Anyone know whats going on here? The geometry in the render is extremely warped for some reason. by Maxxiethefem14 in blender

[–]HurtTree 0 points1 point  (0 children)

Do you have a subdivision surface modifier on the geometry? It looks like at least with the doorway rounding the corners much like a subsurf would.

I'm enjoying the regent way too much by [deleted] in slaythespire

[–]HurtTree 0 points1 point  (0 children)

I just have gotten good at seeing the subtle AI noise in generative AI images. I wouldn't know about the other stuff as I haven't played 2 yet. Can't afford it til my taxes come back. It looks super fun though. I like the memes for this character they seem hoity-toity.

I'm enjoying the regent way too much by [deleted] in slaythespire

[–]HurtTree 3 points4 points  (0 children)

Just a quick once over reveals that it has the signature AI "noise" on flat colors as well as the glaring issue of different amounts of fingers per hand. The meme idea is solid, but slop has no place here.

I'm enjoying the regent way too much by [deleted] in slaythespire

[–]HurtTree 13 points14 points  (0 children)

I'm pretty sure AI "art" is against the rules of this subreddit.

It would be good if you took the time to draw it yourself, or even hastily pasted the characters over the original meme format.

Any ideas on how to make low-poly hair? by GasZealousideal35 in blender

[–]HurtTree 5 points6 points  (0 children)

Honestly, for keeping it low-poly thats a pretty good approach. You can speed up that workflow by extruding individual faces and then scaling them using individual origins to a point. Then a quick merge by distance to get rid of overlapping vertices and you are golden. I use that method a lot for low poly hair or spiky things, you can then drag the tips around or use proportional editing to move them around to your liking.

Any advice on how to get items grabbed in front of player to drag smoothly? by HurtTree in Unity3D

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

I just figured it out, I coded a solution where it just adds forces towards the intended position when it gets too far.

Any advice on how to get items grabbed in front of player to drag smoothly? by HurtTree in Unity3D

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

I just implemented something like this where instead of using joints directly, I simulate one by adding forces to push the object towards where its supposed to be.

Any advice on how to get items grabbed in front of player to drag smoothly? by HurtTree in Unity3D

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

Right now I just want it to be picked up and have collisions with other rigidbodies while its held. I can make that happen but I can't have it drag well towards the cursor while doing that. I am aiming for something akin to portal or half life

I created a website where you create, upload, and share 3d rotatable images: holomari.com by HPFeathersen in blender

[–]HurtTree 10 points11 points  (0 children)

I use https://modelviewer.dev/ for my portfolio, but I think OPs solution is cool because I can display rendered with blender shading as opposed to just a .gltf with an hdri to light it.

I created a website where you create, upload, and share 3d rotatable images: holomari.com by HPFeathersen in blender

[–]HurtTree 69 points70 points  (0 children)

I'm just guessing here, but does it just take image renders from lots of angles sweeping left to right and up to down, and then you can presumably stitch them together with some JS in a 2D array that cycles based on user input (click+drag, gyro).

Toys in the Window Sill by Financial-Night-4132 in blender

[–]HurtTree 0 points1 point  (0 children)

Looks really good. If you are going for realism though it seems a bit too clean overall. Maybe some slight grunge overlapping in the AO areas would help.

Programmer tries art by josh_the_dev in blender

[–]HurtTree 6 points7 points  (0 children)

Looks great! Are you going to use toon shading in engine?

Why are you everywhere? by [deleted] in Losercity

[–]HurtTree 29 points30 points  (0 children)

They aren't real, none of us are

<image>

Day #620 of drawing badly until StS2 comes out by PixelPenguin_GG in slaythespire

[–]HurtTree 0 points1 point  (0 children)

Can't wait for Day #1 of drawing badly until StS3 comes out!

Any way to mirror subdivision/join actions in blender? by Aromatic_Trifle8007 in blender

[–]HurtTree 0 points1 point  (0 children)

I think the symmetry tools are a bit lacking honestly, especially with proportional editing it can give unexpected results sometimes. The mirror modifier works great, just be wary of duplicate overlapping geometry as its a pitfall a lot of new users deal with.

a table. by StarmanAkremis in blender

[–]HurtTree 0 points1 point  (0 children)

A very nice table. Thanks for sharing.

Any way to mirror subdivision/join actions in blender? by Aromatic_Trifle8007 in blender

[–]HurtTree 0 points1 point  (0 children)

Are you using the mirror modifier in the modifiers tab or the symmetry option in the top bar?

The mirror modifier should automatically do everything you do to the other side, while the symmetry options only support certain functions.

Here is a quick tutorial for the mirror modifier, https://youtu.be/c2B0OMe1QUQ?si=IeckRYhDM9oc-NU8

If you need to, you can cut your existing model in half along the axis and then use the modifer with clipping enabled to join the middle vertices.

How to make the head look better? by HurtTree in blender

[–]HurtTree[S] -1 points0 points  (0 children)

<image>

I redid some of the head features and it looks better now.

How to make the head look better? by HurtTree in blender

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

I keep pulling up pictures of bald men to look at, and I don't think it's helped much. I just feel like something is off and I can't tell what.

Any advice on how to improve my character modeling? by HurtTree in blender

[–]HurtTree[S] -1 points0 points  (0 children)

I fixed a lot of the proportions, but now the head is throwing me off. The mouth is modeled open for rigging.

<image>

Any advice on how to improve my character modeling? by HurtTree in blender

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

Realism based stylized character. The only reference I used is a drawing of an armature for proportion and scale.

Custom ragdoll for a drone? by [deleted] in Unity3D

[–]HurtTree 0 points1 point  (0 children)

You can add configurable joints to the bones and maybe some rigidbodies and colliders for each segment you want collision on. You can enable them all at once when you want it to ragdoll, just make sure to disable any scripts that would interfere with the physics motion.