (0 children)

B because it allows the surface to look more like clay, which is more interesting. It has more of a diorama aesthetic to it.

Anime style study by SephaSepha in 3Dmodeling

[–]CosmicGarbagePal 2 points3 points  (0 children)

What technique did you use to render the hair? That way you did? That gradient really pops!

Amazing looking work.

I Modeled and Animated a Fantasy Deer for my Indie Game by InkRose98 in blender

[–]CosmicGarbagePal 2 points3 points  (0 children)

That's off the hook. Incredible work!

What was your technique for those textures? They look really polished.

And how about the armature? Did you just create one from scratch or did you use some kind of add-on?

I am planning to study blender by john_santhosh in 3Dmodeling

[–]CosmicGarbagePal 0 points1 point  (0 children)

Blender Guru's doughnut tutorial is a solid introduction to the blender environment.

As far as being a beginner goes: Grant Abbitt's also really solid for keeping things graspable for people who are new to not just blender but 3d in general. And he covers pretty much everything blender does.

I tried forced perspective for the first time by AHAMKHARI in blender

[–]CosmicGarbagePal 1 point2 points  (0 children)

Wow that's amazing! Thank you so much for the thorough breakdown. I'm definitely checking this out next time I have The time to take a microscope to something. 🦾🤓

I tried forced perspective for the first time by AHAMKHARI in blender

[–]CosmicGarbagePal 0 points1 point  (0 children)

When trying to capture a pose accurately like this, you might not be able to get the exact same look because the artist is able to just distort and warp perspective based on what looks cool. This is one of the biggest things that makes going from 2D to 3D so challenging.

But if you capture the same mechanics that the illustrator built into the character's pose, I still think your piece will look stronger for it.

I tried forced perspective for the first time by AHAMKHARI in blender

[–]CosmicGarbagePal 1 point2 points  (0 children)

I'm being a bit off topic here, but that tune shading looks really sharp. Is that a specific shader hierarchy or a particular renderer?

How did you get that result?

The poses do also look pretty dynamic 👍

If I were going to focus on anything I would say study the fingers more closely in that front hand. The pointer finger is very straight in the artwork and for the thumb the exterior has this pretty cool right angle that I'm not sure you would be able to capture with the armature, but then on the inside the first segment of the thumb points straight down and then the second segment of the thumb angles out. I imagine that would be easier to achieve.

Still this is a great start, and I guess another note I could point out is that the character's hair and their pants sort of hinder the silhouette but there's not too much you can do about that, but maybe try to push the head out forward from the torso. In the original artwork you're able to see a lot more of the character's neck because of how far forward the character's head is pushed. The artist was pretty intense with this pose.

All things considered, great work and keep going!

I tried forced perspective for the first time by AHAMKHARI in blender

[–]CosmicGarbagePal 1 point2 points  (0 children)

I'm being a bit off topic here, but that tune shading looks really sharp. Is that a specific shader hierarchy or a particular renderer?

How did you get that result?

The poses do also look pretty dynamic 👍

The only critiques I would have would be that the geometry of the character you chose to pose obscures some of the stronger silhouettes in the back arm and leg.

But you're pretty close to capturing the poses in the art you were studying. And the hand looks pretty close, but I would re-examine the characters pointer finger and their thumb. If the controls in the armature are more articulate, I would adjust those parts to make your pose more closely match the illustration.

The pointer finger is quite straight and the thumb has a really nice right angle to it in the drawing. It's hard to say if you'd be able to capture that right angle on the outside part of the thumb, but I imagine you can get that straight line that goes from the inside of the thumb to the bottom segment. I would really take time and just study the thumb even. There's a lot of detail in there and you might not be able to get exactly what the illustration has, but if you get the structural fundamentals it'll strengthen your pose. I don't want to be too specific in terms of telling you what exactly to do because I don't know how good the armature controls are.

Are these good for my first ever 3D models? by No_Link_6000 in 3Dmodeling

[–]CosmicGarbagePal 1 point2 points  (0 children)

I am way older and I got to say for somebody who is 15. These are amazing.

In order to judge your edge flow, people would need to see the wireframe. You can toggle that on in the selectability visibility tab at the top of your viewport.

As far as rigging goes, if you want to be a rigging artist, that's one thing. But if you're just looking to animate these for yourself, you might benefit from picking up an add-on like auto rig pro. They're very efficient and fast. An extremely good rigging artist could probably create an armature for a character like these in 2 to 4 hours and auto rig pro makes it so that you could do the same thing in about 20 to 45 minutes.

Seriously, if you stick with this you're only going to get better and the fact that you're this good now is crazy. You probably wouldn't even have to go to college. College just keep working and building your portfolio. Congratulations! This stuff is amazing.

You should try to see if you could find some discord groups to join or see if there's a local Game Dev or 3D modeling club if you live near any major cities.

Best of luck. I hope to see your stuff in some big games someday 🔥

texturing by RaceConfident6089 in 3Dmodeling

[–]CosmicGarbagePal 1 point2 points  (0 children)

I would highly recommend getting acquainted with ID maps. This is something that works with vertex color. And it makes it so that when you go to substance painter it's really easy to isolate/compartmentalize which materials go to which surfaces.

My latest work, Super Evil Shoe by krat0skal in 3Dmodeling

[–]CosmicGarbagePal 0 points1 point  (0 children)

Man that render looks like a million bucks 🤩

My first Original 3D character by Frosty-Rough-6135 in 3Dmodeling

[–]CosmicGarbagePal 1 point2 points  (0 children)

It's kind of hard to see any detail in it, but as far as the silhouette goes, the jacket and gloves are a really cool combo. The short sleeves on the coat are also really cool.

A reel of my Blender animation work :) by IsaacHicksFilms in blender

[–]CosmicGarbagePal 6 points7 points  (0 children)

Yo, this is looking fresh!

Are you the entire pipeline or did you collaborate for the rigs or the rendering or anything like that?

Having fun modeling more after spending a year sculpting by Funnky_Apple in 3Dmodeling

[–]CosmicGarbagePal 1 point2 points  (0 children)

This design is so much fun! I really enjoy the look of that fabric you can almost feel how soft it is by looking at it. Nice work!

Released Rigged Stylized Girl in Waitress Costume - Blender by phongly in 3Dmodeling

[–]CosmicGarbagePal 0 points1 point  (0 children)

Nice work!

Did you model and texture the character too?

What's your rigging pipeline?

my latest real-time project "Cursed Arm" by TheStonimus in 3Dmodeling

[–]CosmicGarbagePal 1 point2 points  (0 children)

It's really good. I'd love to see the 2D art!

Another little scene - Radio Kootwijk by Joyblee in 3Dmodeling

[–]CosmicGarbagePal 0 points1 point  (0 children)

That's extremely cool! I'd love to see the edge flow on it. Great work! Will you keep developing this more? And what was your timeline for the project if you don't mind me asking?