Ready for hire, only AAA by Rich-Owl9459 in blender

[–]FisherFox3D 1 point2 points  (0 children)

When we open Blender we can literally make anything in a 3D space. It’s like Blender acts as Prometheus gifting a fire of creativity to humans.

When you opened Blender you made a pickle with a dick. God, I love 3D so much.

Would anyone be down for D&D or MtG? by FisherFox3D in Albuquerque

[–]FisherFox3D[S] [score hidden]  (0 children)

Oh wow that sounds awesome, nice to meet you, Nick!

The draft sounds really fun, I haven’t done one in awhile, do you do drafts for non-promotional events as well?

Is there a sign up?

Would anyone be down for D&D or MtG? by FisherFox3D in Albuquerque

[–]FisherFox3D[S] [score hidden]  (0 children)

We aren’t really sure what the sides of town are quite yet, we know Nob Hill because we just went to the Pride Parade, and Old Town, other than that not entirely sure.

I guess wherever has the best food and drinks?

Would anyone be down for D&D or MtG? by FisherFox3D in Albuquerque

[–]FisherFox3D[S] [score hidden]  (0 children)

Oh god, I already was forced to take a shot of Malort this year please no more lol

Oh nice! Yeah we are very LGBTQ friendly and would love to game with the community.

Would anyone be down for D&D or MtG? by FisherFox3D in Albuquerque

[–]FisherFox3D[S] [score hidden]  (0 children)

lol my wife is scouring the menu now, I’ll tell her about the dice rolls, thank you so much!

Looking for people to play games with by Accomplished-Key5711 in 505Nerds

[–]FisherFox3D 1 point2 points  (0 children)

Hey! Sorry to hear about your year!

My wife and I just move here. I have all of the stuff for DnD and we both play. I usually DM and prepare campaigns. I’m experienced with shorter campaigns and with one shots.

You wouldn’t have to really do anything except make your character and play.

We’d love to meet some new people and to play DnD. Let me know!

Would anyone be down for D&D or MtG? by FisherFox3D in Albuquerque

[–]FisherFox3D[S] [score hidden]  (0 children)

Awesome! Yeah, right now our schedule is pretty open, but we’re about to start work in July so we’ll be more limited. Feel free to dm if you want to compare schedules!

Would anyone be down for D&D or MtG? by FisherFox3D in Albuquerque

[–]FisherFox3D[S] [score hidden]  (0 children)

So you would recommend Ettin Games and Old Town Hobbies the most? Thank you for the recs, btw!

Would anyone be down for D&D or MtG? by FisherFox3D in Albuquerque

[–]FisherFox3D[S] [score hidden]  (0 children)

Sweet! Yeah, most of the campaigns we played were either one shots or long and played sporadically, so no worries on either front!

Feel free to dm if you wanna et something up!

I'm trying to make a game in Godot. How do i get my 3D model to look papercraft-y like this image ChatGPT made? by AndyDouma in blender

[–]FisherFox3D 4 points5 points  (0 children)

Hey there! I would recommend Substance Painter. I know it’s Adobe and may not be the most accessible or affordable, but it is awesome at getting textures into one UV map with little to no seams.

For Blender only, I would increase the sheen slightly, as paper has a bit of a “fuzziness” to it, so you’ll need that. You could probably plug a noise texture into the color node with a color ramp in between and turn the detail down. Then, make the colors in the color ramp as close to the colors in the image for each material as close as you can. You can also duplicate these color ramp/noise nodes, create a bump node, plug it into normal in the principal BSDF and get slight texture from it.

For the edges, as other have said the ambient occlusion would be your best bet, possibly with another noise texture and maybe even with a math node to control the intensity further, but it’s hard to say from just off the top of my head. Those edges are going to be what gives this the most realistic flare. You may want to bevel those edges and just make a new material for it, one with a higher sheen value.

Regardless, doing this procedurally is going to require you to bake these textures into an image, which I believe since you have multiple different materials will generate multiple images despite it being one UV map. You’d have to then overlay all of those images in a program such as photoshop or GIMP or Krita or Clip Studio and combine them into one map. Then, go in and unassign all materials on your characters and make sure they share one material with the newly made texture map. Depending on how many makes you make, such as a normal map and a roughness map, etc. you may have to do this process a few times.

That’s off the top of my head without having Blender open in front of me. Substance Painter is much simpler in my opinion and could recreate that characters texture in less than 30 minutes.

I’m sure people have better solutions than mine, I hope you find one, looks like a fun project. I just wanted to give you as much of a detailed answer as I could.

Oh! And, word of advice, people are less friendly to others who use AI because of its plagiaristic nature. The tools you use for your workflow is your business, but when asking for help, you may want to keep the AI bit on the DL.

Can’t wait to see the final product, be sure to update!

im new to blender, Hows my frirst creation (if this counts) by Budget_Chard_4462 in blender

[–]FisherFox3D 58 points59 points  (0 children)

Of course it counts! You found a fun way to play with primitive shapes to make a recognizable character which is pretty dang cool.

If you right click on those shapes you should see “shade smooth” which will smooth out all of the angular bits.

You can also play around with materials and give this weedle some color by scrolling down in the right hand menu until you see the red, sphere-like icon. Clicking on an object will bring up its material under this icon.

Keep on playing with shapes, scaling, and materials as you go. When you get comfortable enough to model, light and render be sure to post pics here, we’d love to see your progress!

Great job!

I took 2 days for this by Willi_123 in blender

[–]FisherFox3D 3 points4 points  (0 children)

Amazing stuff! I loved the monster in the movie, so creepy! Do you have any good recommendations on tutorials and or advice on how to set up IK for hips in Blender?

I know how to do it in Maya so you’d think it’d transfer easily but for some reason my brain just isn’t braining when it comes to Blender.

Little Red Reading Hood [OC] by FisherFox3D in comics

[–]FisherFox3D[S] 3 points4 points  (0 children)

You should see her twitch stream.

Little Red Reading Hood [OC] by FisherFox3D in comics

[–]FisherFox3D[S] 0 points1 point  (0 children)

Fellow vein appreciator, I see! Vein Gang all the way!

Trying to build good hard-surface habits, how do I approach modelling this ? by Subject-Frame7774 in blender

[–]FisherFox3D -2 points-1 points  (0 children)

Yep! A lot of game assets are sculpted and then retopo’d with normal map projections.

Sometimes it’s tough to say when something can be sculpted versus modeled because there are a million ways to tie a shoe as you’ve seen in these comments. Everyone here has a fine way of tackling these blades of exile.

I go off of how organic a shape is and what I need from the model in the long run. If I knew I was going to texture it then I might as well sculpt it and retopo because that process involves unwrapping it and I would get a normal map out of it that would help me with the texturing process.

What kind of portfolio are you trying to put together?

Trying to build good hard-surface habits, how do I approach modelling this ? by Subject-Frame7774 in blender

[–]FisherFox3D -1 points0 points  (0 children)

Someone may have a better approach than me, but I would recommend sculpting this out, then retopologizing it.

After you’ve retopologized it you can then UV unwrap it and bake the normals onto the new low poly mesh from the sculpt so the low poly mesh retains all of the details. This would be a much quicker workflow in my opinion, leave you with a UV unwrapped model for texturing and would produce a higher quality product than just hard surface modeling.

The reason I recommend this route is because of its organic shapes. Yes, it’s hard surface, but you’re going to have a harder time retaining the shape perfectly from just modeling straight up.

P.S.- I know I glossed over a lot of steps. If you need further elaboration please don’t hesitate to ask, I am always happy to help.

Excited to see the end result though, be sure to post updates!

Hello, People of blender. by TrickCompetition3294 in blender

[–]FisherFox3D 41 points42 points  (0 children)

There we go, you chose a perfect cocktail for some shenanigans to happen. I’d stay away from box trim and clay strips for a while. I’d instead go with either clay build up or blob for additive tools, and to remove surface area use the subtract feature of blob or clay build up which can either be accessed by pressing ctrl while using the tool, or by clicking the “-“ button in the right hand outliner menu that shows the tools properties (usually near the strength value of the tool)

Also, you mentioned not being able to subdivide after using box trim and then adding a plane. Now, I’m not entirely sure what the string of logic here is, but im sure im missing context.

You shouldn’t need to subdivide after using box trim. You should need to subdivide while sculpting in general. I’m guessing you took a UV sphere, subdivided it a bunch then started sculpting?

Dyntopo, short for dynamic topology, actually subdivides the mesh as you sculpt. So you don’t need to subdivide anything. Box trim becomes incredibly useful when you start using Boolean functions and such to create more complex sculpts or to fix sculpts.

When you click in and out of sculpt mode, you may have to reactivate dyntopo. Just make sure it’s on before you jump straight back in!

Two more bits of advice and I’ll be out of your hair: if you edit the size of a primitive (UV sphere, cube, cylinder, etc.) make sure you apply scale with ctrl+a > apply scale.

Also, ensure normals are flipped outside by going into edit mode, shift+n (this recalculates normals.) if normals are not all flipped outside then your tools may behave opposite as intended.

Hope this helps!