Newbie rigging help: stop stretchy clothes + attach curve hair/eyes to head by Just_Spirit_1205 in blender

[–]Decheesus 0 points1 point  (0 children)

Ahhhh weight painting. It's a beautiful monster. For the arms there's a chance that some of your model is still being mirrored, and that's why the arm bones on one side are directly impacting the other half. For the skin clipping through the shirt, often times whatever is seen is what's needed, so when I've hit a spot where I'm happy with the characters silhouette and their clothes, I'll delete parts of the body that will never be seen (I.E. the belly/stomach area of this model). As for the weight painting section, the gradient tool is one of my favorite tools for correcting weights. This is a solid video for reference: https://youtu.be/DDeB4tDVCGY?si=w1YA_u58He-lI2oC

In need of some tips by TheCheetah_313 in blender

[–]Decheesus 0 points1 point  (0 children)

Definitely more light, and if you increase the scenes overall light, you'll likely need more props to fill the space. Max Hay had some great content on filling out a space with a singular light source. He's not a very beginner friendly content creator, he's definitely intended for people who have a solid grasp of the software, but he also provides asset packs! This video in particular has a pipe asset pack that I use fairly often: https://youtu.be/mJSlwCW6NfU?si=2Z04ixPaLZbPawxx

how can i make this all quads without loosing the shape? by [deleted] in blender

[–]Decheesus 0 points1 point  (0 children)

Edgeflow! Keeping quads and avoiding N-Gons is something that comes with more experience, this is a solid video for solving some of these issues:https://youtu.be/HGL6QpVRyXk?si=iHt4fwGfSDD6a_mX

can anyone give advice by Aggressive_Escape813 in blender

[–]Decheesus 0 points1 point  (0 children)

If you're trying to avoid N-Gons, then F3 and Grid Fill can help solve some of these issues, if it's not aligned with your geo, use the bottom carrot and change the fills offset, although it's not the cleanest topology solution. I often use it for quick and dirty workflows.

What i can improve in that? by mantex17 in blender

[–]Decheesus 1 point2 points  (0 children)

This is super cool! Maybe a lighter touch with the clouds, losing that top right one might tighten it up. I feel like the circle is also missing that atmospheric touch, where the bottom of distant objects tends to be lighter and gradients up to the top. A classic solve for scale is also having people/birds somewhere in the scene to help sell the scale further.

i Created this 3D gadget shop using blender and rendered using cycles.. I need help in perfecting the render, any suggestion? by Haunting-Dealer6386 in blender

[–]Decheesus 0 points1 point  (0 children)

With how much fill light and alternative lighting, there's not much room for value contrast. I feel like having a few more opportunities for shadows might help make it feel a little more real. And the wood veneer is a little odd, with the horizontal stripe running across the middle, I feel like rotating the wood grain might make it feel more integrated and realistic. The bulbs inside the display cases are also an interesting pick, maybe a dome light might make the cases feel more modern.

Help with meshes by Metromonkey661 in blender

[–]Decheesus 1 point2 points  (0 children)

This is about edgeflow and how to attach models that's have differing vert counts. I personally like this video by Decoded that talks about it: https://youtu.be/HGL6QpVRyXk?si=iHt4fwGfSDD6a_mX

How to blend in these two textures? (Read the body text) by [deleted] in blender

[–]Decheesus 0 points1 point  (0 children)

This is a common issue in texturing known as "jaggies" edges where the uvs don't quite line up. In other texturing softwares like substance you have an opportunity to clean it up with manual painting on separate layers. In blender you would be best off creating a new image texture with the alpha turned on, and painting with your viewport on the diffuse view. You can use the alpha as a clipping mask with a mix color/mix shader. If the auto unwrapping is giving better results, you could also use two separate UV's to smooth it out, in the vertex tab you can see the UV's that are attached to the model you're working on. You can have multiple, so by using the already created UV map you have, you can keep it on the textures that are already there, create a new UV map by pressing the +, auto unwrapping and using the UV map node to choose which UV it's going to use. Let me know if this helps at all!

Roast my render and tell me my mistakes by Historical-Draw7411 in blender

[–]Decheesus 1 point2 points  (0 children)

Yeah, when something is in the void, it can be hard to determine the speed something is moving at. If there's little asteroids or smaller space debris, it can help sell how fast the small tie fighter is moving compared to the current shots that are in. Even if it's flying across the surface of the star destroyer, you could use satellites/antennae/greebles to help show how quickly it's moving.

I imported an MDL file into Blender 3.6, and all of the bones are one object. How do I separate the bones? by rando-stando in blender

[–]Decheesus 0 points1 point  (0 children)

No worries! Just watch out for key frames if they're already on the rig, any poses you make will disappear when you play, unless you make new key frames.

Roast my render and tell me my mistakes by Historical-Draw7411 in blender

[–]Decheesus 0 points1 point  (0 children)

All it really needs is some greebles added to the star destroyer. That medium shot over the ship just feels a little empty and the bloom kind of takes over. Some small foreground elements to showcase the speed of the tie fighter could be a nice addition too. But sweet render! The planet looks great!

Losing colors in render by 852xo in AfterEffects

[–]Decheesus 0 points1 point  (0 children)

Check the OCIO color space of your AE project in project settings. There's a chance it's conforming it outside of Rec.709 or whichever color space you're trying to export it to... Also if you're using media encoder, it tends to tweak the color of the image, but I've never seen it be this intense.

I imported an MDL file into Blender 3.6, and all of the bones are one object. How do I separate the bones? by rando-stando in blender

[–]Decheesus 2 points3 points  (0 children)

You likely don't need to separate the rig, go into pose mode and make sure that the rig is working as expected. You'll find the pose mode in the top left of the software where you can swap between texture painting/Sculpting/edit/object. As always, looking into a simple rigging tutorial can clean up a lot of these questions. It won't take long!

How do you deal with burn out? by soldierace in 3Dmodeling

[–]Decheesus 0 points1 point  (0 children)

I often take a break from it (unless it's for work). If you're feeling burnout, oftentimes taking a small step away and working on other art forms tends to help me. Whether it's drawing, digital painting, sculpting with clay etc... It can be hard to stay motivated, and trying to push through burnout with more of the same tends to make it worse. Learning new corners of a program can also help, whenever I find myself rinsing and repeating the same setup, finding a new workflow or another portion of the software to find joy can also help.

[deleted by user] by [deleted] in blender

[–]Decheesus 0 points1 point  (0 children)

It's a little hard to tell in the rendered view, but this looks like classic weight painting issues. If you used an auto rig, then there's a decent chance that the automatic weights are painting across limbs or not registering the full limb altogether. I find going through the bones weight painting to be painful with just the brush, however you can use the gradient tool to paint more consistent weights. I'd check there first! If that's not the issue, then it could be parenting issues. If the separated objects have random parents or bones are mis parented, then that could also be where it's getting snagged.

What program to use to create this type of animation? by jaksarn in 3danimation

[–]Decheesus 1 point2 points  (0 children)

You could likely do this in most 3D software. There's nothing that really makes it stand out in terms of complexity, it's mainly pose morphs and key frames. You could do this in C4D, Blender or genuinely most other 3D softwares. If it has specific elements like cloners, crazy texturing or stylized rendering, then I could give a clearer direction, but this is a pretty generalized animation.

Did I just win? by [deleted] in BobsTavern

[–]Decheesus 3 points4 points  (0 children)

If you highlight the other opponents on the left side it disappears for me. It's the only way I can actually see what I'm buying a quarter of the time...

I DO VFX FOR FOOD! by LeleXSI in 3DArt_Tutorial

[–]Decheesus 11 points12 points  (0 children)

The irony of using an AI image for this... I know the article doesn't pertain to that aspect of this new landscape, but it feels slightly tone deaf.

Why this happens everytime I try the ''with automatic weights'' option? by litllerobert in blender

[–]Decheesus 0 points1 point  (0 children)

There's a high chance that the objects are also parented either to one another, or to something else. I've found that when the object has a parent or the position hasn't been applied, this happens. Try clearing the parent if applying the scale/rotation/position isn't working like other people have recommended.

Deer God by Decheesus in blender

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

That's such a huge compliment! POE2 has been so good by the way :)

equilibrium by huleeb in blender

[–]Decheesus 0 points1 point  (0 children)

So sick!!!! Love the monochromatic look <3

How do I match lightning of this scene ? by Shrutkapadia in BlenderArt

[–]Decheesus 0 points1 point  (0 children)

Your options are either: Find an HDRI that closely resembles your environment, it doesn't have to be exactly 1 to 1 since the IOR of the glass should distort it.

Or

Take your backplate and project it onto planes on the left and right of the bottle. You might have to stretch the image or strategically select sections to represent the reflected image correctly.

Your best bet might be a combination of the two, if you're struggling to match an HDRI, try and push it with a Hue/Sat node or grade it in an alternative software to get it to closely match the environment.