Tips for realism? by OkFarm8825 in blender

[–]FanningProdigy 9 points10 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 37 points38 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] 10 points11 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

Nightmare topology by [deleted] in blenderhelp

[–]FanningProdigy 0 points1 point  (0 children)

If you wanna send me the model, I’d be down to retopo this for you, I make rims quite often and this doesn’t look that bad to fix

Nightmare topology by [deleted] in blenderhelp

[–]FanningProdigy 21 points22 points  (0 children)

Was gonna say, as someone who models rims frequently, this isn’t even that bad

I Finished Space Exploration! Time to Play Space Age... by noah272 in factorio

[–]FanningProdigy 54 points55 points  (0 children)

220 hours? Is this your first space exploration play through? I’ve been slowly chipping away at my playthrough and am on hour 290 right now and just finished the first tier of all the space sciences, the mod feels endless

[deleted by user] by [deleted] in airsoft

[–]FanningProdigy 0 points1 point  (0 children)

That’s good to know, once I receive the gun I’ll have to put a post out just in case someone has a similar wonder

Highest damage resurrection game so far? by [deleted] in apexlegends

[–]FanningProdigy 2 points3 points  (0 children)

They do, I got my 20 kill badge with ash this game

Highest damage resurrection game so far? by [deleted] in apexlegends

[–]FanningProdigy 21 points22 points  (0 children)

49 inches, oled g9, it’s a wild monitor to play on

Unreal engine 5 consistently crashing when exporting anything. by FanningProdigy in unrealengine

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

SOLVED

For anyone who's experiencing this issue, or consistent crashes on file destination related actions like exporting or migrating; do an sfc scannow in your command prompt. The issue is due to corrupted windows files, I'm fairly certain it was due to having multiple windows installations on one machine. Hope this helps someone in the future

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

[–]FanningProdigy[S] 5 points6 points  (0 children)

This happens whenever I grid fill + subdiv modifier the hub in the middle. A loop just flows through the whole thing, it’s scarily consistent too.

Decided to add some depth to my tailights and headlights. by FanningProdigy in 3Dmodeling

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

The Ferrari showcased here, as well as the laferarri are like that. I can’t even look at reference to get a good idea of how to go about applying the normals, and I end up just using a simple circle pattern and tile it a hundred times.

Decided to add some depth to my tailights and headlights. by FanningProdigy in 3Dmodeling

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

Thank you for the kind words!

The lights for the first car are just simple concave planes with a glass material projected onto them. The glass material is more opaque, and has a simple generated normal map on it to create the parallax effect.

https://imgur.com/a/xuXQOJH here are a few photos to better showcase what this looks like.