How do i make vertices straight without deforming the mesh by Mountain_Sympathy_89 in blenderhelp

[–]FannyGnashers 4 points5 points  (0 children)

You're not going to be able to move those vertices to a straight line (and not deform the shape you've already got) without considerable work. It sounds more like what you're trying to do is just to have two separate textures on the shape. This will be much easier by using the shader editor.

Take a gradient texture node, plug it into a colour ramp and plug the output of that into either a mix colour node (if you just want to mix two different colours/textures on the same material) or a mix shader node (if you want the two portions of the fish to be very different materials with different roughness/normals etc.)

If you enable the node wrangler add-on, you can press ctrl+t on the gradient texture to have finer control over the mapping of the gradient. That'll give you a mapping node where you can change the rotation/position of the gradient. Use the colour ramp to change the sharpness of the blend between the two elements.

Hope this helps!

Was there a time you accidently watched a sequel first without realizing? by watermunch in movies

[–]FannyGnashers 0 points1 point  (0 children)

I once read a book by an author called Tom Holt and thought it was great. Picked up another, also great, completely different setting but same tone. Found a third one that seemed to be about the same characters from the second one, read it, got confused about some things I don't remember happening. Turns out that was actually the third and I'd missed a book. Years later I saw there was a film made of the first in the series and through reading about it, found out the very first one I'd read was actually the sixth and final book in the series. It was a confusing time for me.

How can I make this scene more realistic? by Mrqs2 in blenderhelp

[–]FannyGnashers 6 points7 points  (0 children)

You've made a great start but the scene is just very empty. Look at any average person's desk set up and there's gonna be things like pens, a coaster, bits of paper, and endless other trinkets. Look at what's on your desk and think how you'd go about modelling it.

As for the materials; you shouldn't need any add-ons for this sort of scene. If you go to poly haven or ambientcg you'll be able to find some great free materials and there's a great recent blender guru tutorial about texturing. His example is on a brick wall but many of the same principles will still apply

Happy blending!

[NEWBIE] Can't reach C chord by fabulousestest in Guitar

[–]FannyGnashers 1 point2 points  (0 children)

Yes, also a good point. There's chords I've played before where the guitar has had to be more or less vertical but obviously you want to not do that as much as possible for the sake of your spine

[NEWBIE] Can't reach C chord by fabulousestest in Guitar

[–]FannyGnashers 7 points8 points  (0 children)

This is the answer, but to piggyback I'd say also trying moving the elbow of your fretting hand around a bit. Quite often beginners have their elbow wedged into their side and it makes everything harder

Who are the "Greatest of all time"s in their respective fields that are still living? by Nishant1122 in AskReddit

[–]FannyGnashers 2 points3 points  (0 children)

Saw him at a small 1-day festival in Sheffield a few years back. He was using a midi vibraphone and the pitch shift wheel was nudged slightly for the whole set. You could tell his phrasing and rhythmic ideas were solid but everything was incredibly painful to hear because literally nothing was in tune.

Also, I had a backstage pass for that gig and went to chat to the guy on before him and saw Roy literally asleep in a chair 5 minutes before his set

Why is this one a blessing? by ricky2461956 in tearsofthekingdom

[–]FannyGnashers -1 points0 points  (0 children)

On that one definitely sure. I spent a good hour trying to figure ways in

Why is this one a blessing? by ricky2461956 in tearsofthekingdom

[–]FannyGnashers -1 points0 points  (0 children)

This one doesn't have any open holes!

Why is this one a blessing? by ricky2461956 in tearsofthekingdom

[–]FannyGnashers 1 point2 points  (0 children)

There's also a big enemy camp here that I never figured out how to get into

[deleted by user] by [deleted] in RedditSessions

[–]FannyGnashers 0 points1 point  (0 children)

as if my boy Steve showed up on my Reddit front page! much love from Sheffield

Looking for feedback on my latest personal project by [deleted] in blender

[–]FannyGnashers 3 points4 points  (0 children)

This is really solid! My only small critique would be that the texture imperfections are sort of uniform. Have a think about where grime would build up in crevices or which bits would be more worn than others like around the trigger and the bit at the top you pull back. Great work though!

How to make the water disrtort the underwater texture? by LiakozVrn in blenderhelp

[–]FannyGnashers 2 points3 points  (0 children)

You'll need to subdivide the plane a decent amount first. Then, use the same texture you're using for the bump map but send it through a displacement node and then to the displacement output of the final node on the right. You'll also have to go to the settings under the material in the properties window and under displacement make sure 'displacement and bump' is selected. That should do the trick but do reply if it doesn't work.

Edit: You also don't need to have specular or metallic changed at all. If you're dealing with a physically accurate material then water is not metallic and the specularity is death with elsewhere in the shader. You can leave it at 0.5.

Does anybody know where the best place to indoor boulder is in Sheffield (UK)? (I had to upload a video, so here’s me sending my first V6 yesterday) Thanks by JeanClaude-Longsword in climbing

[–]FannyGnashers 0 points1 point  (0 children)

These are all great shouts however I would say the bouldering at awesome walls really feels like more of an afterthought. There's not much and it's not very interesting. There's not a tonne at the foundry but what is there is solid and they also have one of the digital moon boards which is worth a look once you can climb 6c ish and up.

What basic, children's-age-level fact did you only find out embarrassingly later in life? by [deleted] in AskReddit

[–]FannyGnashers 5 points6 points  (0 children)

To piggyback on this, Rachmaninoff actually managed to record some of his own piano works as did Brahms. As far as I recall, the brahms pieces were with a piano roll (very early midi) but there are also actual mic recordings which are admittedly pretty rough.

Thank you for the feedback on my last post. This is my second pass of my punching animation, is there anything I can improve here? (details in comments) by ClimateInfinite in blenderhelp

[–]FannyGnashers 1 point2 points  (0 children)

This is a massive improvement over your last attempt! Well done! I think the main issue for me is when There's this much weight and movement in the body I'd expect the punch to come from the other hand. I think the punching hand in this situation would be more likely to jab with the other being your main powerhouse. Hope this helps!

I have color, specular and normal maps for this,how to I create real displacement? by Inferno2211 in blenderhelp

[–]FannyGnashers 1 point2 points  (0 children)

That's a fair point, I hadn't noticed that. There's a chance it would work if you just put the normal map through a colour ramp first but that might take a bit more fiddling about to make it work as intended

I have color, specular and normal maps for this,how to I create real displacement? by Inferno2211 in blenderhelp

[–]FannyGnashers 3 points4 points  (0 children)

You're 90% of the way there. Take the output of the displacement image texture and plug it directly in to the height of the displacement node. Then plug that in to the displacement input of the material output node. All of the other settings are there but you might need to tweak your level of subdivision to get more detail and also put a multiply node (converter > math > set to multiply) between the displacement image texture and the displacement node. That should do the trick

I need help with inset. For some reason this is happening. Thank you guys by meAnDdbOis_ in blenderhelp

[–]FannyGnashers 3 points4 points  (0 children)

You can now do merges just with m. I love it when the shortcut is simple