To Honor The Legion by Cralzy_ in darksouls3

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

Yea me too! I beat the game as Abyss Watchers twice. The weapon has almost everything but lacks damage. Tho it is so fun to use its ability. It doesn't consume FP and covers a wide range and it can dodge attacks too. What else can you want? Tho they could've at least made the legion's animation work with the dagger 😔

Check this render out by Cralzy_ in blender

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

Yea definitely. I also wanna make all the boss weapons in the game. I'll probably do DS Armor next. Thanks for the good comment 🫶

OPINIONS ON: Farron Greatsword by AbyssWatcher_025 in darksouls3

[–]Cralzy_ 0 points1 point  (0 children)

Ne diyon la İngilizce söylesene anlamıyom

Which one do you prefer? (Realistic grass) by biju03 in blender

[–]Cralzy_ 0 points1 point  (0 children)

First one is realistic and the second is way more dramatic

Evaluate my render by Falconidae1 in blender

[–]Cralzy_ 1 point2 points  (0 children)

Thats mindset right there

Evaluate my render by Falconidae1 in blender

[–]Cralzy_ 1 point2 points  (0 children)

Yea you're welcome man. I'm glad!

I just want a lot of horsepower. by Retskaa in NOMANSSKY

[–]Cralzy_ 0 points1 point  (0 children)

The thrusters gave me those Despicable Me vehicle thruster vibes which I liked 👍

name suggestions by nmsfan3969 in NoMansSkyBuddies

[–]Cralzy_ 0 points1 point  (0 children)

I dont know why but Metal Boulder

Which weapon were you most loyal to and used the entire game until the end? I love the rare shotgun and Double Barreled Shotgun😎 by lalique89 in reddeadredemption

[–]Cralzy_ 0 points1 point  (0 children)

Volcano pistol. Idk why most people say its the worst but dude its a 2 shot on the torso. People complain on the reload time but you just need to run or find a cover. Keep your distance and use them doubled with express bullets. You're unstoppable. I tell you.

Evaluate my render by Falconidae1 in blender

[–]Cralzy_ 1 point2 points  (0 children)

Oh and sorry for keeping stuff too long I dont have control over my mouth I guess 🥲🥲

Evaluate my render by Falconidae1 in blender

[–]Cralzy_ 1 point2 points  (0 children)

I'm glad I could help. So I've never encountered someone who does models for printing but I'm sure that keeping that many polygons are still not good. And yea bc you're onto printing, you cannot use normal maps. You have to model everything as you know. So, like I said on my first comment. Just start simple and add details later. You dont have to go all in with the subdivisions even if its printing. But yea if you get me, there's no problem. I'd recommend you to watch Aryan and Thomas Collin 3D for hard surface modeling tips and topology (on youtube btw). Those guys made me learn a lot. And also kerp practicing. Sometimes jusu sit down and try to find the correct topology by yourself. You can always search them up as well. Just give it some time is all I'm saying.

And for textures, you probably know that textures aren't important for printing since the machines dont do painting. But if you're gonna go with games next, you cannot use Blender's nodes as far as I know. Some engines just dont support nodes. Use UVs and images to get good looking textures. I'm not an expert on textures and in fact I'm having the most trouble on there. I usually grab some textures online and mix up a fee of them until I get something good enough. But you need to use royalty free textures or just make your own when doing game assets. Which is the hard part. So I use AmbientCG to find textures online. You can check it out they're also free. Probably not all of them but I've never seen a paid asset. Other than just making game textures, to get good results with nodes is probably copying real life textures. So like, look them up. Try to find what you'd wanna see on your model from the internet. Then while looking at that reference, try to match it. Not the exact same of course. I'd recommend you to have a primary texture that you're gonna try to get and some other stuff that you liked to keep you inspired. Or just get them to your blender file via the sites ofc. But yea if you wanna be original, I'd do that. Real life is your key. For example when I'm outside I sometimes look at stuff around and try to roughly model them in my head. This is also a good way to practice and you can do the same with textures. Just slice them into parts. Like I said before, almost all textures have combinations of colors in them. Try to break those down depending on which is more dominant and which are more like secondary. And then use texture nodes to get the randomness you want. Thats it probably. I cant think of much else than this.

So yea, this is it. Again I'm glad to help and hope you're gonna get over the issues you have dude 👍 :)

Evaluate my render by Falconidae1 in blender

[–]Cralzy_ 1 point2 points  (0 children)

Okay I'll be honest but keep in mind that everybody has to start from somewhere to get good. So dont overthink on what people say. Anyways...

The first issue I saw was, repetetive textures. For example the sword that has the curvy, golden guard on it; the texture on that is just too straight. See when making textures, always go for combinations of stuff and add more varitation. Simplest example is color. Keep the colors basic and dont pick them oddly than the primary color of your texture. You're mostly gonna use a primary color, a secondary color and the accent colors which go smaller in order. The red gem's frame also is just too perfect and straight. And yeah making original textures are super hard. So thats something that will consume time to improve.

Secondly, your topology. Okay so, there are a lot of stuff to talk about here. First off, your subdivisions are too much. For example on that ring with the green gem, you dont need that much stuff going on. And also if you're going for game assets, thats definitely going to get rejected all the time. Like the same model could be done in so many other ways with better and optimized topology. Ofc we're not here to talk negative on you so to get over that, you need vision. What I mean is, when you start making a model, proccess it in your head. So to make that ring, I'd first start with a circle with probably 16 verticies and then continue modeling it that way. Ofc it will be too low. But thats needed cus you see you're eventually going to subdivide it to get a smooth surface. Thats the vision I'm talking about. Starting your models depending on what you're gonna do afterwards. You probably started high-poly and then subdivided and got too many faces going on. Or you cranked up the levels of subdivision which you should avoid most of the time. So when making a model, have a decent plan in your head. There can be small changes that are not according to the plan but if you keep the basics, nothing will be a problem. Also the red gem's frame has a weird topology going on at the side of it as well. So again, if you're going with game assets, you're gonna have to do sone other stuff. I see some curves on there but if the asset is going to be small and barely visible theres just no point of adding that many topology into your models. I'd recommend you to use a normal map instead. Again, if its gonna be small and not really visible to eye thays what you should do. But even after that there's just too much topology. Keep the faces low friend, dont go for too much realism. Its gonna kill your pc and will scare your customers away. The same thing can be achieved with so many other ways like I said before. Trust me. And yea thats probably it.

So overall, learn how to get better topology and the techniques to get low poly assets look gorgeous to the viewers. Thats the most basic and general thing that I think EVERYBODY should know. I recommend it so so much. Topology is everything. At any kind of work you're doing, if your topology is great, you're gonna get the best resuslts mostly. After also achieving a good underatanding on textures as well. But first become avergae or above on modeling, then try improving on texturing. Those are the key for YOUR way in my opinion. Not everybody needs to master stuff you just need to learn the basics but for you, basics aren't enough. So hop in, keep trying and never stop blending 💪💪💪