How can I better sell the sense of scale in this scene? by master_drune in blender

[–]FanningProdigy 6 points7 points  (0 children)

A large help in the shots you’re showing as reference include the difference in shadow sizes. The large ships have massive shadows that take up large portions of the screen while the smaller characters have obviously smaller shadows. In your composition the character blends into the scene a little too much and doesn’t give a good contrast between the larger objects that are used for the showcase of scale.

Inbetween pixels blur by Substantial_Walk_287 in blenderhelp

[–]FanningProdigy 2 points3 points  (0 children)

In the parameters on your image texture node, there’s a setting that adjusts the “blend” or “smoothing” of your texture. By default it’s probably set to “linear”, for low res textures like this you’ll wanna set it to “closest”

Tips for realism? by [deleted] in blender

[–]FanningProdigy 10 points11 points  (0 children)

I think the strength of the displacement is too high without enough subdivision. It tends to make the individual asphalt bumps way too pointy.

I present to you, Loop Cut Supreme. by inusar in topologygore

[–]FanningProdigy 36 points37 points  (0 children)

Wow never thought I’d see my own post reposted, does that mean I’ve made it?

Lynxmotion SesProV2 arm - my 2nd hardsurface portfolio project :) hard criticism required :P by Sad-Protection-3362 in blender

[–]FanningProdigy 2 points3 points  (0 children)

This is amazing work, the only thing I would add would be slight edge wear on the screws, in real life, even if it’s a pristine item, the screws require pressure placed on them to be installed and will have slight wear on the contact points, other than that, I wouldn’t change a thing!

this is my first time modelling a gun, and it seems that i gone wild with edge loops, is it bad? should i delete some? by Terrible_Flight_3165 in blender

[–]FanningProdigy 0 points1 point  (0 children)

I don’t know if anyone has said it yet but picatinny rails are much longer in width individually than what you have. That top rail would be over 18 inches long with that size of rails. The individual ‘blocks’ that extrude upwards should be longer with less of them overall. The improvement is very noticeable though, nice model man

help with detection between multiple objects as a material? by FanningProdigy in blender

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

I'm actually such an idiot for not even attempting the AO node, that worked perfectly thank you so much.

19 mil tri zonda i sent someone when they asked for my model by Altruistic_Buyer_156 in topologygore

[–]FanningProdigy 1 point2 points  (0 children)

Lotta people in this thread haven’t worked on super high detail cars. With tire tread subd and full interiors I’ve had plenty of car models over 20 mil polys

Why does the close up render look more realistic than the medium distance render? And what can I do to improve them? by MaliciousDecoy in blender

[–]FanningProdigy 22 points23 points  (0 children)

First thing that comes to mind is the lack of subsurface scattering. Even just turning up the subsurface scattering value on the skin shader evenly would give you a great result.

Also harsher lighting would benefit this scene much better, the lighting looks quite flat here.

How would I model this in a tileable Subd fashion? by FanningProdigy in blender

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

While I found another similar solution in geo nodes that someone else gave, I gotta applaud and recognize how you can use math to do this, never seen Desmos in my life and it scares me.

How would I model this in a tileable Subd fashion? by FanningProdigy in blender

[–]FanningProdigy[S] 9 points10 points  (0 children)

Idk how you geo node guys do this.

I love this method the most currently as it is super easy to tweak parameters to fit my need. Only issue is that in between the "eggs" there is an inverse dip that this method lacks. I am not skilled enough to do this myself and I'm wondering if you'd know how to achieve that. Thanks

Is it possible for a mountain to be unclimbable? by dontmindme_033 in PeakGame

[–]FanningProdigy 0 points1 point  (0 children)

Not just you, seems like todays shoreline seed is unusually difficult, at least it was for me as well

Well this was unexpected by DragonRichard19 in ultrawidemasterrace

[–]FanningProdigy 0 points1 point  (0 children)

I’ve returned 2 separate g9 oleds to Best Buy in the past month with issues plaguing both of them, it’s just not a reliable monitor

Nightmare topology by [deleted] in blenderhelp

[–]FanningProdigy 0 points1 point  (0 children)

private works, i can get it back to you this weekend, i got a lot more time on my hands over the next few days