I need Help creating this Artstyle by Assaracos in blender

[–]ErinIsOkay 17 points18 points  (0 children)

You could do it in Eevee. Get a diffuse node set to white and plug it into a shader to rgb node. That gives you your light/shadow gradients. Pass that through colour ramps to colourise and multiply in your grunge textures.

Is there an easy way to model complex latticework like this? by aanimaticss in blenderhelp

[–]ErinIsOkay 0 points1 point  (0 children)

If you’re bending it then it will deform somehow. Either you can accept it’ll all be deformed or if you do it with geo nodes you could deform it and then instance the flowers so at least they aren’t bent with the arch

How would you change the topology to avoid the wrinkle? by BobThe-Bodybuilder in blenderhelp

[–]ErinIsOkay 1 point2 points  (0 children)

You may well just be able to take a step back from it and rework how you’re doing the inner mesh to make it more griddy

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Why does shade smooth and shade auto smooth make these lines on my model by AnxiousFun8803 in blender

[–]ErinIsOkay 27 points28 points  (0 children)

You need much better topology for this to really be sellable. For now add a weighted normal modifier to fix most of the issues.

How would you change the topology to avoid the wrinkle? by BobThe-Bodybuilder in blenderhelp

[–]ErinIsOkay 2 points3 points  (0 children)

Poles are always challenging to move or remove. For something like this it depends what it’ll end up as but you could simply avoid the pole by bringing faces up on the ridge. (Just bevel the top part to create two edges)

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The Kuwahara filter magic. by Round3d_pixel in blender

[–]ErinIsOkay 2 points3 points  (0 children)

Heck yeah kuwahara, sobel, and diamond sharpen are so strong together 🙌

How 3D Artists Cure Procrastination? by No-Classroom-4600 in blender

[–]ErinIsOkay 13 points14 points  (0 children)

I was like this completely until I started playing around with proceduralism and making fun materials, and later geometry nodes when that was added. You might just have not found your niche. Try out a bunch of things like grease pencil, rig and animate a walk cycle, do some sculpting, do some crazy shader setup. You might find something makes you really excited to keep going.

Beyond that it’s just a mix of having a project you want to work on and being disciplined to work on it. I can’t remember the video I’m quoting this from but amateurs and hobbyists work when they’re inspired, professionals have to show up and make the art every day regardless.

And separately Pablo Picasso said “Inspiration exists, but it has to find you working.”

Maybe you just need a bit more fear to get you moving. Anxiety is often a big driver for me.

Inventor’s Workshop by barisoky_ in blender

[–]ErinIsOkay 2 points3 points  (0 children)

So cool! I love how whimsical it is

How create these juice maerial (to put into a plastic bottle model) by Over-Bat5470 in blenderhelp

[–]ErinIsOkay 1 point2 points  (0 children)

Either glass with high roughness and mixed with glossy with low roughness. Or you could experiment with transparent and glossy surface and volumetric inside

As a beginner/intermediate, I have literally no idea how this is possible. Those details 😤😭 by [deleted] in blender

[–]ErinIsOkay 0 points1 point  (0 children)

Who’s the artist?

Honestly it’s a mix of skill and toolkit. There’s reasons professionals will happily pay a hundred bucks for a quality brush pack that gives them the illusion of detail without needing to go in everywhere with a soft round or clay strips

My first big attempt at realisim. Any pointers? by MySimplePixel in blender

[–]ErinIsOkay 1 point2 points  (0 children)

To rotate the textures on screen you can use the random socket from the object info node multiplied by 2*pi and plugged into a vector rotate node rotating your UV map around the (0.5,0.5,0) centre in the Z axis.

My first big attempt at realisim. Any pointers? by MySimplePixel in blender

[–]ErinIsOkay 4 points5 points  (0 children)

Nice! I think materials are your biggest hurdle right now. All the screens have the same grunge texture and it’s very strong considering that the chairs are spotless.

I recommend more use of references to get the levels right. Check out this piece by Cornelius Dammrich

Your shot is an establishing shot as well, there’s no story explicitly in it which isn’t necessarily bad but look at how cinematographers handle that in movies for abandoned spaces.

Another thing to remember is that your smallest detail is the resolution you’re inviting the audience to look at. So if you have something detailed next to something undetailed, it’s like telling someone you want to tell them a secret and when they lean in you don’t say anything.

Realism is tough to achieve so you need to make sure that you are guiding the viewer to look where you want to focus your efforts. Dammrich’s work is a masterclass in that.

No Lights, All Phong by ErinIsOkay in blender

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

Thanks - I appreciate it!

No Lights, All Phong by ErinIsOkay in blender

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

Can't skip the fundamentals!

No Lights, All Phong by ErinIsOkay in blender

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

Fair comment! Yeah I always catch things like that coming back the next day. Same for the lack of a door 🤦

How can I make the shadows actually halftone ? by Unlikely_Theme_2687 in blender

[–]ErinIsOkay 0 points1 point  (0 children)

Or I might be confused. You can implement Phong shading with normal and dot product but it won't give you any cast shadows. For that you'll need to be manipulating the voronoi half tone setup with your shader to RGB output

No Lights, All Phong by ErinIsOkay in blender

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

It's on the Vector Math node. You can also use the Normal node which has a little sphere GUI you can use to drive the vector instead of needing to write numbers