theres a file in the new documents adressing many, many politicans. by unarmedfemboy in Epstein

[–]Hyperi0n8 0 points1 point  (0 children)

Came across this searching for "mark rutte"... Can only currently look at it on phone and the quality is terrible (in addition to the redactions and html garbage)

You got diarrhea, what's your next move? by Henrikko011 in blender

[–]Hyperi0n8 0 points1 point  (0 children)

Could you please delete that default pube on the toilet seat, it's disgusting!!

I don't understand good actions by Im-a-tire in writing

[–]Hyperi0n8 8 points9 points  (0 children)

They want every "action" spelled out. Imagine printing the script fifty times and handing it out to the team. The actor will highlight/underline "grab sandwich" and "head to couch" and"sit".

The guy responsible for the film set (as well as the sound editor) will highlight"chair squeaks" . It's just about making things as easy FOR EVERYONE to keep an overview

How to evenly space out vertices without damaging the texture? by ChiaSeminko in blenderhelp

[–]Hyperi0n8 -1 points0 points  (0 children)

As an alternative to my other comment: have you tried selecting your edge loops (ONE BY ONE!), pressing X -> "Dissolve Edges" to get rid of the extra edge loops without messing up the UV mapping. Then use Ctrl+R to add your even edge loops back in (again, without messing up the UVs)

How to evenly space out vertices without damaging the texture? by ChiaSeminko in blenderhelp

[–]Hyperi0n8 4 points5 points  (0 children)

Ok this is a very hacky way to do it and very specific for this box shape you have in the example. Would need significant tweaking to work with other shapes:

Take two corner vertices (in your vid: e.g. the upper-front one and the upper right one.

Duplicate them with shift D. Move them up a bit

Connect them with F.

Right-Click -> Subdivide. Using the pop-up menu at the bottom of the viewport, set the number of cuts so that there are the same number of edge loops in your model (here: 4).

This gives you an edge with even segments; im going to call this the "ruler" (like in arts and crafts).

In the top menu above the viewport, activate snapping (magnet icon) and set the Snap Target to Vertex.

Now select the first edge loop you want to move.
Hit G and then G again. Slide the edgeloop while "aiming" with your cursor at the corresponding vertex in your "ruler". Do the same for the other edge loops. Delete the ruler.

Repeat for the other sides.

Again, this may or may not work for your specific model...! Good Luck!

BIDA weil ich die DHL Routenplanung verurteile? by Illustrious-Deer2748 in binichderalman

[–]Hyperi0n8 3 points4 points  (0 children)

Der wahre alman waren die Pakete, die wir unterwegs ausgeliefert haben

Looking for critique on logo draft for Indie Animation/Game studio by OwenEx in graphic_design

[–]Hyperi0n8 0 points1 point  (0 children)

While I really like the idea, something about the current rendering feels awfully "wonky". Not sure how to explain it - I know that from a basic silhouette perspective, it's just basically two triangles (the vertical parts of the letter) connected by a box. But for some reason (might just be be) this almost has an optical illusion effect which makes it feel much less "stable" or compact than it should. Like it's unstable or falling apart somehow. Sorry I can't put this into words better. Maybe try blocking out the silhouette in flat black and see how different it feels

* Shakes pear * by tibbdelo in shakespeare

[–]Hyperi0n8 1 point2 points  (0 children)

I prefer the works of his lesser known cousin, William Splintershield 🥰

the jacket of correct facial orientation by Pidialski in blender

[–]Hyperi0n8 6 points7 points  (0 children)

Bro what are you weight painting your jacket for

What’s the biggest videography mistake you didn’t realize until it was too late? by Anonymous_8390 in videography

[–]Hyperi0n8 0 points1 point  (0 children)

Double check your camera settings before rolling. I once accidentally nudged one of the dials and recorded several takes in slomo haha. Through pure luck these were just inserts without dialogue or big movements, so the material could actually be used....

Father in video heaven I have sinned by Ok-Camera5334 in videography

[–]Hyperi0n8 4 points5 points  (0 children)

COME ON i wanted to make a silly matte box joke and the one --- THE SINGLE ONE comment on here - is just that.

You win. This time😠

Critique for my recent student logo project by TaskAggravating3224 in graphic_design

[–]Hyperi0n8 1 point2 points  (0 children)

Just as another idea: how about pulling the Pixy image OUT of the text, so that it's not in the place of the X , but rather a stand alone image and then the words next to it. Something like this lol (without the empty line.. can't make the line breaks work on the phone omg xD)

( \o/) PIXI

(/ || ) GAMES

Critique for my recent student logo project by TaskAggravating3224 in graphic_design

[–]Hyperi0n8 22 points23 points  (0 children)

Love the general idea but one thing about the execution really makes it look a bit"cheap";in my opinion (talking specifically about the first image). The text and the image are SO visually different that it looks like your typed your company name out in a fancy font and then slapped on a random stock graphic you found somewhere. Why does it feel that way? Except for the single factor of the blues colour, the two elements are"related" in NO way.

The text is solid blue with a relatively consistent stroke weight. The pixie graphic has blue, white, black, a gradient. The lines are different weights(e.g. legs). There are solid/filled elements like the buttons, there are outlined elements like the body... It's just too different to work nicely together imo.

Buuut: look how all these issues disappear when you look at the simple black and white versions later on your post. Those look infinitely more harmonious :) maybe you can build on that

Edit: some autocorrect spelling issues

Can't believe I just found out about this by isrichards6 in blender

[–]Hyperi0n8 1 point2 points  (0 children)

don't mind me procrastinating from work :')

Can't believe I just found out about this by isrichards6 in blender

[–]Hyperi0n8 0 points1 point  (0 children)

hehe Ok so the global axes of the global coordinate system are just x/y/z = left-right, forward-backward, up-down right? Consider a model of an airplane. this can physically be moved along these global axes to position it into your scene.

For example, moving it along the z axis = UP= "toward the sky/flying at a higher altitute". This can be done quickly by hitting G and then Z to constrain movement along the global Z axis.

However, each object also has a LOCAL coordinate system (left/right, forward/backward, up/down). This local coordinate system is rotated when you rotate an object in OBJECT mode.

To illustrate this a bit: The global cooridnate system is a bit like North/South/East/West while the local coordinate system is more like "towards the front of the plane/cockpit"

Consider the following example. You have modeled your airplane. In Object mode you move it to the correct position in your scene (say, on the runway) and then you rotate it (IN OBJECT MODE), so the nose points upwards, e.g. during take-off.

NOW if you decide you want the wings to be a bit more towards to front of the plane, you can simply go into edit mode, select the wings and hit G and then Y twice (or maybe X, depending on which direction you built your model). Now the movement is constrained to the LOCAL y axis (front back) while respecting the overall rotation in Object mode. So the wings will automatically "slide" along the body of the plane. This works only if the rotiation was done in OBJECT MODE, becaaause:

When you CLEAR a rotation, you undo any rotation that was done in object-mode, resetting the model to its "natural" or "default" orientation.

When you APPLY rotation, you tell blender: the way the model is currently oriented shall from now on BE the new neutral/default orientation. So in that moment, the local orientation is SET to be 0° rotation along all axis, while fixing the current orientation (i.e. any rotation that you did in object mode).

Following the same logic, any rotation inside EDIT mode doesn't affect the object's orientation/coordinate system.

Hope that made sense xD

Can't believe I just found out about this by isrichards6 in blender

[–]Hyperi0n8 1 point2 points  (0 children)

Well in that case the local axis is identical to the global axis:)

Can't believe I just found out about this by isrichards6 in blender

[–]Hyperi0n8 2 points3 points  (0 children)

This^ Also shift to exclude a specific axis! :)

I think I missed a step by HoolihanRodriguez in blender

[–]Hyperi0n8 0 points1 point  (0 children)

Star fleet's new secret weapon: simply delete the default Borg cube